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It's now possible to request a game to be included in the game libray at Shake Battle & Roll, Just search for the game you want and we will endevour to bring it to the next event.

Shake Battle and Roll - Friday 21st October 2022 @ 11:00 - Sunday 23rd October 2022 @ 23:00 - Calender Link


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180.jpg1565: St. Elmo's Pay - The Great Siege of Malta1 - 210+30 - 40 mins
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Relive the Greatest Siege in History! A vendetta spanning decades reaches its terrible and bloody crescendo! Suleiman the Magnificent's 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence, and changing the course of European history forever... 1565, St. Elmo's Pay is an asymmetric, competitive, tactical card game, and successor to the award-nominated 1066, Tears to Many Mothers, with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo. Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins. Note on title: When, after a relentless show of strength, the small fortress of St. Elmo's finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further, lest they suffer the same fate. Instead, the Maltese forces chose to fight with 'the spirit of St. Elmo's'. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted 'St. Elmo's Pay' - an expression they still use today to mean 'no mercy.' —description from the publisher

Categorys
Card GameRenaissanceWargame

Mechanics
Hand Management
Solo / Solitaire Game
181.png1944: Race to the Rhine1 - 314+90 mins
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Not enough gas, not enough ammo or not enough time. Not enough to cross the Rhine before the enemy closes all the gaps. You need to form the bridgehead before others do. That’s the only way to Victory and your personal glory. 1944 Race to the Rhine is a new game experience. You can’t win this game without proper planning. Your tanks need gas to move and ammo to fight. But don’t forget to feed your GIs. So what would be your transport priority? Will you follow General Patton’s strategy to discard ammo in order to bring additional fuel barrels along to move boldly forward? Would you risk your prestige and gamble on Market-Garden as Field Marshal Montgomery did? Would you cross the Rhine more quickly than General Bradley did, with the help of your hard work and a little luck? “In preparing for battle I have always found that plans are useless, but planning is indispensable” (General Dwight D. Eisenhower, Supreme Commander of the Allied Forces in Europe). So, how are you planning your Victory?

Categorys
TransportationWargameWorld War II

Mechanics
Action Points
Dice Rolling
Movement Points
Network and Route Building
Pick-up and Deliver
Point to Point Movement
Race
Simulation
Solo / Solitaire Game
182.jpg19692 - 510+90 mins
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1969 is a push-your-luck style game in which players take the role of the leader of a particular nation's space program attempting the first successful lunar landing mission. Each turn, the players use their income to hire scientists to research technology to improve their chances of success, hire spies to slow other players down, purchase cards to influence their missions and their competitors, or attempt easier, preparatory missions. Players gain victory points for performing well on prep missions, attracting famous scientists to their cause and, of course, how far they got on the Moon landing mission. The core of the game are the mission tests, which consist of rolling five dice. Dice have success, neutral, and failure results, which add respectively to your success rating, do nothing, or subtract from it. The total of your successes will determine the points you earn from the mission and whether you'll get a bonus on the final lunar mission or not. Die rolls can be affected by technology and your success can be influenced by having scientists research relevant tech and by cards played by any player. 1969 combines simple dice mechanics with elements of resource management and even some light engine building to make an interesting lightweight experience. There are some mechanics of player interference (meaning players can disrupt each other's progress), but these elements can be avoided if desired.

Categorys
EconomicIndustry / Manufacturing

Mechanics
Dice Rolling
183.jpg7 Wonders2 - 710+30 mins
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You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times. 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how her choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. Though the box of earlier editions is listed as being for 3–7 players, there is an official 2-player variant included in the instructions.

Categorys
AncientCard GameCity BuildingCivilizationEconomic

Mechanics
Closed Drafting
Hand Management
Set Collection
Simultaneous Action Selection
Variable Player Powers
1.jpg7 Wonders Duel210+30 mins
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In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder. Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area. A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions; if you reach the opponent's capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.

Categorys
AncientCard GameCity BuildingCivilizationEconomic

Mechanics
Layering
Open Drafting
Set Collection
Sudden Death Ending
Tug of War
2.png7 Wonders Duel: Pantheon210+30 mins
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A pantheon from several civilizations — including Greek, Egyptian, and Middle-Eastern — gets added to 7 Wonders Duel in 7 Wonders Duel: Pantheon, with each god having its own power to help you or hinder your opponent. During Age I you collect mythology tokens — which allow you to choose which deities have a place in the Pantheon — and during Age II you collect offering tokens, which help you court those deities. Then, during Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the pyramid. To do so, you pay whatever that god or goddess demands from you in offerings, then place it next to your city. With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the card structure that you want, as well as any mythology or offering token that may be on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva's ability to stop the conflict pawn from moving toward you can assist with a military victory or save you from military defeat. What's more, instead of adding three guild cards to the deck for Age III, you add three of five Grand Temples. Each Grand Temple belongs to a different Mediterranean culture, and if you possess a mythology token from that culture, you can build the temple for free. These temples are worth a total of 5, 12, or 21 points, depending on how many you build. 7 Wonders Duel: Pantheon also includes two new Wonders: the Sanctuary (which gives you an additional turn and allows you to invoke deities at a reduced price) and the Divine Theater (which grants points and access to additional gods).

Categorys
AncientCard GameCity BuildingCivilizationExpansion for Base-game

Mechanics
Open Drafting
Set Collection
184.jpg878 Vikings: Invasions of England2 - 412+60 - 120 mins
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The year is 878. For the past 75 years, Viking raiding parties from Norway and Denmark have been terrorizing the coasts of England with ‘hit and run’ attacks. The treasures and stories gained from these attacks have allowed the Norsemen to raise huge hosts of eager men seeking glory and riches. These armies now stand poised to thunder across England where they will settle and farm the fertile land they conquer. The divided English kingdoms are unprepared for this impending onslaught. The Vikings are coming! In 878: Vikings – Invasions of England, players control the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players either play as Norsemen Viking freeman or as the fearless Viking shock troops known as Berserkers. The English play as the Housecarl, the Kings’ household troops, or as the Thegns who were regional noble Leaders. The English players will also be able to call up the peasant levies, called the Fyrd, to defend their cities. Players for each side strategize together in order to coordinate their strategies. Each side attempts to control Cities on the map to win. The English start the game controlling all of England but a Viking Leader will invade from the sea each Turn. The English players raise reinforcements from cities they control, while the Vikings must wait for a new invasion for reinforcements. The game ends when the Treaty of Wedmore is called and the side controlling the most cities wins the game.

Categorys
EducationalMedievalMiniaturesWargame

Mechanics
Area Majority / Influence
Area Movement
Campaign / Battle Card Driven
Command Cards
Dice Rolling
Die Icon Resolution
Events
Simulation
Sudden Death Ending
Team-Based Game
Turn Order: Random
Variable Player Powers
Variable Set-up
54.jpgA Dog's Life2 - 66+30 - 60 minsAlready Requested
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A German Shepherd, a Poodle, a Whippet, a Boxer, a Labrador, and a Fox terrier take a break from their masters in order to experience an adventure in town. But they aren't used to taking care of themselves though. They need you, your family, and your friends to care for them! You have to decide when your dog needs to: Beg in restaurants. Search through trash. Deliver newspapers. Fight rival hounds. Drink from fountains. Piddle on lamp posts. Hide from the dogcatcher. Do it right and your dog could be the first one to bury 3 bones in his den and win the game of A Dog's Life!

