It's New Game Friday David Wiley (Cardboard Clash) is here to tell us about the new games.

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Hieroglyph Historian
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Stop Krampus! …and save Christmas!
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Power Creep: Scarab, City Center 2134
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GRIMLORE: Portable Edition
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Battle Pages: Kingdom of Polyeen, Marching Order 3
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GRIMLORE: Profane Truths: Case File #50, Brenda Ashpool, Actress
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GRIMLORE: Profane Truths: Case File #51, Charles Dexter Ward
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Dangerous Space: Archivist Four, Quarantine Mission
https://www.pnparcade.com/collections/new-games
Hieroglyph Historian
It's the year 1922. Your expedition has uncovered an ancient desert tomb. As you enter a large hall, the walls shake and start to slowly close in! Fortunately, your years as an archeologist alert you to your surroundings. You notice peculiar parchments lying about and hallowed hieroglyphs etched in a puzzle-like manner on the wall. You stop for a second. Perhaps studying the parchments and deciphering the hieroglyphs might help you to escape the tomb...before it becomes yours.
Manage your hand of cards as you work to store cards and utilize letters on those cards, and your front card, to make words. The cool thing is this game is played in two phases each round, so the better you do at making words in the first phase will improve your odds of making words to decipher parchments in the second round. You’re trying to rack up the points by collecting Hieroglyph symbols, which is easier said than done! Show off that impressive vocabulary and give this game a run through before you bury yourself beneath the sands.
Stop Krampus! …and save Christmas!
With just six nights before Santa's big ride, Krampus, the Christmas trickster, has cast a spell on all of Santa's reindeer! Now they're all dizzy and confused, and they'll never be able to guide his sleigh if Santa's elves can't do something to dispel the mischievous magic.
Take turns working together to stop the madness of Krampus, who has made the reindeer unfit to fly for Santa. Place elves onto action spaces to move cookies around the ring, aiming to line them all up in adjacent spaces to cure a reindeer. With nine of them to cure, and only 6 rounds to do it in, you're going to need to plan well to overcome Krampus' chaos that he throws in each and every round. Good luck, the kids are all counting on your help!
Power Creep: Scarab, City Center 2134
Just when things seemed to be leveling out, a new evolution threatens to throw things into chaos.
Scarab returns once more, and this time he's going to have his hands full dealing with the intelligent threats for the week. These Brain Melders are sinister, dealing damage if you mark a number adjacent to one or more matching numbers. Since you're wanting to match numbers in order to create a low path, as well as to collect things or defeat threats, this could add up really fast. And the leaders will bother you even more, making you reroll Good Dice if they don't match an Evil Die. Good luck this week!
GRIMLORE: Portable Edition
Beyond the rift’s cold light, the land has no name - only whispers and the promise of sharp teeth. Three champions step from the portal, and behold a wilderness stitched with ruins, dark tree lines, and the thin smoke of distant hearths. Somewhere ahead, marked only on tattered charts and half-remembered tales, lie the safe places - scarce isles of shelter they must reach before the hunt overtakes them. Each stride is a wager as the land awakens underfoot - ruins yawning, hamlets flickering with uncertain welcome, hazards coiled in the brushes - while behind them the hunt drums closer! Rivals spilling from unknown origins, relentless and many; so the champions trade caution for ground, follow omens through forbidden paths, and dare the shortcuts only the bold survive, for they must reach the marked haven before the land claims them,
If you thought you’ve seen everything GRIMLORE has to offer this year, welcome to the future! This new version of the game comes with a robust system that offers three ways to play, and promises of future episodes to expand the variety and the challenge. You’ll be working to get all your champions to target tiles before they run out of health. Using a card-based system to not only provide info for your champions and the opponents they will face, there’s a lot to be excited about in this new implementation. If you enjoyed the narratives woven this past year by GRIMLORE, you won’t want to miss this new version!
Battle Pages: Kingdom of Polyeen, Marching Order 3
Merchants and artisans fill the streets with glass, crystal, and threads of great renown.
This week we see the foes you're facing as you try to scramble to rally the defenses in Polyeen. Medusa comes with a pair of Lava Hounds, which targets all adjacent units but also marks off adjacent non-water spaces. The Cave Worm is a nasty one, shutting down Good Die gem production if they are adjacent to it, plus it targets all units in its column for attack. The Krillfolk is nasty with its flurry of targeting all surrounding units. But maybe the two Spirits will be the most annoying, since they can only be attacked by adjacent units. As we'll see next week...that limits a lot of the benefit from your units...
GRIMLORE: Profane Truths: Case File #50, Brenda Ashpool, Actress
After rescuing Brenda, the Society returns to base and works the Sefton Hall lead from Case File 49's ledger. On the table: the badge with the midnight appointment, the “Director” entries, and the crescent-A seal rubbings. Clark builds a clean timeline from the Riverside gallery back to the Orpheum and the Annex. Margaret checks inks and seals to separate genuine minutes from planted pages. JD traces courier routes on a street map, who hands notes to whom, and where they change pockets. Brenda sketches Sefton Hall's public rooms from memory and marks the likely service corridors. They agree on goals for tonight: verify who signs the orders, confirm the “removal” mentioned in the minutes, and secure the master ledge without triggering alarms. Cover is simple, gallery patrons and visiting donor. They set hand signals, a rendezvous, and a hard abort time at the south gate. When the clock strikes new moon, they move.
What a great time to be a GRIMLORE fan, right? These just keep getting better and better to close out the year, and these larger maps really can help stretch your skills as you navigate through the areas and battle threats. This one has lots of reducing skills, advancing Constellation quicker, and boosts in damage. Not to mention that the final final threat here can remove letters and resurrect some of the previously-defeated baddies. You're going to want to hope for some really solid rolls in this one!
GRIMLORE: Profane Truths: Case File #51, Charles Dexter Ward
After the Orpheum escape, the Arkham Mythos Society stopped reacting and started hunting. Clark pulled threads from Smith's Journal; Margaret matched inks and seals; JD traded courier routes; Brenda walked the rooms no one admits exist. They brought each other home; first Margaret, then JD, then Brenda; and each rescue pointed to the same center: Sefton Hall's ledges, “Director” notes with no signature, and minutes that quietly recorded a former organizer's “removal.” In their last case the circle closed. Hidden pages, a corrected cipher column, and a timeline that finally made sense revealed the name behind the unsigned orders: Charles Dexter Ward. He hadn't killed the old leader in a spectacle; he'd replaced him on paper first, duplicated the hand, arranged votes by proxy, fed instructions through runners – so that by the time the body fell, the machine already obeyed him. Now the Society knows who sits at the top, and how far he's prepared to go.
This finale is what you've been working toward all year, a culmination to an exciting and gripping tale that you've helped breathe to life by completing case after case. Nightgaunts are sinister threats, hitting your sanity and you're going to want to clear as many of them as you can. Why, you ask? Because Cthulhu's Aspect awaits you, and it triggers on a lower number if any are still active in its scenario and deals sanity loss for each Nightgaunt still active in that scenario. Survive that, and The Ward awaits you at the end in your final showdown. Do you have what it takes to see this through to the bitter conclusion?
Dangerous Space: Archivist Four, Quarantine Mission
When the Solar Church takes an interest in a junker, watch out. That usually means this ain't no average dive. Good thing Sunshine has psionic abilities!
Sunshine is back and is running through the Mining Colony 70882 in an attempt to quarantine the rooms along the way. Thankfully, he has some pretty awesome movement Gear to upgrade into, making it so you can blow your way through the mission...as long as you roll at least one low die per room. Overcome the challenge of the threats along your path, as the Pirates will wipe out your items and the Stowaways will make you reroll dice. But by now, surely you're a seasoned enough vet that you can easily handle that task!
https://www.pnparcade.com/collections/new-games

