Mind Games carries the following product brands: Games Workshop, including Warhammer 40,000 (40K), Warhammer Age of Sigmar, and Blood Bowl, Citadel, Gale Force Nine, and Fantasy Flight Games, including X-Wing and Star Wars Armada.
Across the war-torn battlefields of the 41st Millennium, Mankind battles for survival against myriad horrifying foes. Beset on all sides by hostile aliens and threatened from within by traitors, Humanity’s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankind’s untold population realise the full truth of their situation. If there is any future at all, it is a grim one…
It is a time of madness and horror. The Mortal Realms writhe in the grip of the Chaos Gods, whose murderous champions fight furiously to extinguish the last lights of hope. But above, the heavens roar and the sky itself is rent by searing bolts – the Stormcast Eternals, glorious warriors of celestial light, have arrived to turn back the tide of Khorne’s murderous Bloodbound. The war has begun in earnest.
Featuring stunningly detailed and painted miniatures, X-Wing recreates exciting Star Wars space battles from small engagements of only a couple of craft to large conflicts where multiple squadrons clash. Select and equip your ships, pick your crew, plan your attack, and complete your mission.
Designed for 2 players, this is a game of tactics, skill and absolute ruthlessness, set on the iconic hive world of Necromunda. Players choose 1 of the 2 included gangs in the box, and fight brutal skirmishes on the game board using everything at their disposal – ducking behind barricades to survive withering hails of gunfire before popping up and shooting back, placing and overriding traps, using the decrepit, crumbling corridors of the Underhives to unleash precise strikes before scurrying back into the dark. Survival in the Underhives is a difficult and desperate business, where violence is often the only option.
Tabletop Miniature War-games: (TMW) are a specific game type, and are first and foremost games that involve strategy. In the same way that Chess involves playing pieces, each with different abilities, and a playing board, TMW use playing pieces, miniature representations of troops, vehicles, artillery pieces, and all the rest. A tank looks like a tank, a unit of power armored Space Marine assault troops equipped with jump packs and plasma pistols looks like…. well you may need to see the figures. Instead of a square board broken up into smaller squares, a game using tabletop miniatures is usually played on a terrain table. The idea is that it really looks like, well, whatever. A blasted cityscape, ruined town or city, crater filled moonscape, or lava spewing volcano. A simple countryside landscape board is most common, giving you mostly hills and woods to fight over, in, and around.
The games operate utilizing a point-based system of choosing your army. Unlike chess, in which both players have the exact same pieces, with the same abilities, set up in the same way every time, TMW offer an endless array of possibilities. Every playing piece in every army is given a point value based upon its effectiveness. The players agree before the game begins on a specific point value, and then “spend” the points that they have up to but not in excess of this total. Thus players, even if playing the same army type will have very different force compositions depending upon their personal likes and dislikes, as well as their overall strategy. Furthermore each game has a number of different scenarios or game situations that dictate army set-up, victory conditions including objectives, game length, and any other special rules that may apply. The result of using such a flexible system is having a game of near endless variety, one that stays fresh and interesting even after repeated and frequent play. Add to this, team and multiplayer play, tournaments, and campaigns, and you really do have endless possibilities
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