Categorys
Animals

Mechanics
Action Points
Area Movement
Pick-up and Deliver
Simulation
Variable Player Powers
295.pngA Feast for Odin1 - 412+30 - 120 minsAlready Requested
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A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium. When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus. In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural situation. Crop shortfalls caused great distress. In this game, you will raid and explore new territories. You will also experience their day-to-day activities: collecting goods to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner. --gameplay description from @StoryBoardGamer's review: A Feast for Odin is a points-driven game, with plethora of pathways to victory, with a range of risk balanced against reward. A significant portion of this is your central hall, which has a whopping -86 points of squares and a major part of your game is attempting to cover these up with various tiles. Likewise, long halls and island colonies can also offer large rewards, but they will have penalties of their own. Each year follows a familiar pattern of preparation, worker placement, and then meeting the requirements of your feast. The main phase of each year is a worker placement affair. You start with a selection of Vikings, and a large action board with a whopping 61 different options to choose from. Each of these will be arranged from left to right in one of four columns. Each column requires an additional Viking to activate, but they are proportionally more powerful. At the end of each round, you will need to fill a feast table with food, alternating between plants and vegetable matter. You will also have a chance to lay the valuable green and blue tiles into your main hall. The configuration of these tiles must follow certain requirements, but your main goal is to both cover up a line of coin icons to increase your income, while otherwise encircling certain printed icons to generate those. You will build your engine over time, following an alternating pattern of outward expansion and hunting against development and cultivation. It all comes down to how much you’re willing to take on at any one time, and what risks you’re willing to set yourself up with for their rewards.

Categorys
EconomicFarmingIndustry / ManufacturingMedievalPuzzle

Mechanics
Automatic Resource Growth
Dice Rolling
Grid Coverage
Income
Push Your Luck
Solo / Solitaire Game
Tile Placement
Turn Order: Pass Order
Worker Placement
94.jpgA Game of Thrones: The Board Game (Second Edition)3 - 614+120 - 240 mins
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Game description from the publisher: King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros! To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses. Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players. The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros! During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes. In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards. Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements. Expanded by: A Game of Thrones: The Board Game (Second Edition) – A Dance with Dragons (2012) A Game of Thrones: The Board Game (Second Edition) – A Feast for Crows (2013) A Game of Thrones: The Board Game (Second Edition) – Mother of Dragons (2018) Reimplements: A Game of Thrones (2003) A Game of Thrones: A Clash of Kings Expansion (2004) A Game of Thrones: A Storm of Swords Expansion (2006)

Categorys
BluffingFantasyNegotiationNovel-basedPoliticalWargame

Mechanics
Area Majority / Influence
Area Movement
Auction/Bidding
Auction: Sealed Bid
Card Play Conflict Resolution
Hand Management
Order Counters
Player Elimination
Prisoner's Dilemma
Simultaneous Action Selection
Variable Player Powers
290.pngAlchemists2 - 413+120 mins
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In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins. Flavor text: Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art. But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.

Categorys
DeductionFantasy

Mechanics
Action Drafting
Constrained Bidding
Deduction
End Game Bonuses
Events
Hand Management
Open Drafting
Turn Order: Progressive
186.jpgAll Bridges Burning: Red Revolt and White Guard in Finland, 1917-19181 - 312+180 - 360 mins
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The year is 1917. Russia’s Tsar Nicholas II has abdicated and Russia slides toward an ever deepening internal crisis. On the western edge of the vast Russian Empire, the uncertainty in Russia is giving rise to a power vacuum in the semi-autonomous Grand Duchy of Finland. For many across the Finnish political spectrum, the turmoil in Russia looks like an opportunity to fulfill the dream of Finnish national independence. Yet the competing factions are unable to agree on a common political vision for the country. By January 1918, a bloody civil war will have broken out in Finland. All Bridges Burning recreates the political and military affairs of the Finnish civil war in a new COIN System volume for three players. The Reds seek to stage a working class revolt and then hold onto their gains, while the White Senate forces seek to reassert control. A third, non-violent Social Democratic faction fights for the survival of moderate leftism and political reform. All three factions must keep the national sentiment conciliatory enough for a post-conflict settlement and national independence. In addition, the non-player powers of Germany and Russia offer military assistance to the Senate and the Reds, respectively. Excessive foreign involvement, however, could quash the dream of Finnish independence and prompt a collective loss of all three player factions. Historical events, asymmetrical action menus, as well as extensive historical design notes familiarize the players with the historical period. A unique sequence of play for three factions poses players – whether veteran or new to the COIN Series – fresh challenges in selecting from the asymmetric commands and special activities. The Reds will find themselves needing to split time and resources between competing tasks of solidifying the Red revolt by creating working organs of civilian administration on the one hand, and fighting an increasingly desperate war against a far more powerful enemy on the other. The White Senate faction, in contrast, has a more traditional war to fight. The Senate will want to enhance their military performance by capabilities such as armored trains, cannons, as well as the Finnish, German-trained 27th Jaeger Battalion. Meanwhile the Social Democrats will be focused on building and maintaining underground networks of information, distributing news across the fronts, and advancing a stagnating political process while fending off retributions from the two warring factions. A simple but effective card-driven non-player system enables the game to be played solitaire as well as in a two-player mode. The structure of the sequence of play, the character of the commands and special activities in the game, the smaller number of players, and compact size combine to enable All Bridges Burning to play fast. The solitaire system has been designed to preserve that speed and fluidity of play. —description from the publisher

Categorys
Civil WarWargame

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Simulation
Solo / Solitaire Game
Variable Player Powers
187.jpgAntike II3 - 613+90 - 120 minsAlready Requested
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Antike II is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) of ancient personalities first wins the game! Lead one of these nations to victory—but watch out for your enemies as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy. Antike II differs from the 2005 Antike in several ways, according to designer Mac Gerdts. To start, players now own city tokens, which allows them some degree of choice as to which resource a newly founded city shall produce. Military units have become more expensive, and the rules for the conquest of cities are considerably easier. The scientific progresses were altered as well. Neutral temples now exist, which may be destroyed, gaining VPs of a general, without harming other players. The game features two new maps in a new graphical design, and a new card named "BELLONA" (the ancient Roman goddess of war) has been introduced to counter the starting player's advantage. Gerdts notes that the main goal of all of these changes was to make the rules for a conquest of cities easier, while also opening more possibilities to win the game without the need to attack other players.

Categorys
AncientCivilizationFightingNauticalTerritory Building

Mechanics
Advantage Token
Area Majority / Influence
Area Movement
Rondel
Tech Trees / Tech Tracks
188.jpgArkham Horror1 - 814+120 - 240 mins
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The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination. Only a handful of investigators stand against the Arkham Horror. Will they Prevail? Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close gates to other dimensions that are opening up around town. With too many gates open the Ancient One awakens and the players only have one last chance to save the world - defeat the Ancient One in combat!

Categorys
AdventureFantasyFightingHorrorNovel-based

Mechanics
Cooperative Game
Dice Rolling
Events
Finale Ending
Hand Management
Lose a Turn
Point to Point Movement
Role Playing
Solo / Solitaire Game
Stat Check Resolution
Variable Player Powers
189.jpgArmageddon3 - 412+90 mins
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In a post-apocalyptic world, players try to rebuild society. Using the debris, they build new towns for the remaining survivors to live in — but these friendly folks aren't the only ones still out there. Marauders want to pillage your town and see it burn. Scavenge what you can and build new structures to help you defend against the marauder threat. While you can get more things done in town when you house more survivors there, they all have to have a space to sleep or they might turn against you and join the marauders. Armageddon is a strategy game that offers many tactical choices and different strategies to claim victory.

