Campaign Book Volume 2 invites you to rediscover even more of World War II in all of its staggering scope and intensity. Forty six new scenarios spread across 11 unique campaigns will have you island hopping´´ across the Pacific in a 4 year push to the Land of the Rising Sun, send you on a whimsical ´´Bicycle Blitzkrieg´´ to remote parts of Malaya, put you on the front lines of the first blitzkrieg in history in the ´´Fall of Poland´´, dare you to ´´Break through Normandy´´ on giant Breakthrough maps of D-Day, and invite you to relive the exploits of the war´s most famous ´´Air Aces´´!This second Campaign Book builds upon the campaign rules, first introduced in Campaign Book Volume 1, to let you play scenarios in succession with the outcome of each battle impacting the ones that follow. Advanced campaign rules, new special events and a punchboard with 50 tokens all combine to make these new campaigns ever more spectacular!This book is an expansion for the Memoir ´44 boardgame. An original copy of Memoir ´44 is required to play.The Island Hoppers Grand Campaign can be played with the base game and the Pacific Theater expansion. The Bicycle Blitzkrieg, Fall of Poland and Break Through Normandy campaigns require tiles from the Terrain Pack. The Normandy campaign also requires the Breakthrough boards. The Air Aces campaign requires the Air Pack expansion.´´
With a host of new models, new mechanics and exciting abilities, the Season 2 Rulebook takes DreadBall to new heights and expands your gameplay experience. Featuring brand new photography as well as a dedicated FAQ section, the Season 2 Rulebook is a must-have for any DreadBall fan.
A combined reprint of Commands & Colors: Ancients Expansion Pack #2 Rome and the Barbarians and Commands & Colors: Ancients Expansion Pack #3 The Roman Civil Wars with all of the individual components (separate scenario books, etc.) of those products, but without the boards originally included with them.
Adrian Smith (born 1969 in England, United Kingdom) is a illustrator/concept designer living in Scotland.Best known for his work with Games Workshop and numerous similar companies, Adrian has also done concept design work for computer games companies such as THQ and EA. Other credits include a short comic series in France written by Pat Mills and book illustrations alongside renowned artists from around the world.Recently Adrian has been self publishing, the first project being his art book Illuminations, and plans are in motion for a series of comics. In addition to these personal projects, he still finds time for freelance work with various companies.
Zombicides Compendium #1 is a 92-page book entirely devoted to your favorite game! Inside, youll find updated versions of all the official Campaigns and Missions published for Season 1, as well as brand new Missions, a precious Designers Note, and an exclusive Campaign!Are you a perfect zombie killer looking for new challenges? Do you know someone fitting this description? Then Compendium #1 is the perfect gift for you and your friends!
Its the perfect night! As a devoted cultist of the Grand Octopus, you sneak into the celebrated English university to search for the four ingredients necessary to complete the magic ritual that will allow Him to return to this world. But it turns out others have the same idea.Stealthily gather what you need while keeping an eye on the other cultists and thwarting them when possible. Sometimes clever negotiations are needed. Be the first to complete the task and you will be able to invoke the Grand Octopus and earn His favor.n Night of the Grand Octopus, you are one of the Elect and have been recruited by the Illuminati to form a cult to glorify the tentacled one. Whats more, your dreams have told you that the time has come, the stars have aligned so that you can perform the Ritual of Appeal and bring the Grand Octopus to surface once again. To perform the ritual, however, you need the right magical components, components to be found in a famous English university for young wizards and witches and youre not the only one seeking them.In each round, players secretly place their cultist and monster tokens on locations, then reveal those locations at the same time. If only one cultist group occupies a location, that cult gains strength but if two or more cults want the same spot, they must negotiate or both lose cult strength. If, on the other hand, a rival monster occupies the location, the cultist is eliminated. Gulp!
Berserk is a fantasy card game that was invented in 1993 and published in Russia in 2003. Since then it has become the most popular collectible card game in Russia, Ukraine, and Belarus. In the ten years of its existence, nineteen expansions for the game have been published. Today there are over 4000 different cards, featuring unique illustrations created for Berserk by various artists throughout the world. Berserk: War of the Realms, the second English-language edition of the Berserk tactical card game, consists of six 30-card ready-to-play decks and 63 cards for customizing. You should start by looking at the comic strip, which explains the rules basics. Begin your first battle, using the Complete Rules as a reference!