Friday, 11 March 2016

Swamped

Due in next week (ready for KD Games Night) is ...


You’re lost in a deadly swamp with unreliable companions. Can you navigate the mission to success and claim personal victory or will the crocodile catch you first? Swamped is a huge adventure in a small box for 2-4 players.
How to Play:

Your goal is to collect the most points as you help navigate the team to a successful mission. You’ll earn points by leading the boat to the treasures indicated on your secret objective and navigating the boat out of the swamp safely. If you can collect more points than your opponents, and avoid the hungry crocodile, you will win the game!

Check out the gameplay video...

Thursday, 10 March 2016

Force of Will - The Rules

Next week we will begin stocking the TCG - 'Force of Will'...


So with that in mind I thought it would be an idea to post up the basic rules. I have also found this video on Youtube (although there are plenty of others) ...


If you would prefer a read through here goes ...

Starting the Game
  • Place the Ruler card, Main Deck and Magic Stone Deck onto their respective places.
  • Draw 5 cards from the Main Deck.
  • You may mulligan away and replace any amount of cards that you don't wish to keep in your Hand and put them on the bottom of your Main Deck and draw the same amount of cards from your Main Deck.
  • Set both Player's Life Points to 4000.
  • Flip a coin to determine who plays first. (The winner of the flip decides.)

Valhalla Rules
  • Draw 4 cards from your Main Deck and place them face down in the Life Break Area.
Objectives of the Game
  • Lower the opponent players life from 4000 to 0.
  • In the case of both players reaching 0 Life Points simultaneously or have the same amount of Life Points when time is called, the following Tiebreaker rules apply :
  • The player with the most cards left in the Life Break area wins. If it is still tied,
  • The player with the most cards left in the Main Deck wins.
  • If both conditions are tied, then the game is considered to be a Draw.
  • You also win if the opponent Player can't draw a card for the compulsory draw in the Draw Phase.
  • Phases of the Game
Draw Phase
  • In this phase, Players Draw a card from their Main Deck.
  • The starting player skips his first Draw Phase.
  • Abilities that trigger at the start of the Draw Phase activate.
  • Draw a card from your Main Deck. (The Starting Player skips this step.)
  • Abilities that trigger at the end of the Draw Phase activate.
Recovery Phase
  • In this phase, the Turn Player Recovers their previously used cards that are in Rest position.
  • All unused Wills are destroyed.
  • Abilities that trigger at the start of the Recovery Phase activate.
  • Recover Magic Stones, Ruler, and Resonators that are in Rest position.
  • Abilities that trigger at the end of the Recovery Phase activate.
Main Phase
  • In this phase, Players may do Player Action, such as summoning Resonator, casting Spell, or adding Magic Stone. This is the list of Player Action the turn player may do during Main Phase:
  • Summon a Resonator card
  • Cast an Addition card
  • Cast a Spell:Chant card
  • Play <Activate> Abilities.
  • Play a card in your Chant-Standby area.
  • Do Judgement. (Pay the J-Condition of the Ruler and then flip it to J-Ruler side.)
  • Call a stone. Call is an action that Rests a Ruler or J-Ruler to draw a card from the Magic Stone Deck and placing it onto the Magic Stone Area.
  • Initiate Battle (This will be explained later.)
  • Perform Lifebreak >> Only in Valhalla rule
  • Pass >> Proceed to End Phase.
End Phase
  • Abilities that trigger at the end of the turn activate.
  • All damage received to creatures during this turn is removed.
  • All Abilities or effects that last until the end of turn, end.
  • All unused Wills are destroyed.
  • If the Turn Player has more than 7 cards in their Hand, he/she must discard down to 7 cards.
  • The game then proceeds to the Next Player's turn.
  • Initiating Battle
  • Turn Player may Initiate battle with his/her J/Resonator he/she control.
  • Battle happens during Main Phase, while the Player has priority, and Chase Area is empty.
  • To do battle, perform the following step in order.
Beginning of Battle Step
  • A player declares the start of a Battle step.
  • "At the beginning of Battle step" conditions are triggered.
Attack Declaration Step
  • "At the beginning of Declare Attack step" conditions are triggered.
  • The Attacking Player decides his/her Recovered Resonator or J-Ruler that will be attacking, and the target of its attack. The attack target is either: (1) The Defending Player; and (2) The Defending Player's Resonator or J-Ruler that are in Rest Position.
  • The attack target must be legal, or the attack will be forfeited.
  • To attack, rest the attacking Resonator or J-Ruler.
  • The turn player may repeat this step as long as they control a Recovered J/Resonator.
Block Declaration Step
  • "At the beginning of Declare Block step" conditions are triggered.
  • The Defending Player may choose to block using a Resonator or J-Ruler in Recover position. Place the cards that block the attack in Rest Position.
  • If the attacking Resonator or J-Ruler is successfully Blocked, then the Attacker will be forced to do Battle with the Blocker.
  • Instant Spells may be cast if conditions are met.
  • Chant Spells may be cast if conditions are met.
Battle Resolvement Step
  • Attacking Resonator or J-Ruler and Blocking Resonator or J-Ruler are confirmed.
  • If the target is an opposing Player and he/she doesn't block (Direct Attack):
  • Abilities that trigger when attacking an opposing Player activate.
  • Abilities that trigger when receiving a Direct Attack activate.
  • Life Points of the opposing Player are decreased by the ATK of the attacking Resonator or J-Ruler.
  • If the target is an opposing Resonator or J-Ruler, or if the defending player blocks:
  • If the attacking J/Resonator has [First Strike], it deals damage equal to its ATK to the target's DEF first. If not, proceed to the clause below.
  • Both the attacking and defending J/Resonator deal damage equal to their ATK to their opposing DEF. This happens simultaneously.
  • Abilities that trigger when dealing damage activate.
  • Abilities that trigger when damage is dealt activate.
  • Resonators that have 0 DEF or less are destroyed and sent to the Graveyard. When a J-Rulers that has 0 DEF or less is destroyed, it doesnt go to the graveyard, and is sent back to the the Ruler Area, keeping the J-Ruler side up. The J-Ruler then loses all its abilities and its ATK and DEF. (However, you still may rest it and calling Magic Stones.)
  • Abilities that trigger when a Resonator is sent to the Graveyard or a J-Ruler is sent to the Ruler Area activate.
End of Battle Step
  • Abilities that trigger at the end of a Battle step activate.
  • The Turn Player may then do another Player Action.

