Tuesday, May 1, 2012


New Store Hours will be posted soon!!!  Regularly scheduled evening events will be still active!!  Evening hours are 5PM until YOU are done gaming!!

Wednesday, April 25, 2012

New Move Details!!!!

Hello Everyone!! Well it's almost time for the move to be complete!!!  Please be patient with us while we get everything organized and re-situated in our new location at 487 James Jackson Ave., Cary NC 27513. See you Friday!!!!

Saturday, April 21, 2012

Clearance Price Update to 80% off!

In preparation for our move, all of our clearance items have been marked down to 80% off!! And if you pay cash, we'll hack off an additional 5%!! All of it must go! Stop by before it's gone! The sale ends when we close tonight (Saturday 4/21).

Monday, April 16, 2012

Moving Sale is Increasing!

Well another week has gone by!!! It's time for more stuff to go on sale!!!! 5% discount on everything if you pay with $CASH$! Also, additional items have been added to our sales area and now we have increased the discounts to 60%-80% off over half of our products! Remember to add 5% to those numbers if you pay with cash!!!

Monday, April 9, 2012

Big News!

All Fun & Games is moving!

Let us THANK YOU for your continued patronage by offering some great deals.

We are having a Huge Moving Sale beginning today (Monday 4/9/12)!

Over ½ the store is 50% off or more. (Sale price is discounted from MSRP. All sales on discounted products are final.)

All gaming events will continue as scheduled at our current location.

Please come by and join in some of the fun.

It’s been a great five years here in Apex and now we’re heading just down the road to Cary.

We will be open in our new location beginning Friday April 27, 2012.

Our new location is: 487 James Jackson Avenue, Cary.

Stay tuned for news about our Grand Re-opening Celebration!

More information will be posted on www.allfunngames.com or call us at 919-468-6322. Please feel free to share this information with other folks you know that may be interested!

Monday, April 2, 2012

Missions For Warhammer Fanasty

Week 1: Da Blood Soaked Choppa

Mission- Battle Line
Length of Game- 6 Turns
Terrain- 4 Mysterious Forests, 2 Normal Hills

Special Rules:
Each player nominates one core unit of their army to carry the blood soaked choppa. While the choppa is in the unit's possession that unit receives +1 to Strength and +1 to attack. If the unit should flee for any reason the blood soaked choppa is dropped and lost forever, and the unit no longer gains this bonus.

Victory Conditions:
Victory points. +200 for eliminating the unit carrying the blood soaked choppa.

Week 2: The End Times

Mission- Meeting Engagement
Game Length- Random
Terrian- 3 Mysterious Forests, 3 Normal Hills

Special Rules:
the very world itself is being ravaged by Chaos and is under constant change. Roll a d6 at the start of every game turn and apply the result on the cart below for the remainder of that turn.
1- Blood rain: The battlefield is showered in the blood of the fallen. All units are subject to frenzy and are stubborn
2- Lightning Storm- Every unit on the battlefield is struck by lighthing and suffers d6 wounds that cannot be saved by any means. Carachters that are not attached to units take d3 wounds.
3- Magical Vortex- All wizards automatically channel both power and dispel dice this round.
4- Tsunami- The oceans was away vast chucks of the world, and have it made it hard to reach the enemy. All models movement is halved and when charging they only roll 1d6 to see how far they charge.
5- Gale Force Winds- All shooting that uses BS are -1 to hit, and those that don't need a BS to shoot must roll at 4+ to shoot at all.
6- Gift of Chaos- The generals of the two armies are awarded great gifts by the gods, but it comes at a price. Both Generals have all their stats increased by 1 (to a max of 10). They have 3+ ward save and are subject to stupidity.

Victory Conditions-
Place a maker or suitable terrain piece in the center of the table to represent the chaos portal. The player with control of the portal at the end of the game gets 500 victory points.

