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Tag: Small World

Game of Dungeons, Thrones and Munchkin Deluxe

Back in Stock

Lots of stock just came back into stock.
Game of Thrones, Munchkin  Deluxe, Ticket to Ride anything and Small World all are back online. If you have an outstanding order for any of these
items, they should be ready to go or have just left.

What’s New? 

Magic 2013 has just dropped and we are all to busy playing 52 pickup with all these new Magic cards.
We have these swanky Deckbuilder Toolkits which are pretty much the best way to start playing right after picking up an intro deck.
Lots of value and every thing your really need as a beginner.
Still have a lot of Fat Packs so pick them up before they run out.

Dungeon Command from Wizards in the Loth and Cormyr variety. This is a quick skirmish game that can be mixed with the Dungeons and Dragons dungeon crawlers.

Expect fast brutal gameplay like Heroscape or Dream blade which is also a Wizards skirmish game.

Fiasco for all you RPG fanatics and its erstwhile companion kit. As seen in the most recent Tabletop video, intense situations to roleplay out of.

Finally Maharani which is a new age tile laying Euro-game bursting with intriguing gameplay choices.

What we are playing

Pretty much Magic 2013.
All the time, every time.
Last weekend was dominated by 3 drafts of the new format and showed that
A) It was nothing like Magic 2012  and;
B) This was a good thing.

I was pretty much tired being blown out by turn 5 in Magic 2012 by goblin piker and its aggressive ilk. By far one of the most aggressive drafts ever made, M12 proceeded to teach us lessons about tempo and why goblin piker and coral merfolk were pretty much good cards depending on the format.

M13 was heaps different. Slower and more methodical card choices allows for a person to brew up many different combinations. Exalted is a great albeit risky mechanic which rewards good reading and commitment. Low levels of creature kill allows for alot more out playing and more emphasis on creature enchantments.

Loving it right now,
Have to wait to see what it is like after many plays.

My card of the format is Talrends Invocation which is value central and makes 2/2 flyers which pretty much pound on any one or trades for value.

Tonight I have wargames so might eke out an extra play of Dungeon Command.

What’s Hot: Small World Underground

When you’re in a hole—keep digging!

Small World UndergroundSmall World Underground is a stand-alone boardgame set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires.

Designed by original Small World author, Philippe Keyaerts, it features all new Races and Special Powers, and introduces Monster occupied regions that protect Relics and Places of great power!

Play Small World Underground on its own or combine it with other Small World game elements.

Game Contents: 2 Double-Sided Game Boards, one for each player configuration; 15 New Fantasy Races with matching banners & tokens; 21 New Special Power badges; 9 Popular Places & 6 Righteous Relics; 9 Black Mountains & 1 Volcano; 8 Mushroom Armor, 7 Silver Hammer, 4 Vengeance Markers, 1 Bag-o’-Many-Things & 1 Game Turn Marker; 1 Balrog, 1 Ghost, 1 Great Ancient & 1 Queen
106 Victory Coins; 5 Player & 1 Game Turn Summary Sheets; 1 Reinforcement Die; 1 Rules Booklet.

It’s a Small World After All

Small WorldSmall World is one of those fantastic games that Days of Wonder do so well: a fun, thematic, high-quality boardgame that appeals to gamers and families alike. With the release of the brand new stand-alone version of the game called Small World: Underground, let’s have a big look at the Small World universe and some of its great expansions.

It all started with the main game of Small World, a quirky, light-hearted area control game for 2-5 players with fun artwork and lots of attitude!

Small WorldSmall World was designed by Philippe Keyaerts as the fantasy follow-up to his award-winning game Vinci. Inside the box there are 2 beautifully illustrated boards that feature different maps for 2, 3, 4 or 5 players, and 14 different races that can each be combined with one of 20 special powers (along with lots of tokens, a special die, and a well-designed token tray). But despite all these options, the gameplay itself is simple and easy to learn. Basically you choose a race and a special power, grab your race tokens, and begin conquering regions on the board. You score coins for the regions you’ve conquered, and can redeploy the tokens you have on the board among them. Later when you run out of race tokens you may choose to put your race ‘into decline’ and choose a new one with a new power. Because there’s limited space on the board, you’ll have to choose just the right time to put your race into decline—you still score regions with your old race, but they can’t use their special power anymore and they’ll probably be quickly destroyed by other players. And everyone is jostling for the limited space in this small world! Picking the right combination of fantasy races and unique special powers, players rush to expand their empires—often at the expense of weaker neighbors.