Categorys
City Building

Mechanics
Auction/Bidding
Worker Placement
282.jpgAvalon212+45 mins
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Avalon is a card-based game where a line of 11 landscape cards form the board and the cards in your hand are made up of Knights and Enchantresses. There are 8 of each in each of five different colors, for a total of 80 cards, which both players share as a common draw deck. The game starts with the landscapes face down, randomly assigned knights or enchantresses on each player's side of the landscape cards, and five knights/enchantresses in each players hand. In the course of the game, if you play knights on your side of the territory and you have at least as many cards on your side before playing the card, you have the option of declaring an attack with that knight. The other player has a chance to respond by defending with a knight of exactly the same color (in which case both knights are left in place). If the attacker is successful, the loser loses all of their cards from their side, and the winner loses an equal number. Then, the winner must lose an additional number of cards from their side or the hand equal to the total number of knights on both sides that were involved in the conflict. Finally, the region is turned face up with the crowns on the bottom facing toward the controlling player. You can only attack up to two landscapes per turn, but you may play as many cards as you would like to on your turn. The max hand size at the end of a round is 5. The object is to control 15 crowns at the end of your turn (number of crowns on a card ranges from 1-3). Two landscape cards have special abilities - Avalon reduces your loss from battles by one once per turn, and the forest with a standing stone allows you to declare an attack on your opponent with an enchantress as if she was a knight. Enchantresses normally will convert enemy knights from their side of the board to yours unless countered with a same color enchantress. The countering player receives the aggressor's attacking enchantress into his hand if he counters an enchantress. When the player is done playing cards, he draws one of the 5 Light tiles or 4 Dark tiles that describe the options for replenishing cards in hand. Light tiles give you their benefit immediately, and Dark tiles give you their benefit at the beginning of your next turn. Each tile is used only once until all tiles have been used, at which point they are all available again. After drawing a replenishment tile, the player's turn is over and the game continues with the next player. Avalon is part of the Kosmos two-player series.

Categorys
Card GameExplorationFantasy

Mechanics
Hand Management
3.jpgAzul2 - 48+30 - 45 mins
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Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora. In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.

Categorys
Abstract StrategyPuzzleRenaissance

Mechanics
End Game Bonuses
Open Drafting
Pattern Building
Tile Placement
Turn Order: Claim Action
4.jpgBANG!4 - 710+20 - 40 mins
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"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box) The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal. Four different Roles are available, each with a unique victory condition: Sheriff - Kill all Outlaws and the Renegade Deputy - Protect the Sheriff and kill any Outlaws Outlaw - Kill the Sheriff Renegade - Be the last person standing A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability. There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table! Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.

Categorys
American WestBluffingCard GameDeductionFighting

Mechanics
Hand Management
Hidden Roles
Kill Steal
Player Elimination
Take That
Team-Based Game
Variable Player Powers
190.jpgBattlestar Galactica: The Board Game3 - 614+120 - 180 mins
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Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and widely-acclaimed Sci Fi Channel series, Battlestar Galactica: The Board Game puts players in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and must all work together in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons. Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart. After the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival…but how can they, when any of them may, in fact, be a Cylon agent? Battlestar Galactica: The Board Game is a semi-cooperative game for 3-6 players ages 10 and up that can be played in 2-3 hours. Players choose from pilots, political leaders, military leaders, or engineers to crew Galactica. They are also dealt a loyalty card at the start of the game to determine if they are a human or Cylon along with an assortment of skill cards based on their characters abilities. Players then can move and take actions either on Galactica, on Colonial 1, or in a Viper. They need to collect skill cards, fend off Cylon ships, and keep Galactica and the fleet jumping. Each turn also brings a Crisis Card, various tasks that players must overcome. Players need to play matching skill cards to fend off the problems; skill cards that don't match hinder the players success. Fate could be working against the crew, or there could be a traitorous Cylon! As players get closer and closer towards reaching their Earth, another round of loyalty cards are passed out and more Cylons may turn up. If players can keep their up their food stores, fuel levels, ship morale, and population, and they can keep Galactica in one piece long enough to make it to Earth, the Humans win the game. But if the Cylon players reveal themselves at the right moment and bring down Galactica, the Humans have lost. Official Site, Rules & FAQ: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=18&esem=4 Unofficial FAQ for really tricky questions: http://boardgamegeek.com/wiki/page/Battlestar_Galactica_FAQ

Categorys
BluffingDeductionMovies / TV / Radio themePoliticalScience FictionSpace ExplorationSpies/Secret Agents

Mechanics
Area Movement
Dice Rolling
Hand Management
Hidden Roles
Once-Per-Game Abilities
Role Playing
Semi-Cooperative Game
Team-Based Game
Traitor Game
Variable Player Powers
Variable Set-up
Voting
191.jpgBattlestar Galactica: The Board Game - Exodus Expansion3 - 614+120 - 180 mins
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Fantasy Flight Games is pleased to announce Exodus, the second expansion for Battlestar Galactica: The Board Game! With three new options to add to your game, Exodus is a great way to expand on the accusations and mistrust that runs rampant in Battlestar Galactica. You can choose to add any combination of the three new options included in Exodus. Crave more white-knuckle space dog-fighting? Incorporate the Cylon Fleet option. The Conflicted Loyalties option introduces new Loyalty Cards that will test even the most trustworthy allegiances. Finally, relive the emotional turmoil of the hit television series with the Ionian Nebula, which pits players against the various conflicting personalities aboard Galactica. The Cylon Fleet option keeps the pressure intense by introducing the Cylon Fleet game board. This board makes sure that every Crisis Card drawn will result in some sort of enemy ship activity. Once the Cylon Pursuit Track reaches the end, the Cylon ships will transfer over to the main game board, surrounding Galactica. There’s little time for rest between assaults, so get out there and protect those civvies, fighter jockeys! Alliances are put to the test in the Conflicted Loyalties option, where the new Final Five Loyalty Cards up the stakes and introduce penalties for revealing your fellow humans’ Loyalty Card. In addition, new Personal Goal Loyalty Cards present players with an incriminating task to undertake. If they don’t fulfill their goal, then they will cause Galactica to lose a resource at the end of the game. Will you raise suspicion by completing the damaging task, or will you lay low and hope your failures won’t condemn the rest of your crew? Finally, with the Ionian Nebula option, familiar faces populate the fleet as allies, and can be encountered by visiting locations on Galactica. But beware! The Cylons can influence these non-player characters, compelling them to produce negative effects when encountered. Manage humanity’s conflicting personalities carefully... or infighting will leave you vulnerable!

Categorys
BluffingDeductionExpansion for Base-gameMovies / TV / Radio themePoliticalScience FictionSpace ExplorationSpies/Secret Agents

Mechanics
Dice Rolling
Hand Management
Role Playing
Team-Based Game
Traitor Game
Variable Player Powers
192.jpgBattlestar Galactica: The Board Game - Pegasus Expansion3 - 614+120 - 180 mins
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The first expansion for Battlestar Galactica: The Board Game, Pegasus adds two new supplemental game boards featuring the Battlestar Pegasus and the planet New Caprica, seven new characters, two plastic Basestars, as well as new Destination, Crisis, Loyalty, Quorum, Super Crisis, and Skill cards. The new Pegasus board can be used by itself or together with the New Caprica board to create the game you desire – the Pegasus alone for the additional firepower she provides, or add the New Caprica board to simulate the rebellion on the new human colony, bringing the game to an epic level. New rules introduce the ability to play as a new character type – the Cylon Leader, with a new Treachery Skill card type. From the Box: "On behalf of the officers and crew of the Pegasus, it's a pleasure to see you all. Welcome back to the Colonial Fleet." - Admiral Helena Cain The arrival of the Battlestar Pegasus heralds a new era in the lives of the Galactica crew and the Colonial government, bringing badly needed manpower and firepower to humanity's ongoing fight against the Cylons. However, under the command of Admiral Cain there is no place for compassion or mercy. Now brutal necessity and hard choices erode humanity's moral compass. The Cylons, in turn, are changing as well. The more they are exposed to humans, the more their individual agendas begin to guide their actions. In a time of suspicion and desperate need, the line between right and wrong grows less and less distinct. The Pegasus Expansion for Battlestar Galactica: The Board Game brings players the next chapter in the popular Syfy series. In addition to more Destination, Crisis, Super Crisis, Loyalty, and Skill Cards, this expansion introduces many new card types such as Treachery Skill Cards, representing the underhanded methods used to sabotage humanity's struggles. New characters in the expansion allow players to play as Cylon Leaders, who can win or lose based on their own mysterious motivations. New gameboards allow characters to explore both the Pegasus and New Caprica. Finally, with the New Caprica Objective Card and board, humanity will be subjected to Cylon rule, and must defend themselves from their oppressive overlords until Galactica can return to attempt a daring rescue. "We fight 'em until we can't." - Kara Thrace Expands: Battlestar Galactica: The Board Game