Tuesday, 8 March 2016

Releasing in April



ASH-GRENINJA STRIKES SILENTLY!

It’s time to add a little ninja style to your Pokémon battling—and Ash-Greninja is just the Ninja Pokémon to do it! Check out the stealthy moves of this amazing Pokémon with the Pokémon TCG: Ash-Greninja-EX Box!

THE POKÉMON TCG: ASH-GRENINJA-EX BOX INCLUDES:
• A never-before-seen foil promo card featuring Ash-Greninja-EX!
• 4 Pokémon TCG booster packs to expand your collection!
• An oversize card featuring Ash-Greninja-EX!
• A code card for the Pokémon Trading Card Game Online

Star Realms Expansions

New in today are two new expansions for Star Realms ...


Colony Wars is a deckbuilding game in the Star Realms series which is both a standalone box set for two players (featuring an 80-card trade deck, as in the original) and an expansion for the base Star Realms set that allows it to be played as a four-player game.

In Colony Wars, as in Star Realms, players will start with a fleet (deck) of 10 basic ships, and can spend Trade to acquire more powerful ships and bases from a central trade row of 5 cards. This row is continuously replenished by random draws from the trade deck. Many ships and bases deal Combat damage which you can use to attack your opponent and/or destroy their bases. When you reduce your opponent's Authority to zero, you win.

We will also have ...


Includes 15 new cards; 1 Rules Card, 13 Gambits, 1 Base.

The gambits in this set function differently than the original Gambits, including entering play hidden. Some actions / bonuses trigger when revealing the Gambit, most have an additional function when scrapping.

Gambits are dealt face down to players at the beginning of the game. You can choose a number of Gambit cards each player will get, or you can give some players less Gambit cards as a handicap. The extra (unclaimed) Gambit cards are set aside in a face down pile. Secret Outpost is kept separate and not shuffled in with the Gambit Cards or the Trade Deck.

Players keep Gambit cards face down in front of them until they choose to reveal them. Gambit cards never go to the trade deck, your hand or personal deck. They have silver borders to make it easier to keep them separate from your other cards. Players may reveal Gambits at the start of the or during their Main Phase.

Monday, 7 March 2016

New Trial Decks

Take the first step of your journey through the world of Vanguard with Odyssey of the Interspatial Dragon, the first Cardfight!! Vanguard G Start Deck!!

Featuring the mysterious time-manipulating Gear Chronicle clan, this Start Deck contains everything a new player needs to get started, including many powerful cards to swing the tide in your favor as well as an exclusive card that is being released for the first time!!
 

The starter contains ... 

1 pre-constructed start deck contains 52 pre-set cards/ 1 display contains 6 decks
16 types of cards (1 start deck exclusive card + 15 reprints, inclusive of 2 holo cards)
Starter’s guide and playmat are included.
Each deck includes 1 Cardfight!! Online serial code card. This code can be used to redeem a free PR/0152EN Interdimensional Dragon, Lost Age Dragon” at Cardfight!! Online.

Dice Masters - NEW boosters

Faerun Under Siege

Overview

Dice Masters Faerûn Under Siege takes epic dice battles to new heights! Faerûn Under Siege is the second wave of the Dice Masters game set in the Forgotten Realms! This innovative collectible release will be followed by additional expansions so players can increase their Dice Masters Faerûn Under Siege collection!

We will only be getting boosters tomorrow but will hopefully be getting the starters very soon. So far this looks like it will be a very popular set and stock will be coming in very slowly, so if you want anything please let me know what you want as soon as possible.


Each Foil Pack contains two cards and two dice that players can add to their Dice Masters Faerûn Under Siege collections! Players can create teams of their favorite fantasy characters from the Forgotten Realms universe!

Boosters ar just £1 each!

Sunday, 6 March 2016

Smash Up

Due in next week ...


Smash Up turns over the wheel to all of you! Through a huge nomination and run-off process, players from all over the world helped choose the four factions that will take part in Smash Up: It's Your Fault!. The winning four factions have been announced as Sharks, Superheroes, Greek Myth, and Dragons.