Small World is inhabited by a cast of characters such as dwarves, wizards, amazons, giants, orcs and of course humans. Each race has a special ability—the Giants can more easily conquer mountainous regions, or the Ghouls can continue to conquer new regions even after they’ve gone into decline, for example. There’s a wide range of special powers as well—bonus coins for conquering particular regions, the ability to more easily conquer certain regions, or form brief alliances with other players—that mix things up and keep players on their toes throughout the game. And it’s a game that doesn’t overstay its welcome either; it’s fast-paced, fun and engaging from start to finish.

Despite the huge amount of variety in the Small World game, dedicated players were soon clamouring for new races and powers, and Days of Wonder even ran a competition to bring in ideas by players.

The Grand Dames mini-expansion features some of those winning contest entries—Priestesses, Gypsies, and the ghostly White Ladies, all with their unique special abilities. The two new powers are the Historian, who gets a bonus Victory coin whenever a race goes in decline, and Peace-loving, who collect 3 bonus coins for any turn they refuse to attack another active race.

The Cursed! mini-expansion has yet more winning entries—the Goblins and the Kobolds, and 5 new powers: Cursed!, Ransacking, The Hordes, Were-people, and Double-Jeopardy.

The Be Not Afraid Expansion (With Bonus Necromancer Expansion) includes 5 new races (Barbarians, Homunculi, Pixies, Pygmies, and greedy little Leprechauns) and 5 new powers. Also included is a new storage tray solution that fits the tokens of all existing Small World expansions in a single, easy to sort, easy to access, container. Plus, you get the Necromancer expansion which adds the Necromancer, who must build up his army of ghosts from the other races who have been killed off during the game!

For something completely different, add the Legends & Tales expansion to the game, which introduces 54 new Event cards that change the storyline of each turn. The cards are organized into 6 different themes, each with its own unique flavor, and also rated by their impact on the game: Little Lore cards have only a minor effect; Tall Tales have worldly consequences; and Lordly Legends are guaranteed to turn your Small World upside down!

At the start of each turn (except the first) a new event card is drawn and put into play. The next ppcoming event is also visible, so players know what faces them on the next turn. Will you end up drinking the Philter of Forgetfulness, be flung from the Great Catapult or perhaps have a chance to seduce the White Queen?

Small World UndergroundWhich brings us to the latest addition to the rapidly growing Small World universe—and this time it’s a complete stand-alone game! Small World: Underground takes the madness beneath the surface of the same fun, light-hearted Small World universe—you’re no longer fighting over farmsteads, woods, and swamps, but abysmal chasms, mystic crystals, mushroom forests, and mudpools! The game features 15 all new races and 21 new special powers, and introduces monster-occupied regions that protect relics and places of great power!

What’s more, Small World Underground can be played on its own or combined it with other the other Small World game elements. For Small World fans everywhere, the crazy conquests continue!

Days of Wonder Classics

Days of Wonder

It’s always an exciting event when boardgames publisher Days of Wonder release a new game, and their latest, Cargo Noir, is now available for preorder!

Unlike many of the large game publishers, Days of Wonder only release a couple of new games a year, so every new release is a bit of an event for boardgamers. The company favours games that have a broad appeal and can be enjoyed by gamers and non-gamers alike. Their games are also characterised by wonderful artwork and extremely high design and production values. Let’s have a quick look back at some of the Days of Wonder classics that have become staples in most gamers’ collections.

On a personal note, this writer was lucky enough to have lunch with the company’s CEO, Eric Hautemont, on his visit to Sydney several years back when BattleLore (now published by Fantasy Flight Games) was first released. I found him an extremely friendly, charming fellow, and his enthusiasm and dedication to making quality boardgames was very obvious!