Categorys
BluffingDeductionExpansion for Base-gameMovies / TV / Radio themePoliticalScience FictionSpace ExplorationSpies/Secret Agents

Mechanics
Dice Rolling
Hand Management
Role Playing
Team-Based Game
Traitor Game
Variable Player Powers
291.pngBetrayal!214+120 - 180 mins
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Shortly after Poland was conquered in 1939, Hitler begin urging an immediate attack in the West. The original plans were uninspiring and his generals feared an attritional stalemate. Over the winter the Germans keep taking the measure of their opponents and hit upon a plan was that inspired, risky, and utterly decisive. Ironic of Hitler to assume his remarkable success was simply the new template for all future campaigns. His eyes turned east. But why, exactly, did France fall? Against the Odds 2017 Annual features four top designers all tasked with re-examining the 1940 campaign and answering that very question. 'Betrayal!' is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940. After finishing campaigns in Poland, Denmark, and Norway, Hitler turned to France. The goal was to knock France down and then prepare for the subjugation of Britain and the invasion of the Soviet Union. Pre-war planning, coupled with valuable experience gained in Poland, would lead the Wehrmacht to excel in lightning warfare never before seen on such a massive scale. While the French had re-visited World War One with a static Maginot Line defending their border, the Germans went beyond this and brought in blitzkrieg. There were a few bumps along the way. The smaller British army and those from tiny Belgium and Netherlands tried to help France. The game has two Allied players, one French and one British. They will alternate, depending on initiative, in handling the automata German side. Internal differences between the allies can arise according to their separate and unique victory conditions.

Categorys
WargameWorld War II

Mechanics
Area Movement
Simulation
193.pngBlame Space2 - 612+45 - 90 mins
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Blame Space is a fast-paced card game of luck, skill and sheer bloody-mindedness. In space! For 2 to 6 spaced-out players. Playing time approx. 45 – 90 minutes. The Story So Far... Our mission has failed, The captain has been murdered, Systems are sabotaged, A virus has been brought on board... The ship’s computer is determined to find and punish the traitor who caused this mess. Maybe it's you! There's only one way you’re getting off this ship alive: Blame someone else! On your turn, play Issue cards from your hand onto the Blame pile. You can play up to 3 cards or you may choose to play no cards. Each card played must share at least one Duty icon with the card beneath it. However, if you play a Betrayal or Infected card, you can play no other cards on the same turn (you play 1 card). The number of cards you played determines which action you must take. When someone is blamed, the accuser and accused crewmember go through the Issues in the Blame pile and count their respective Blame points. The one with the most points takes the Blame. The accuser takes it if the points are tied. At the end of the game: count all your Blame points from the Issues in your hand. The more you have, the worse your chances of survival. The game ends immediately when the last card is drawn (or turned over) from the Draw pile. The crewmember who does this must take the Blame!

Categorys
Card GameScience Fiction

Mechanics
Take That
292.jpgBlood Bowl: Team Manager - The Card Game2 - 414+60 - 120 mins
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Game description from the publisher: Blood Bowl: Team Manager - The Card Game is a bone-breaking, breathtaking standalone card game of violence and outright cheating for two to four players. Chaos, Dwarf, Wood Elf, Human, Orc, and Skaven teams compete against each other over the course of a brutal season. Customize your team by drafting Star Players, hiring staff, upgrading facilities, and cheating like mad. Lead your gang of misfits and miscreants to glory over your rivals all to become Spike! Magazine's Manager of the Year! Once a manager has chosen one of the six teams, he has five weeks to groom them into the best in the league, culminating with the Blood Bowl tournament. He does this by competing at highlights, collecting payouts, upgrading his personnel, and drafting Star Players. Managers begin the season with a starting team deck full of basic scrub players. These players are none too bright and have limited talents, but a clever manager can play to their strengths by carefully positioning them to excel on the pitch. Is your team ready to compete against other teams in head-to-head highlights? Highlights are the randomly determined matchups over which players compete. The more highlights a team wins, the more it improves and the more fans it accumulates. The season culminates with the Blood Bowl tournament. After the Blood Bowl, the season ends. Players then tally up their total fans and the manager with the most fans wins the game.

Categorys
Card GameFantasyFightingSports

Mechanics
Area Majority / Influence
Deck, Bag, and Pool Building
Dice Rolling
Hand Management
Open Drafting
194.jpgBrass: Birmingham2 - 414+60 - 120 minsAlready Requested
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Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870. As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game): 1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link, expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton, manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action: 6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.) The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Birmingham features dynamic scoring canals/rails. Instead of each flipped industry tile giving a static 1 VP to all connected canals and rails, many industries give 0 or even 2 VPs. This provides players with the opportunity to score much higher value canals in the first era, and creates interesting strategy with industry placement. Iron, coal, and cotton are three industries which appear in both the original Brass as well as in Brass: Birmingham. New "Sell" system Brewing has become a fundamental part of the culture in Birmingham. You must now sell your product through traders located around the edges of the board. Each of these traders is looking for a specific type of good each game. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. For example, a level 1 cotton mill requires one beer to flip. As an incentive to sell early, the first player to sell to a trader receives free beer. Birmingham features three all-new industry types: Brewery - Produces precious beer barrels required to sell goods. Manufactured goods - Function like cotton, but features eight levels. Each level of manufactured goods provides unique rewards, rather than just escalating in VPs, making it a more versatile (yet potentially more difficult) path vs cotton. Pottery - These behemoths of Birmingham offer huge VPs, but at a huge cost and need to plan. Increased Coal and Iron Market size - The price of coal and iron can now go up to £8 per cube, and it's not uncommon. Brass: Birmingham is a sequel to Brass. It offers a very different story arc and experience from its predecessor.

Categorys
EconomicIndustry / ManufacturingPost-NapoleonicTransportation

Mechanics
Hand Management
Income
Loans
Market
Network and Route Building
Tech Trees / Tech Tracks
Turn Order: Stat-Based
Variable Set-up
195.jpgBrass: Lancashire2 - 414+60 - 120 minsAlready Requested
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Brass: Lancashire — first published as Brass — is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following: Build an industry tile Build a rail or canal Develop an industry Sell cotton Take a loan At the end of a player's turn, they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns. After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned. The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source, which may be an opponent's coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized). Brass: Lancashire, the 2018 edition from Roxley Games, reboots the original Warfrog Games edition of Brass with new artwork and components, as well as a few rules changes: The virtual link rules between Birkenhead have been made optional. The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck and distant market tiles slightly to ensure a consistent experience. Two-player rules have been created and are playable without the need for an alternate board. The level 1 cotton mill is now worth 5 VP to make it slightly less terrible.

Categorys
EconomicIndustry / ManufacturingPost-NapoleonicTransportation

Mechanics
Hand Management
Income
Loans
Market
Network and Route Building
Tech Trees / Tech Tracks
Turn Order: Stat-Based
6.jpgBritannia3 - 512+180 - 300 mins
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"Britannia" is a historical Strategic board-wargame that broadly depicts the millennia-long struggle for control of England, Scotland, and Wales. The game begins with the Roman invasion of 43 A.D., continues through the many struggles between Angles, Saxons, Picts, Norsemen, Scots, Irish, and other tribes, and ends with the Norman invasion of 1066. Britannia allows players to re-create this epic history, re-enacting important battles in some cases, altering the course of history in others. The game rules discourage players from making historically unrealistic moves, but also give players the freedom to alter Great Britain’s history in important ways, creating countless interesting “what if?” scenarios. What if Boudicca’s Revolt against the Romans had been more successful? What if the Romans and the Romano-British had repelled the Saxon invasions of the 5th and 6th centuries? What if William the Conqueror had died during the Norman invasion of 1066? In Britannia, the players will determine the destiny of a kingdom.

