Each year, to celebrate the union of the five Duchies and the election of the first Sovereign Queen, the royal family holds a grand reception to renew their oath of justice and unity to the hereditary Dukes. This event is called The Queen's Jubilee, and the highlight of the evening is The Fealty Ceremony: a re-enactment of that long-ago day when the Queen Elect gave a gift to each of the Dukes as a token of thanks for coming together to forge a kingdom based on peace and loyalty.
With the Queen's Jubilee only a few weeks away, King Sedgewickson and his lovely wife, Queen Felicity, have compiled a list of possible gifts for this year's Fealty Ceremony and posted it in the castle's plaza. Craftsmen and women from all over the kingdom are now hard at work, striving to be the first to craft five items from the list and win the honor of standing side-by-side with the royals as the gifts are presented to the five Dukes at The Queen's Jubilee.
King's Forge: Queen's Jubilee is an additional set of component's for the King's Forge board game. It consists of a deck of 30 alternate craft cards that can be used in place of the deck of craft cards in the base game to enable a faster-playing game experience. This expansion also includes 3 Gather Cards as well as an additional Conjurer Gather Card with 4 special clear dice that can act as a "limited wild" during the game.
The bottom of the Festival card allows for you to reroll two dice.
The Merchant card offers 4 choices, but you can only pick one
Both options for the Monstery card allow you to skip the storage card and put the new dice into your crafting supply for the current round.
The top of Gypsy Camp drives a hard bargain for two immediate Wood, but the bottom lets you peer into the future and pre-roll some of your dice.
Conjurer - Since most Conjurers need resources to work on their spells, the top of CONJURER offers a relatively easy way to trade in some extra dice for a magic die. The bottom half of CONJURER invokes 4 clear dice that will come with the card – sort of a free magical charm in honor of the Queen's Jubilee celebration. When chosen from the Gather line, all players get a clear die to use as a "limited wild". It has to match the color of one of the dice you roll during crafting and you have to return the clear die at the end of the round. The person who selects CONJURER also gets a +2 bonus that the other players do not get. CONJURER will be a great card to take when you know one or more of your opponents won't be crafting that round because they will not benefit from the Conjurer's die.
King Loosens Foreign Laborer Laws and Demands More Crafts!
Hear ye! Hear ye! This ROYAL DECREE is issued to spread the news of looser government regulations and corporate oversight to all village craftspersons wishing to apply for position of King Alphons Sedwickson III's court position of King's Forge. The King has graciously approved the use of Apprentices (i.e. "glorified interns") for any person wishing to apply for this royal court position. The King also hopes that his laissez-fair economic policies greatly increase the number and diversity of gathering locations around the village as well as the variety of items that can be crafted. King Sedwickson III is aware that all of these extra freedoms may result in competitors submitting items counterfeited from other sources (but given the King's poor eyesight it is unlikely that competitors will ever be caught for doing so).
The expansion King's Forge: Apprentices is designed with modular components such that all or any combination of the following can be added into the base game:
Dice, Smithy tiles and rules to allow a fifth player
Apprentice cards, which can be hired by the players to gain permanent bonuses
Craft cards that emphasize both the easiest and most difficult parts of the Craft item spectrum
Gathering cards to increase the size and diversity of each game's Gather Deck
King's Forge: Glassworks adds glass as a new material with which to work in King's Forge.
The expansion includes new "glass" material dice, new items that require glass to craft, and new places to gather glass for your workshop.
The legends were true — the griffins have returned! The whole world has opened up now that distinguished visitors arrive on griffin-back weekly to see the King. They bring fresh ideas, new skills, and exotic materials unlike anything we have ever seen.
Do your best to acquire samples of the new materials by hosting visitors or impressing the ambassadors who are staying at the palace. If you can make the kingdom proud by producing true masterworks, you will be sent abroad to represent the kingdom, share your talents, and see the world. Adventure is calling!
King's Forge: Masterworks introduces four new types of dice, each with their own unique abilities:
Borealis can mimic the die type of any dice rolled with it
Aether Ore can be used as a metal or magic die
Heartwood grows like a plant each round and can be harvested as a wood or gem die
Grimstones are chaotic dice with variable bonuses depending on how you roll!