Ticket to RideDays of Wonders’ greatest success would have to be Ticket to Ride and its many variants and expansions. Originally published in 2004 and designed by Alan R. Moon, it has won numerous awards and sold close to a million copies. Why is it so popular? Probably because it’s the perfect ‘gateway’ game. This means it is the kind of game that is perfect for playing with people whose previous experience with boardgames has been mainstream games such as Monopoly and Scrabble. The rules are easy to learn, the theme is straightforward, it’s a nice blend between luck and strategy, and it’s always a hit with new players.

Basically, Ticket to Ride is a game of set collection. Players try and collect sets of matching coloured cards, which they can then trade in to place rows of their train carriages on the board, connecting routes between cities and scoring points for doing so.

Ticket to Ride was so successful for Days of Wonder that it wasn’t long before they began to create expansions and new versions. Ticket to Ride: Europe was the first, featuring, of course, a game board of Europe, plus new rules for Tunnels, Ferries and Train Stations that add some new strategies to the game.

The Ticket To Ride: Marklin Edition is played on map of Germany and introduces Passengers and Merchandise to the gameplay; plus every one of the 118 train cards features a different image of a Marklin model train car or locomotive. Train hobbyists can tell you that Marklin has been around for over 140 years and is the world’s leader in the miniature train hobby.

Ticket To Ride: Nordic Countries takes the train routes through Denmark, Finland, Norway and Sweden, and is especially designed for 2-3 players.

For a more portable Ticket to Ride experience, there’s Ticket to Ride: The Card Game, a stand-alone, easy-to-carry card game version of the game with a few twists. An exciting new variant on the original game (compatible with any map) is Ticket to Ride: The Dice Game, which uses special dice instead of train cards.

The USA 1910 and Europa 1912 sets are card expansions; the first replaces the small cards in the original basic set with large-format cards, plus some new cards and variants, and the second adds more cards and variants, plus the Warehouses & Depots variant.

As you can see, there’s plenty of Ticket to Ride to keep even the most dedicated fan happy for many, many games!

Memoir 44The other Days of Wonder blockbuster is undoubtably their WWII light strategy game Memoir ’44, created by Richard Borg and and also first released in 2004. Still one of my all-time favourite games, Memoir’44 never fails to entertain and engage, and is the perfect introduction into more complex historical wargaming. Based on Borg’s popular Command & Colors system, the game board is split into three sections, and the play of various cards activates units in these sections to move and attack. With a wealth of historical scenarios, extra rules and expansion sets—and of course the joy of moving little plastic army men around a large board divided into big hexes—if you haven’t played Memoir ’44 yet, you are definitely missing out!

The base game covers the D-Day invasions and comes with German and American troops, but additional sets like the Eastern Front Expansion, the Pacific Theatre Expansion, and the Mediterranean Theatre Expansion supply Russian, Japanese and British troops respectively, and make possible the recreation of battles and campaigns from throughout WWII.

Talking about campaigns, the Campaign Book Volume 1 is a fantastic hardback collection of over 50 battles linked together into three campaigns: The Battle for Normandy in the summer of 1944, the Blitzkrieg to the West in 1940, and Operation Barbarossa on the Russian Front in 1941.

The flexibility of the Memoir ’44 system means that it can be played in several different exciting and unique ways. The Operation Overlord expansion, coupled with huge Overlord pre-printed battlemaps like Hedgerow Hell, Sword of Stalingrad or Tigers in the Snow, lets you play a battle royale with up to 4 players per side. I’ve played Memoir ’44 in this way with six players and it was a memorable game, I can assure you!

There’s still more to the Memoir ’44 experience: Breakthrough is an expansion that features four oversize, long boards that expand scenario possibilities, and the Air Pack Expansion includes 8 pre-painted airplanes that bring the skies above your battles alive!

All in all, Memoir ’44 is undoubtably the premiere light WWII wargame system; a game with just the right level of complexity to keep things interesting, but simple enough to introduce to young players and inexperienced gamers alike. And it’s also an educational experience that teaches a lot about the battles of WWII.

