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Mystic Vale

     A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits. It will require courage and also caution, as the curse can overwhelm the careless who wield too much power.

      In Mystic Vale, 2 to 4 players take on the role of druidic clans trying to cleanse the curse upon the land. Each turn, you play cards into your field to gain powerful advancements and useful vale cards. Use your power wisely, or decay will end your turn prematurely. Score the most victory points to win the game!

      Mystic Vale uses the innovative "Card Crafting System", which lets you not only build your deck, but build the individual cards in your deck, customizing each card's abilities to exactly the strategy you want to follow.


Ages 10+

Time: 45-60 min

2-4 Players


Deception: Murder in Hong Kong

In the game, players take on the roles of investigators attempting to solve a murder case – but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist, Witness, Investigator, Murderer, and Accomplice. While the Investigators attempt to deduce the truth, the murderer's team must deceive and mislead. This is a battle of wits!

Ages 13+

Time: 230 min

2-4 Players


Beyond Baker Street

A heinous crime has been committed. A team of the Kingdom's finest detectives has been assembled and put on the case. They have a prime suspect, they have a motive, and they know what the opportunity to commit the crime was. Now all they have to do is prove it.

Using powers of deduction and communication, the players work as a team to eradicate dead leads and find clues to prove who, how, and why. All the relevant clues are available to them to do so. They just won't know it. On top of that, Sherlock Holmes himself is already on the case. Can they solve the crime before he does?


Ages 13+

Time: 10 min

2-4 Players


Mansions of Madness 2nd

In ancient Egypt, even a lowly peasant could seek an audience with the Pharaoh, and in Favor of the Pharaoh 2–4 players vie for the Pharaoh's favor by working their way up through Egyptian society, gathering influence (represented by dice and powers) to gain entry to the next level of society. Once any player gains the Queen's influence, a final contest occurs for the Pharaoh's favor.


Ages 14+

Time: 120-180 min

1-5 Players

Review: Superman #6

Readers rejoice, the real Superman is back, and even with some serious nostalgia goggles, it feels as though the character, the creative team, and the stories they’re telling have never been better.

When the New 52 launched in 2011, it meant a full scale reboot of the DC universe. While this offered a fresh start for readers, a jumping on point for new readers, and a relief from the extensive universe that the DC had built over the course of 60+ years, it also meant that it was DC’s chance to be experimental with their favorite heroes and villains. The New 52 Superman was a rookie again; he was sloppy, inexperienced, and although he was seemingly one of the most powerful forces in the universe, perhaps even more ridiculously overpowered than the previous iteration, he still felt disconnected and weak. The national treasure Superman wasn’t around anymore. He punched first, and he never seemed to be on anyone’s side but his own. This wasn’t the Superman people knew and loved. He wasn’t a beacon of hope and no one feared his strength. While I didn’t despise this Superman, he wasn’t an enjoyable character. Everything’s that’s bad about Superman was intensified, and things that were good about him were lost.

With the introduction of Rebirth, a move by DC to bring back some of the greatest aspects of the pre-reboot era, Superman is back with hands to hips and a flowing cape, addressing the citizens of Earth as its guardian, rather than its warrior. But Superman has yet to be alone in this series as of late. With this return to the early modern age of Superman comes yet another wonderfully executed dynamic, Superman’s son, Jon, or as many recognize as: Superboy. As a character still so young, unsure of himself, and unable to control his powers it’s only natural that his adventures with a character so powerful, and so sure of himself works so well with the right creative team, and low and behold, the previous team of Batman & Robin takes yet another father/son story and delivers better than anyone could hope.

Superman #6 sees two important things for the series and the entire DC comic-verse. First, the visual solidification of Superman as a force of ‘truth and justice’ on Earth, as a force of nature not to be reckoned with, and even more important, as a figure potentially weakened by his own moral drive and barriers. And second, the introduction of Jon as Superboy, opening up a massive window of potential for an already fan favorite character. It’s no secret that DC and it’s teams are ramping this character up, and while I think he’ll remain a vital part of this comic book there’s obviously more coming for Superboy. More importantly however, Superman remains an extremely strong addition to the DC comic line with no signs of stopping.