Players gain access to these dice by crafting on four new tiles representing the Ambassadors visiting the palace from the North (Crystal Tundra), South (One Tree), East (Hidden City), and West (Great Cauldron). Additionally, players will receive new craft items from each of the realms and gather cards which represent powerful visitors from around the world.
It's a Gilded Age of unmatched prosperity. A growing merchant class and restless nobility demand even higher levels of craftsmanship. It also doesn't hurt that gold was just discovered in some nearby underground caverns.
In this age of new wealth, the Queen is more popular than ever. Queen Gertrude has even announced that non-royal versions of the recent Jubilee gifts may be made available to the public. An enthusiastic spirit of pride fills the realm, blinding citizens to a much darker element creeping into the kingdom...
King's Forge: Gold adds gold dice and a selection of luxurious golden items to King's Forge. In addition to new golden items, all 30 of the original Queen's Jubilee expansion items have been re-balanced and ranked for the main deck. In total, the Gold mini-expansion adds 39 items to the main crafting deck (the most added by any expansion or even the base game—which only added 33 items). Some of these items even have crafting requirements above 6+! Additionally, 9 new Gather locations represent the age across three themes; 3 gold-related (Fool, Gilder with an anvil icon, and a Gold Mine Docks card), 3 prosperity-related (Brewery, Warehouse, and Wishing Well), and 3 nefarious element Gather cards (Dark Forge, Rogue, and Sorcerer).
Modular rules and scenarios introduce new and different experiences that can soften the game for casual play (addressing loss aversion/wasted effort), speed up play (everyone starts with a Gold die), or modify decision space (crafting for the Guild or a race to craft a Dragonfly Charm for two new win conditions). This expansion is aimed squarely at fans of the base game and new players looking for an exciting entry point to King's Forge with a major boost of items and new ideas.
Air supremacy was a constant challenge during World War II. In the Battle of France, the Luftwaffe's powerful Stukas were a key component to the German's blitzkrieg strategy that led them to victory. Over the English Channel, the heroism of RAF pilots saved their country from an invasion. In the skies of Kursk, Smolensk and Stalingrad, many Soviet pilots defended their land against German bombs. And when the Allied forces landed in Europe, it was under a constant aerial cover of fighters, fighter-bombers, and bombers. At that time, Allied air supremacy was at its pinnacle.
In the Memoir '44: New Flight Plan expansion, players can deploy air units such as fighters, fighter-bombers and even bombers to support their troops on the battlefield. This is not the first time airplanes will make an appearance in the Memoir '44 system, but with its all new set of streamlined rules, Memoir '44: New Flight Plan grants many new tactical options and is compatible with all existing scenarios in all theaters of operation. The expansion also comes with 21 new scenarios and 16 finely-crafted, legendary planes, in impressive sizes, such as the B-17 that measures 72mm by 101mm.
Smash Up: Sheep is a single faction promotional item that publisher AEG is distributing to people who complete a survey about the Smash Up game line.
The minions in the sheep faction obediently and harmlessly follow other minions around from base to base — then they mercilessly crush their opponents with a wave of minions no one can stop. Baaa!
The World Tour continues!
In order to see every continent on our world tour, we just had to include five factions! One entire free faction of fun for the price of four!
Culture Shock takes us through the folk and fairy tales of: Russia, where minions are frequently transformed; West Africa, where sharing stories and cards is valued; and Germany, where uniting characters from the same tale gives multiple benefits. We also look at the incredible histories of: the Inca Empire, known for its roads and monumental architecture; and Polynesians, who spread out on as many islands as possible.
Culture Shock is fully compatible with all previous Smash Up expansions.
Come along on the Smash Up World Tour!
International Incident is the start of a year-long trip around the four corners of the world to visit some of the coolest heroes that different cultures have to offer! From the cold of Canada to the heat of Mexico and beyond, this first World Tour set adds awesome factions to your fight for the bases.
The Luchadores bring their high-flying, death-defying wrestling combinations to the fight, and the Mounties are at their strongest while they get their man and keep the Great White North safe! The Musketeers use their explosive action chains to gallantly defeat enemies, and the Sumo Wrestlers bulk up and throw their weight around, knocking their enemies away from the base.
World Tour: International Incident is compatible with all other Smash Up expansions!