Categorys
AncientCivilizationMedievalWargame

Mechanics
Area Movement
Dice Rolling
Simulation
Stat Check Resolution
Voting
196.jpgCa$h 'n Gun$4 - 610+30 mins
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In an abandoned warehouse a gangster band is splitting its loot, but they can’t get an agreement on the split! It’s time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game! Ca$h 'n Gun$ will make you relive the best scenes of your favorite gangster movies. Fun, bluffing, and tough negotiations are guaranteed, but will you dare to play? It's simply killing! On each turn, a player will assume the role of "The Don", and will call out the steps in gameplay. Before the skirmish itself, an available pot of cash will be laid out before the players. This pot must be evenly split up amongst all of the surviving hoods. After that, the "Don" of the round will ask the players, including himself, to load their guns (in the form of selecting one of three possible cards: "Bang!", "Bang! Bang! Bang!" or "Click! Click!" from a set of 8 cards: 2 "Bang!"s, 1 Triple-"Bang!" and 5 "Clicks!"), and then count down to all of the players aiming their guns (real foam guns). Each player will then take a look at how many guns are pointed at them, and also take a look at the available pot of cash for the round before deciding if they want to "Chicken Out" and remove themselves from the skirmish. If they choose to back down, they will get a "Chicken" token which will deduct from their ill-gotten gains at the end of the game. But all players have to "Chicken Out" at the same time, using a countdown like the aiming. The remaining players will resolve the shootout showing their cards. First, all Triple-"Bangs!" wound the players they are aimed at. If there are still-aiming players with "Bang!" cards, those now wound their targets. "Click!"s are only bluffs and do nothing. A player that is wounded during the standoff does not participate in the split of the cash and receives a bandage (any player that receives a certain number of bandages is eliminated from the game). Now all the used cards are discarded--even those of the players that "Chickened Out". Now the remaining players will finally split the cash. If the cash cannot be divided evenly, the rest is kept on the table and is added to the new pot. The game is played 8 rounds, until all cards were played. Keeping track of the cards is important, since all players have only a limited supply of "real" shots. There are a couple of expansions packed-in with most editions that change some of the mechanics of the game, and also add a new "traitor"-based mechanic, as well.

Categorys
BluffingCard GameFightingHumorMafiaNegotiationParty Game

Mechanics
Player Elimination
Simultaneous Action Selection
Variable Player Powers
197.jpgCanvas1 - 514+30 minsAlready Requested
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In Canvas, you play as a painter competing in an art competition. Players will collect art cards, layering 3 of them together to create their own unique Painting. Each card contains a piece of artwork as well as a set of icons used during scoring. Icons will be revealed or hidden based on the way players choose to layer the cards making for an exciting puzzle. Paintings are scored based on a set of Scoring cards which will change each game. Once players have created and scored 3 paintings the game ends. On your turn you may take an Art card or make a painting. Art cards are selected from a row of cards in the center of play. Each of these cards has a cost associated with their position. After selecting an Art card you must pay its cost by placing an Inspiration token on each of the cards to its left. If you do not have enough Inspiration tokens, you may not select that card. Any tokens on the card you have selected are kept for future turns. The far left card costs no Inspiration tokens to take. If you have three or more Art cards you may choose to make a painting. Select 3 of your art cards, arrange them in any order and then score them by comparing the visible icons on your painting to the Scoring conditions. Once all players have made 3 paintings the game ends. The player with the most points wins! —description from the publisher

Categorys
Card GamePuzzle

Mechanics
Hand Management
Increase Value of Unchosen Resources
Layering
Open Drafting
Set Collection
Solo / Solitaire Game
198.jpgCanvas: Reflections - Deluxe Edition1 - 514+30 minsAlready Requested
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Paint from a new perspective! In Canvas: Reflections, the artistic puzzle has a new layer -- Mirror Cards! These reversible cards add deeper strategy, and also give you increased flexibility to string together combinations of Elements. Additionally, the new board offers a wider selection of Art Cards that allows you to better plan ahead and presents more choices even when running low on Inspiration Tokens. Also features: Gold Bonus Ribbons - Grab a Gold Bonus Ribbon for lining up a specific Element next to a Gold Bonus icon. New Scoring Cards for puzzling new challenges and added replayability. The Deluxe Edition includes: + 10 More Reversible Transparent Cards + 5 Signature Style Cards + 2 Ribbon Pins + 26 Expansion Wood Tokens This edition will not be available in retail. It will only be sold through Kickstarter!

Categorys
Expansion for Base-gameCard GamePuzzle

Mechanics
Increase Value of Unchosen Resources
Layering
Set Collection
7.pngCaptain Sonar2 - 814+45 - 60 minsAlready Requested
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At the bottom of the ocean, no one will hear you scream! In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer. All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat. Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor. Multiple maps are included with varying levels of difficulty.

Categorys
DeductionFightingNauticalReal-time

Mechanics
Grid Movement
Hidden Movement
Line Drawing
Real-Time
Role Playing
Secret Unit Deployment
Simulation
Team-Based Game
8.pngCarcassonne2 - 57+30 - 45 mins
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Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of their meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete their project and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities. First game in the Carcassonne series.

Categorys
City BuildingMedievalTerritory Building

Mechanics
Area Majority / Influence
Map Addition
Tile Placement
9.jpgCarcassonne: Star Wars2 - 57+35 mins
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Description from the publisher: Carcassonne: Star Wars combines the exciting adventures of the Star Wars universe with the gameplay of Carcassonne, with the known rules of the game being simplified through clever changes that bring an entirely new feel to the game. This is similar to Carcassonne but with Roads replaced with Trading Routes and claimed by Merchants instead of Robbers, Cities replaced with Asteroid Fields and claimed by Explorers instead of Knights and Cloisters replaced with Planets and claimed by Conquerers instead of Monks. There is no farming equivalent. Faction symbols (Empire, Rebel Alliance and Bounty Hunters) provide scoring bonuses regardless of what faction your Meeples belong to. Majority control is determined by dice rolling with the highest result rather than the sum determining the winner, although tiebreaks and defeats still provide some points. A player receives dice equal to the number of his Meeples involved in the majority control plus an additional one for using his large Meeple and one for any matching Faction symbols but this is always capped at three dice. One notable change is that Planets can be conquered by placing tiles adjacent to the Planet tile where the player now has the options of placing a Meeple on the adjacent Planet tile or on the tile he placed. There is also a four player team variant where it is the two Empire colours (black/Darth Vader and white/Storm Troopers) versus the two Rebel Alliance colours (red/Luke Skywalker and green/Yoda). Orange/Boba Fett is not used.

Categorys
Movies / TV / Radio themeScience Fiction

Mechanics
Dice Rolling
Tile Placement
10.jpgCastello Methoni3 - 58+30 - 50 mins
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During the Byzantine years, Methoni retained its remarkable harbor and remained one of the most important cities of Peloponnese. The Republic of Venice had its eye on Methoni since the 12th century, due to its location on the route from Venice to the Eastern markets. Rich Venetian traders started to expand their territories with power and money to be a lord of Methoni which must be the promised most powerful throne. In Castello Methoni, players attempt to take over castles, but with money, not military power. On a turn, a player plays a card of a certain terrain, builds a wall on the corresponding place, then places one of their houses and one other house on each side of the wall. When an area is closed by walls, it becomes a domain. When a player builds a domain, then they pay money to the players who have a house in the area. When a player builds a domain adjacent to another domain, they can merge the domains by paying money. The game ends when no more walls remain in the supply. The player who has collected the most points from coins and domains wins. —description from publisher