Button Shy Game of the Week: Arcane Bakery Clash: Boss Bake-Off #2 & #3
Level up the challenge in these bake-offs this week for Arcane Bakery Clash. This game is an oldie but a goodie from the Button Shy catalogue, and these expansions allow you the chance to play the game solo against one of three different versions of each boss. Both of these bosses will feel really unique from each other, and the neat feature is that depending on which version of the boss you face, it will impact the actions available since the other two cards provide the actions.
Check out the new Button Shy releases here:
https://www.pnparcade.com/collections/new-games

Game of the Week: Arcane Bakery Clash on sale for $2!
It's been a long time coming. You and a particular co-worker at the Arcane Bakery simply cannot work together anymore. In a moment of frustration, you challenge them to a duel: After close, no holds barred. The loser resigns. And cleans up the mess.
This is a resource management game, where your resource is time - and not just the roughly 30 minutes it’ll take you to play the game. Specifically, time to cook the magical treats that you will use against your co-worker. I dare you to find a more thematically-appropriate game to play during dinner. In Arcane Bakery Clash you can choose 2 actions per turn, and you will either put a recipe card in the oven, peek into an oven, turn up the heat, or take a recipe out of the oven. With these actions you will bake new treats that are used to either reduce your opponent’s health, heal yourself, or allow special actions.
Check out Game of the Week here: https://www.pnparcade.com/collections/game-of-the-week