Apart from Ticket to Ride and Memoir ’44, there are some other relatively recent DOW releases that are fast on their way to also being classics: the fun fantasy conquest game Small World and its expansions, and the Cluedo-like murder mystery game, set on the Orient Express, Mystery Express.

Don’t forget some of the older Days of Wonder games; classic games that are often still brought out on gaming nights: Colosseum, Pirate’s Cove, Mystery of the Abbey, and Shadows Over Camelot.

But for now, everybody’s talking about the brand new Cargo Noirpre-order yourself a copy now!

Friday’s Gaming News Update

It’s the last Friday before Christmas eve and time to wrap up (boom-tish!) the latest gaming news.

New Releases from Games Paradise
7 Wonders is the highly anticipated card development game by Antoine Bauza, designer of Ghost Stories. Fans of Dominion and Race for the Galaxy will definitely want to check out this stunning-looking game.

Also from Asmodee and a must for card game fans, Gosu has also been collecting excellent reviews. Players raise goblin armies and send them into battle. Check out the Drake’s Flames review here—Matt doesn’t beat around the bush, and he can’t come up with anything bad to say about the game!

Days of Wonder’s light-hearted favourite Small World has a new expansion: Be Not Afraid. It features five new races to add to your games (Barbarians, Pixies, Homonculi, Pygmies and Leprechauns), five new special powers, and a new storage tray. It also comes with a bonus Necromancer expansion!

Don’t forget to get your pre-orders in for the 15th Anniversary Edition of Settlers of Catan. Every dedicated gamer will want this deluxe wooden edition as part of their collection.

News From the World of Gaming
The website for Earth Reborn, the upcoming post-apocalyptic combat game from Z-Man Games, has posted new scenarios and a map editor.

WorldWorks Games make amazing papercraft terrain for gaming (you might even find the set that was created by yours truly)—be sure to take advantage of their Christmas specials.

The usual surfeit of riches from Fantasy Flight Games:

new hardback and Vault versions of Warhammer Fantasy Roleplay are coming soon. Whether you get the core set or the hardcover books and separate components (or whether, like me, you’ll get both), this brings a lot more flexibility and clarity to the WFRP roleplaying game system.

Yet another expansion has just been announced for Battles of Westeros: Lords of the River, which brings the forces of House Tully to the battle. FFG are also making available premium plastic banners to replace the original game banners; yes BattleLore fans, they are the same design as the banners in that game.

Talking about BattleLore, you can find a link to the rules to Bearded Brave, the new dwarf expansion, here. And talking about dwarves, the new Reiner Knizia game The Hobbit should be available soon.

Tannhäuser fans will soon have another character to add to their Reich forces – the clairvoyant Hoss.

Battlestar Galactica just keeps getting better and better with the announcement of the new Exodus expansion. Check out the FFG designer diaries here and here to get all the details.

Enjoy your gaming this Christmas!

What’s Hot: Small World Be Not Afraid Expansion

Small World Be Not Afraid Expansion (With Bonus Necromancer Expansion)

Some are born great, some achieve greatness, and some have greatness thrust upon ’em!

There are many frightening inhabitants of Small World, but to survive you must Be Not Afraid…! This expansion for Small World includes a nasty lot of five new Races including Barbarians, Homunculi, Pixies, Pygmies, and greedy little Leprechauns. You’ll also get five new Special Powers, for example Catapult, which allows you to leap over regions to conquer new lands.

Also included is a new storage tray solution that fits the tokens of all existing Small World expansions (even the Necromancer Island!) in a single, easy to sort, easy to access, container.

Not a Complete Game. A copy of Small World is required to play.

Game Contents:
5 new Race banners and tokens (Barbarians, Homunculi, Leprechauns, Pixies & Pygmies)
5 new Special Power badges (Barricade, Catapult, Corrupt, Imperial & Mercenary)
1 spare Race Banner & 1 spare Special Power badge
A tray to store the tokens from all expansions released to date

Small World, Tales & Legends

Small World – Tales & Legends was created by Laurent Verrier, Special Prize Winner of the Small World Design Contest. Philippe Keyaerts, the original game’s author, provided additional development assistance.

Small World – Tales & Legends introduces 54 new Event cards that change the storyline of each turn during the game.