Week 3:EYZ DON’T SEE SO GOOD!
MISSION
Meeting Engagement
(see page 149 of the main rulebook)
LENGTH OF GAME
6 turns
NOTE ON TERRAIN
No need to roll for terrain each table should have 5
pieces of terrain.
All woods are mysterious woods.
All hills are normal hills.
SCENARIO SPECIAL RULES
At the start of each player’s turn, that player rolls an
artillery die and multiplies the result by 3. The result is
the number of inches both players can see that turn. If a
misfire is rolled there is no sight restriction that turn.
VICTORY CONDITIONS
Use Victory points to determine the winner as described
on page 143 of the Main Rulebook.
MASSACRE
Defeat your opponent by 1500 victory points or more.
MAJOR VICTORY
Defeat your opponent by 800 – 1499 victory points.
MINOR VICTORY
Defeat you opponent by 200 – 799 Victory points.
DRAW
Defeat your opponent by 199 victory points or less.
BATTLE MODIFIERS
+1 point for killing your opponent’s cheapest unit.
+1 point for each of your opponent’s reserve
units you kill.
+1 point for massacring your opponent

Missions For Warhammer 40K

Week1:
Git dat dirty git!

Mission:
Score as many kill points as you can and try to kill the traitor.

Objective:
This mission uses Annihilation with one modification. Each player will give his opponent 1 troop model form your army list to represent the traitor. The traitor is worth 5 kill points. The traitor can join any troop unit in your army. He can ride in a transport as long as his squad meets the unit size for the vehicles capacity. He loses all of his equipment/special rules and gains the Independent Character special rule with the following profile: WS 4 BS 4 S 4 T 4 I 5 W 2 A 2 LD 10 S 4+/5+.

Deployment:
Use Pitched Battle as per page 92 of the main rulebook.

Length of game:
Use random game length as per page 90 of the main rulebook. Or until time is called, so that each player completes the same number of turns.

Special Rules:
Infiltrate, Deep Strike, Outflank, Reserves, Night Fight (Turn 1 only), Seize the Initiative

Battle point modifiers:
+1 If you kill your traitor. (You only score this point if you kill the model you gave to your opponent)
+1 If you kill an enemy HQ
+1 If you control more pieces of terrain than your opponent. (To control you need a scoring unit within 3” of a piece of terrain)
+3 If you get the traitor you are controlling into your opponents deployment zone.

Week2:
Whoz got da Motz!

Mission:
Control as many objective counter as possible.

Objective:
This scenario uses a modified Seize ground (page 91) missions. Please note that there are always 5 objectives, DO NOT ROLL. Before determining who goes first an objective marker is placed in the center of all four table quarters. The fifth and final objective is placed in the direct center of the table. The objective in each Deployment table quarter is worth 1 point. The objectives in the empty table quarters are worth 2 points and the objective in the center of the board is worth 4 points.

Deployment:
Spearhead as seen on page 93 of the main rulebook

Length of Game:
This game last 6 turns, or until time is called, so that each player completes the same number of turns.

Special Rules:
Reserves, Deep Strike, Night Fight (Turn 6 Only), Seize the Initiative

Battle point modifiers:
+1 If you control all the objectives at the end of the game.
+1 If your opponent has no units in your deployment zone.
+1 if all your hq choices are alive at the end of the game.
+1 if you kill all of your opponents Heavy Support choices. (If your opponent doesn’t have any heavy supports then you automatically get this point.)

Week 3:Head of Da Snake!

Mission:
Destroy the Enemy HQ while keeping yours alive.

Objective:
This scenario uses victory points. See page 300 of the rulebook for victory points rules. Each player must nominate a single HQ choice to be your army general. This choice is worth double victory points for this mission.

Deployment:
Dawn of War [table halves]

Length of Game:
Use random game length as per page 90 of the main rulebook. Or until time is called, so that each player completes the same number of turns.