Categorys
City BuildingEconomicTerritory Building

Mechanics
Area Majority / Influence
Enclosure
232.jpgCataclysm: A Second World War2 - 514+90 - 600 mins
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Cataclysm: A Second World War It is the 1930s and the world is still recovering from the Great War and the Great Depression that followed it. A second world war can break out at any time. Can you stop it? Will you start it? Better yet, can you win it? Cataclysm is not your typical game about World War II. The game begins in 1933, not 1939, and is global in scope. Germany is far from dominating Europe. Japan is on the march in Asia. Every crisis is an unexpected opportunity. There is no hindsight and anything can happen. Truly grand strategic in scope, Cataclysm requires players to lead nations, not just armies or fleets. You must craft a diplomatic strategy, develop political support for your policies at home, shift your economy to a war footing, and build up the forces you need to deter or vanquish your enemies. There is no traditional I-go-you-go turn structure in Cataclysm. Counters representing political actions, military actions, units, and possible events are drawn at random from an action cup. As each counter comes out, the owning player resolves it, and play swiftly moves on to the next draw. You have to make plans to execute when your chance comes up, but you have no idea when, or in what order, events will transpire. A game about global war gives every nation armies, air forces, and fleets. But in Cataclysm, military pieces have no numeric values. You know what forces you have and where they are deployed. To resolve combat, each side rolls up to three dice and compares their single highest die. You can devote more resources to a campaign (generating more dice or bonuses), but that does not guarantee a favorable outcome. Your efforts can lead to triumph… or to disaster. In Cataclysm, you are free to explore alternatives. The Soviets can construct a massive long-range bomber force. Japan can build powerful armored forces to overrun Siberia. Germany can invade Britain, or France can take Berlin, provided you craft a strategy that gets you there. When you play Cataclysm, you write your own history of a second world war. "This is my most anticipated wargame of 2018." --Ananda Gupta, co-designer of Twilight Struggle. "I WOULD EAT A KITTEN FOR THIS GAME" --Kuhrusty

Categorys
PoliticalWargameWorld War II

Mechanics
Area Majority / Influence
Area Movement
Chit-Pull System
Dice Rolling
Movement Points
Simulation
11.jpgCatan3 - 410+60 - 120 minsAlready Requested
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In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players build by spending resources (sheep, wheat, wood, brick and ore) that are depicted by these resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep. Setup includes randomly placing large hexagonal tiles (each showing a resource or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. Number disks, which will correspond to die rolls (two 6-sided dice are used), are placed on each resource tile. Each player is given two settlements (think: houses) and roads (sticks) which are, in turn, placed on intersections and borders of the resource tiles. Players collect a hand of resource cards based on which hex tiles their last-placed house is adjacent to. A robber pawn is placed on the desert tile. A turn consists of possibly playing a development card, rolling the dice, everyone (perhaps) collecting resource cards based on the roll and position of houses (or upgraded cities—think: hotels) unless a 7 is rolled, turning in resource cards (if possible and desired) for improvements, trading cards at a port, and trading resource cards with other players. If a 7 is rolled, the active player moves the robber to a new hex tile and steals resource cards from other players who have built structures adjacent to that tile. Points are accumulated by building settlements and cities, having the longest road and the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), he announces his total and claims the win. CATAN has won multiple awards and is one of the most popular games in recent history due to its amazing ability to appeal to experienced gamers as well as those new to the hobby. Die Siedler von Catan was originally published by KOSMOS and has gone through multiple editions. It was licensed by Mayfair and has undergone four editions as The Settlers of Catan. In 2015, it was formally renamed CATAN to better represent itself as the core and base game of the CATAN series. It has been re-published in two travel editions, portable edition and compact edition, as a special gallery edition (replaced in 2009 with a family edition), as an anniversary wooden edition, as a deluxe 3D collector's edition, in the basic Simply Catan, as a beginner version, and with an entirely new theme in Japan and Asia as Settlers of Catan: Rockman Edition. Numerous spin-offs and expansions have also been made for the game.

Categorys
EconomicNegotiation

Mechanics
Dice Rolling
Hexagon Grid
Income
Modular Board
Network and Route Building
Race
Random Production
Trading
Variable Set-up
12.jpgCatan Card Game210+60 - 120 mins
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Catan Card Game bears only a slight resemblance to The Settlers of Catan, the original game in the Catan series. There are six resources: wool, wood, bricks, grain, ore, and gold. Before beginning the game, the players receive six square cards showing the resources, with a different die number on each card. In addition, the players start the game with two village cards and a road card connecting them. There are card stacks of more roads and villages, as well as cities, to be purchased during the game. With each new village or city comes two new resource cards. Villages and cities give victory points. When the number die is rolled, instead of collecting more cards, the players rotate the corresponding card 90 degrees to indicate a gain of one more of that resource; i.e., the brick card shows a picture of one brick on one edge of the card, two bricks on the next clockwise edge, three bricks along the third edge, and zero bricks on the fourth edge. There is also an event die, with five possible outcomes: a reward for the player with more knight points or more 'windmill' points (a picture of a windmill on some cards), a bonus resource, an attack if a player has too many resources, and one of six special events - civil war, conflict, master builder, plague, productive year, or progress. There are 62 expansion cards in six stacks in the center of the table. Before beginning the game, players choose one stack, go through it, and choose three cards to hold in their hands. Forty-two of the expansion cards require spending resources to be put into play, gaining civic improvements or knights. Every civic improvement serves some useful function or adds victory points or both. Twenty of the cards are actions benefiting one of the players or harming the other. After a player pays to put a card down or uses an action card, he blindly draws a replacement. Unwanted or unusable cards can be traded in future turns. Some of the cards have flags on them, indicating victory points. Whoever first has twelve victory points wins the game! The Anniversary edition of this game (Jubiläumsausgabe edition) can be found under a separate game entry.

Categorys
Card GameCity BuildingTerritory Building

Mechanics
Dice Rolling
Hand Management
Open Drafting
Trading
13.jpgCatan: Cities & Knights3 - 412+90 mins
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Adds several new aspects to Settlers of Catan but the two major ones are creating knights to protect the land from invading barbarians and building city improvements that confer benefits upon that city's owner. Adds tactical complexity to the game and game length. Belongs to the Catan Series. The game changes the base game in three main ways: First, there are 3 new commodities in the game, distinct from resources - paper, cloth, and coins, which can be acquired from Forest, Meadow, and Mountain spaces, respectively. Cities that would normally produce two of one of those resources instead produce 1 resource and 1 of the corresponding commodity. (To make commodities easier to obtain, each player starts the game with 1 city and 1 settlement on the board.) These commodities allow players to build city improvements that confer various advantages and eventually points. Second, the deck of development cards is replaced by three different decks, each corresponding to one of the commodities. Building city improvements gives players a chance to draw these cards with every roll of the dice. Building more improvements will increase these chances, but cards cannot be bought directly in any way. These cards are similar to the development cards in the base game, but with a wider range of effects. (Some cards are balanced better as well - the new Resource Monopoly card, for example, can take no more than 2 of the named resource from any one player.) Finally, players can also build knights on the island along their network of roads. These knights can be used to claim certain intersections and move the Robber (taking the place of Soldier cards), but are also used to defend the island from periodic barbarian attacks. If the island is successfully defended, the player(s) with the most knights are rewarded. If not, the player(s) with the fewest knights each have a city downgraded to a settlement.

Categorys
Expansion for Base-gameMedievalNegotiation

Mechanics
Dice Rolling
Hand Management
Memory
Modular Board
Network and Route Building
Trading
14.jpgCatch the Moon2 - 66+20 minsAlready Requested
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All you need in Catch the Moon are a few skillfully placed ladders, a good sense of balance, and a touch of imagination. The moon waits impatiently for your arrival, but she's a sensitive lady and the smallest mistake can make her cry. The right mix of skill and luck will help you become the most agile dreamer...

Categorys
Action / DexterityPuzzle

Mechanics
Dice Rolling
Stacking and Balancing
15.jpgCaverna: Cave vs Cave1 - 210+20 - 40 mins
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In the two-player game Caverna: Cave vs. Cave, each player starts the game with only two dwarves and a small excavation in the side of a mountain. Over the course of eight rounds, they'll double their workforce, open up new living space in the mountain, construct new buildings and rooms in which to live, and dig for precious metals. In more detail, each player starts the game with an individual player board that's covered with a random assortment of face-down building/room tiles and only one space. Some tiles are face up and available for purchase at the start of play. Four action tiles lie face up as well. At the start of each of the eight rounds, one new action tile is revealed, then players alternate taking actions, with the number of actions increasing from two up to four over the course of the game. As players excavate their mountainous player board, new building and room tiles are added to the pool; some rooms can be used immediately when acquired, whereas others require the use of an action tile. After eight rounds, players tally their points for buildings constructed and gold collected to see who wins.

