Author: Paco G. Jaen

Ticket to Ride : Nordic Countries

Ticket to Ride Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway’s beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun. Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries. As with previous versions, the game remains elegant, can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike. Ticket to Ride Nordic Countries is a complete board game designed specifically for 2 or 3...

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Wilderness War

Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America. It uses strategy cards and a point-to-point map similar to GMT’s award winning For the People and Paths of Glory. Players maneuver and fight over a map stretching from Northern Virginia to Canada. As the leader of French or British forces in North America, you will need to defend your frontier, raid your enemy’s frontier, build fortification networks through the harsh wilderness, recruit Indian allies, besiege forts and fortresses, and deal with events occurring in Europe that are above and beyond your control. Wilderness War includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. News provided by Infinity...

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World at War

Guards Tank: The Battle of Prochorovka, July 1943, designed by Joseph Miranda, is the first of the new East Front Battles Series. The series will present operational simulations of medium-to-large-sized battles fought during World War II on that...

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Vor Rukoth

Providing material that will empower the GMs and player’s imagination is probably the best way to keep a game alive and well. Creating products that enable people to create their own adventures, their own ideas is probably one of the best strategies for a game development. If you only give supplements but not a way to develop them in any way, eventually there will be an information overload, which is not ideal. Vor Rukoth does just that. It is the almost perfect base for countless adventures and the way it has been written enables the reader to build up from a very solid foundation. Vor Rukoth presents with the template for a massive city that once was rich and prosperous. Through wars and demonic pacts, Queen Najala opened a portal to the Abyss and countless demons and foul creatures came through, slaughtering the city inhabitants and causing chaos. By the time the portal was controlled (you’ll have to buy this supplement to know how!), the city had been decimated and left behind by the few survivors who managed to escape. The city is truly big. at least 4 miles long and 2 miles wide, it does have enough areas for your adventurers to be able to dwell in it for years to come. The city is watched from a tent city called Coyote’s Refuge, where your players will be able to plan their...

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Mage the Awakening: Chronicler’s Guide

Mages can do almost anything. Their capacity to create, transform, preserve and destroy is almost limited only by their imagination. What happens when that limiter is removed? What, ultimately, can a Mage chronicle be if it goes further and stranger than ever before? The answers lie...

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Children of Orion: The Venu Sourcebook

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