Special Rules:
Deep Strike, Outflank, Reserves, Seize the Initiative,

Battle point modifiers:
+100 Victory Points if you killed all of your opponents troop choices
+100 Victory Points if your General is alive at the end of the game.
+100 Victory Points if you kill all of your opponents Fast Attack choices. (If your opponent doesn’t have any fast attack choices you score this point)

Wednesday, March 28, 2012

Munchkin Charity Tournament April 15th


Hosted by the Knightly order of the Fait Lux

When: Sunday April 15th at 12Noon
Entry Fee: $10- All donations go the Autism Society of North Carolina

Like Munchkin? Want to support a good casue? Well then this is your event! We will be using the Cheatin' for Chartiy rules. Come out, make a difference, stab your buddy!
This will be a daylong tournament with multiple rounds. If you've attended any of the previous charity tournaments, we will be using that same system. There will be prizes for the winner of every game and at the end of the day players will be grouped according to how well they've done during the day into a final round of games. The top winners of that round will all receive extra special prizes. Also there will be short Charity Auctions during the day where you'll be able to bid on promo items that give bonuses when playing Munchkin. It is not necessary to attend the entire event to get in on the games!

Charity Tournament Rules:
-Cheatin' for Charity - A $1 donation during the game gets you your choice of a treasure card or a door card, unless you are in combat when it costs $2.
-More Cheatin' for Charity - A $2 donation lets you re-roll a failed die roll. It goes up $1 for each additional re-roll of the same roll. You can pay double that amount to force someone else to re-roll!
-Cheatin' for Cheatin's Sake - A $5 donation will let you cheat as if you had a Cheat Card.
-Cheatin'? We'll have none o' that! - A $5 donation will cancel one Cheat Card or Cheatin' for Cheatin's Sake.

If you have questions email koflgames@gmail.com

Monday, March 26, 2012

Avacyn Restored Pre-Release Event!

For the Avacyn Restored Pre-release (April 28th-29th) Wizards of the Coast has decided to do things a little differently. For each of our main events (11AM on Saturday and Sunday) we will have 54 seats for the special “Secrets of the Helvault.” In this there will be special prizes for the first 54 players who register. As such, we are opening preregistration now! We will not take money at the time of preregistration, but this will ensure your spot for Secrets of the Helvault. You must be here by 10:30AM the day of the event if you have preregistered to keep your spot, or call us to let us know you are on your way before then, otherwise we’ll have to pass the seat to the next person. We look forward to seeing you there!

We are currently taking pre-orders for the next Magic, Avacyn Restored! This is so we can hopefully get in all the foreign language everyone wants, and make sure we have enough come the launch of the product. As foreign language is a limited product, preorder as soon as possible! You can preorder English, Japanese, Russian, Korean, and Chinese, but these will go out on a first come first served basis.

Tuesday, March 20, 2012

Junior Magic the Gathering for Ages 15 and Under

Starting at 12 noon on the second and forth Saturday each Month, All Fun & Games will be having Magic: The Gathering tournaments for kids. In a friendly environment, we’ll be hosting Booster Drafts on the second Saturday to help teach kids magic and the basics of Magic’s limited formats. The entry fee is normally $10 to cover the three packs used in this limited format, and the prize support in the form of promotional cards. Sealed Deck will be on the fourth Saturday each Month, which is a slightly different limited format from the Booster Draft. The Sealed Deck entry fee is $20, due to the larger amount of product needed (6 packs).

The Draft format involves opening three packs, and then passing those cards around a table and choosing one card from each hand passed. Participants get to keep the cards they pick from these hands and build a deck from them, which they will then play with. The Sealed Deck format involves opening 6 packs and building a deck from those cards to place with, which they also get to keep.

Junior magic players are of course always welcome to come and play casual games, even if they do not wish to participate in the above tournaments.

At Pre-Release events, Junior Magic: The Gathering will be Open Dueling event available for all players which is appropriate for younger players, as it only involves playing casual games with a pre-constructed deck.