Categorys
EconomicFantasyFarming

Mechanics
Tile Placement
Worker Placement
199.jpgCaverna: The Cave Farmers1 - 712+30 - 210 mins
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Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises. It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins. You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave. Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.

Categorys
AnimalsEconomicFantasyFarming

Mechanics
Automatic Resource Growth
Increase Value of Unchosen Resources
Solo / Solitaire Game
Tile Placement
Turn Order: Claim Action
Worker Placement
200.jpgCentury: Spice Road2 - 58+30 - 45 minsAlready Requested
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Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions: Establish a trade route (by taking a market card) Make a trade or harvest spices (by playing a card from hand) Fulfill a demand (by meeting a victory point card's requirements and claiming it) Rest (by taking back into your hand all of the cards you've played) The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.

Categorys
Card GameEconomicMedieval

Mechanics
Action Retrieval
Contracts
Deck, Bag, and Pool Building
Hand Management
Increase Value of Unchosen Resources
Open Drafting
Set Collection
16.jpgChaos in the Old World3 - 413+60 - 120 mins
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Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions. Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos. Chaos in the Old World features three ways to win, and gives you an unparalleled opportunity to reshape the world in your image. Every turn you corrupt the landscape, dominating its inhabitants, and battle with the depraved followers of rival gods. Each god has a unique deck of gifts and abilities, and can upgrade their followers into deadly foes. Summon forth living manifestations of Chaos, debased and hidden cultists, and the horrifying greater daemons - beings capable of destroying near everything in their path.

Categorys
FantasyFightingHorrorMythologyWargame

Mechanics
Action Points
Area Majority / Influence
Area Movement
Dice Rolling
Events
Hand Management
Role Playing
Take That
Variable Player Powers
17.jpgChaos in the Old World: The Horned Rat Expansion3 - 513+90 mins
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Game description from the publisher: Below the Old World's cities sprawls a vast network of tunnels, caves, and underground roads. Verminous Skaven skulk within this Under Empire, waiting for the perfect opportunity to rise from the warrens and destroy their enemies for the glory of their sinister god, the enigmatic Horned Rat. Even as the Ruinous Powers work to corrupt the Old World, the Skaven are ever scheming to further their own dark agenda. The Horned Rat expansion for Chaos in the Old World introduces a fifth player to the race toward corruption! Armed with a legion of Skaven followers, the Horned Rat player uses numbers and subterfuge to his advantage, scoring points by spreading the Skaven's teeming masses across the Old World. Players of the existing Ruinous Powers can meet the foul vermin head on with a host of new gameplay options, including alternate upgrade and Chaos cards. Meanwhile, veterans will find engaging challenges with new expert-level Old World cards and gameplay variants. Prepare to join the battle for dominance!

Categorys
Expansion for Base-gameFantasyFightingHorror

Mechanics
Action Points
Area Majority / Influence
Dice Rolling
Variable Player Powers
18.jpgChaos Marauders (Second Edition)2 - 413+30 mins
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Here the players find themselves as Orc War Chieftains on their way to fight those intolerable forces of the Empire. Only problem is that several Orcish clans have run into each other so inevitably they start to squabble over the carcass of some unfortunate Elf that is roasting over a campfire. In the time it takes for the sun to move from up to just a little more up the Orcs are at it and it’s each Orcish War Chief for himself. Each player is trying to create armies, which are placed into 3 battle lines or formations. Each line must have one musician and one standard bearer and each of these must be placed on the far left or right of each line. Each line can be up to 12 units long but a player can create a shortened battle line by placing the two required units closer together. Each turn a player will draw one or more cards from the deck. Units drawn must be placed whilst other cards are discarded for their effects. Once a battle line has a musician and a standard bearer and all spaces in between the two are filled )with units or loot), that line can go to war and attack the battle line of another player. All units are worth a battle rating. Both sides simply add up their ratings for all units and the highest total wins, although the roll of a fate dice can still mix things up. The winner can take any loot present from the defeated player's line and this is in truth the main aim as loot is worth points that are tallied up at the end to determine the winner. Chaos Marauders also allows for players to try and construct larger units made up of multiple cards such as War Machines. See also: Summary of differences from the first edition of Chaos Marauders.

Categorys
Card GameFighting

Mechanics
19.jpgChicken Caesar3 - 612+90 mins
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In Chicken Caesar, players represent aristocratic ancient Roman chicken families trying to create a legacy for their family name. Each family has several eligible roosters eager to jump into the world of politics, getting rich and creating a legacy by any means necessary. Roosters gain renown for their families by occupying various political offices. Low-ranking officers don't yield much fame, but they hold both the purse strings and the power of the sword. A few roosters in the lower offices of Aedile and Praetor, together with the votes of a few well-paid (and temporary) allies, can clear a path to the luxury and recognition that come with the titles of Censor, Consul, and even Caesar. Being Caesar isn't easy, though: fail to bribe and bargain to ensure the welfare of the whole coop and today's Caesar is tomorrow's Coq au Vin. Dead roosters don't earn any more points, but they do offer opportunities for their surviving relatives to exaggerate their accomplishments. All that matters, in the end, is history's judgment, and history can be rewritten. Mechanically, players gain and maintain areas of influence through negotiation and voting. The game features a Suffragium marker that players pass after voting to either promote a Rooster to a higher office, or throw him to the fox. Players can also strategically demand bribes for their votes or even refuse to vote (pass) to gain a later advantage. Murder, betrayal, votes for cash, fragile alliances, and bloody vendettas will separate the legendary families from the forgotten ones in the struggle to become – and remain – Chicken Caesar!

Categorys
AncientHumorNegotiationPolitical

Mechanics
Area Majority / Influence
Bribery
Voting
201.jpgChurchill1 - 314+60 - 300 mins
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The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game. Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues. The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence). The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network, the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time, and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies. Once this has all been sorted out, the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany, Italy, and Japan. Using a very simple combat mechanic, each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender, shutting down military operations, although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion. As I stated this is not a wargame, but a three-player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...

Categorys
PoliticalWargameWorld War II

Mechanics
Auction/Bidding
Campaign / Battle Card Driven
Dice Rolling
Negotiation
Tug of War
20.jpgCitadels2 - 810+20 - 60 mins
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In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects his/her eighth building. Players then tally their points, and the player with the highest score wins. Players start with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The expansion Citadels: The Dark City was initially released as a separate item, but the second edition of the game from Hans im Glück (packaged in a tin box) and the third edition from Fantasy Flight Games included this expansion and can be recognized by its rectangular box (not square). With Dark City, Citadels supports a maximum of eight players.

Categorys
BluffingCard GameCity BuildingDeductionFantasyMedieval

Mechanics
Action Drafting
Closed Drafting
Lose a Turn
Set Collection
Turn Order: Role Order
Variable Player Powers
21.jpgClacks: A Discworld Board Game1 - 48+45 - 30 mins
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Clacks: A Discworld Board Game is based on the "Clacks" semaphore messaging system — the fastest (non-magical) messaging system on the Discworld — featured in Sir Terry Pratchett's novel Going Postal. Using a semaphore system of shuttered lamps on top of high towers, the Grand Trunk Semaphore Company has revolutionized long-distance communications on the Discworld. Their network of towers covers most of the Unnamed Continent, but now the old postal service is fighting back. Driven by the determination of newly "volunteered" Post Master Moist Von Lipwig, the Ankh-Morpork Post Office has challenged the Clacks operators to a race from Ankh-Morpork to Genua. Play against your friends and claim the title of Fastest Clacks Operator on the line, or play together as a team to win the race across the Discworld and prove that Clacks is here to stay. In more detail, Clacks: A Discworld Board Game contains rules for a player vs. player game, a co-operative race game against the Post Office, and a children's introductory game.

Categorys
Abstract StrategyNovel-based

Mechanics
Action Points
Cooperative Game
Pattern Building
Pattern Recognition
Take That
22.jpgClaim Pocket210+25 mins
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The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions? Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game! Note: This edition contains the Ghosts expansion.

Categorys
Card GameFantasy

Mechanics
Trick-taking
202.jpgClash of Cultures: Monumental Edition2 - 414+180 - 240 minsAlready Requested
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Clash of Cultures: Monumental Edition brings back the classic game of exploration, expansion, and development with the Clash of Cultures base game and the Civilizations and Aztecs expansions in one box! Grow your civilization, advance your culture and tech, and leave your mark by building wonders, with this edition of the game including fully-sculpted miniatures of the Seven Wonders. In Clash of Cultures, each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

Categorys
AncientCity BuildingCivilizationEconomicTerritory Building

Mechanics
Action Points
Dice Rolling
Grid Movement
Hand Management
Modular Board
Trading
Variable Player Powers
23.jpgCodenames2 - 814+15 mins
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Codenames is an easy party game to solve puzzles. The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. At the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. Only the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win.

Categorys
Card GameDeductionParty GameSpies/Secret AgentsWord Game

Mechanics
Communication Limits
Memory
Push Your Luck
Team-Based Game
24.jpgCodenames: Deep Undercover4 - 818+15 mins
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Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames: Deep Undercover, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames: Deep Undercover' can be played as a standalone game or combined with other Codenames titles.

Categorys
Card GameDeductionMature / AdultParty GameSpies/Secret AgentsWord Game

Mechanics
Communication Limits
Memory
Push Your Luck
Team-Based Game
279.jpgCodenames: Duet211+15 - 30 mins
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Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!) To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side. Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier. After the first clue is given, players alternate giving clues.

Categorys
Card GameDeductionSpies/Secret AgentsWord Game

Mechanics
Communication Limits
Cooperative Game
Push Your Luck
25.jpgCodenames: Pictures2 - 810+15 mins
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What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.

Categorys
Card GameDeductionParty GameSpies/Secret Agents

Mechanics
Communication Limits
Memory
Push Your Luck
Team-Based Game
203.jpgColonial: Europe's Empires Overseas2 - 614+120 mins
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Colonial: Europe's Empires Overseas is a board game about colonial times, from the Renaissance to the Industrial Revolution. In Colonial players are the rulers of mighty European states and send their ministers to explore the earth, establish missions, ascertain scientific supremacy, and trade in exotic goods. These commodities will have to be exploited on an industrial scale and resold in Europe or in the colonies. Set against an epic historical backdrop and using a branded Character Card-driven system, conventional dice and custom dice, this fast-paced board game requires careful management, knowledge, diplomacy and a degree of luck to lead to victory in the race for prestige.

Categorys
CivilizationEconomicExplorationNegotiationPoliticalTerritory Building

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Dice Rolling
Simultaneous Action Selection
204.jpgConquest & Consequence2 - 312+240 - 360 mins
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Conquest and Consequence brings the Triumph & Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for three players, maintaining the three-sided dynamic that adds so much variety and intrigue to the system. Those three sides are: Militarist Japan, the first Asian power to modernize, which seeks to replace the European colonial empires in East Asia with a true "all-Asian" empire, with itself as the natural leader. The Communist Soviet faction, which is comprised of the Siberian USSR and the Red Chinese revolutionaries. The Capitalist USA faction, which consists of the United States, the British Empire, and the struggling regime of Nationalist China. The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well-developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it: Move south into China? Take the "Northern Road" into resource-rich east Siberia (as favored by the army)? Pursue the "Southern Road" to the oil-rich Dutch East Indies advocated by its navy? Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states? Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea. The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak militarily but have a secret weapon: Partisans. These are non-military "political" organizations (represented on-map with cardboard counters) that are difficult to eradicate, multiply if ignored, and can be converted into military units when desired (this being ill-advised without sufficient concentration). The Soviet Union, also acutely aware of Japanese expansionism, is desperately fortifying eastern Siberia, which is otherwise thinly defended. Nationalist China is aware of the Japanese threat but must also deal with the internal Communist threat. The United States is disarmed, disinterested, and distracted by the Great Depression. The British Empire is woefully under-defended and overconfident. The USA alliance must build up its economy while somehow improving the military capabilities of the British Empire, Nationalist China, and itself. The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War), both equally weighing upon victory. The naval war is dramatic, featuring short, decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph & Tragedy, the three-sided aspect features negotiation, diplomacy, and subterfuge within a multitude of strategic possibilities. Like T&T, the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement. —description from the publisher

Categorys
EconomicPoliticalWargameWorld War II

Mechanics
Alliances
Area Majority / Influence
Movement Points
Tech Trees / Tech Tracks
26.jpgCOU+20821 - 512+120 mins
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In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand. Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects, and to invest in their implementation. If the pollution isn't stopped, it's game over for all of us. In the game COâ‚‚, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others. In COâ‚‚, each region starts with a certain number of Carbon Emissions Permits (CEPs) at its disposal. These CEPs are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project, or to construct a fossil fuel power plant. CEPs can be bought and sold on a market, and their price fluctuates throughout the game. You will want to try to maintain control over the CEPs. Money, CEPs, Green Power Plants that you've built, UN Goals you've completed, Company Goals you've met, and Expertise you've gained all give you Victory Points (VPs), which represent your Company's reputation – and having the best reputation is the goal of the game ... in addition to saving the planet, of course.

Categorys
EconomicEnvironmentalIndustry / Manufacturing

Mechanics
Area Majority / Influence
Open Drafting
Semi-Cooperative Game
Solo / Solitaire Game
Worker Placement
205.jpgCrown of Roses2 - 40+300 mins
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(from GMT website:) Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne. In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'. Using intuitive mechanics, Crown of Roses offers players a historical feeling with tremendous strategic depth and excellent replayability. Unit starting locations vary with each turn and even with each game, and the use of blocks creates the "fog of war" of limited intelligence on enemy strength and deployment. Random game events throw a touch of the chaos of the era into the mix, and the multiple uses for the player action cards leads to a level of uncertainty where enemy plans are concerned. During each game turn in Crown of Roses, players will play cards to perform actions such as improving their armies, influencing the locals to support them, collecting supplies or prestige, moving to attack enemy forces, to recruit new houses to your cause, calling another Royal Heir into the fray, or even changing the nature of the conflict through the use of player events. Unit blocks rotate to show strength, and each army can have a variety of experience levels and combat capabilities. A novel roll to hit-based system is used to determine combat results, with better experienced forces scoring hits more often in battle. Kill all of the enemy heirs, and you can rule England unimpeded! In Parliament, players can try to gain a favorable posting or take control of the crown itself by gathering enough noble support. Gather enough votes for enough years and the nobles of parliament will welcome you as their sovereign! And if you can create enough influence with the local gentry, your economic might will sway the common folk to support you as their chosen monarch! And the four player game of Crown of Roses allows all of this and more without the sacrifice of the unique fog of war aspect that the unit blocks provide. With each player having up to three ways to win, who knows who will be the next King of England!" TIME SCALE Variable MAP SCALE Area Movement UNIT SCALE Noble houses and mercenary factions NUMBER OF PLAYERS Two to Four DEVELOPERS: Andy Young and Kevin Bernatz ART DIRECTOR/PACKAGING: Rodger B. MacGowan MAP ART: Knut Grünitz CARD & COUNTER ART: Charles Kibler

Categorys
MedievalWargame

Mechanics
Campaign / Battle Card Driven
Dice Rolling
Secret Unit Deployment
Simulation
206.jpgCrown of Roses2 - 40+300 mins
View Details
(from GMT website:) Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne. In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'. Using intuitive mechanics, Crown of Roses offers players a historical feeling with tremendous strategic depth and excellent replayability. Unit starting locations vary with each turn and even with each game, and the use of blocks creates the "fog of war" of limited intelligence on enemy strength and deployment. Random game events throw a touch of the chaos of the era into the mix, and the multiple uses for the player action cards leads to a level of uncertainty where enemy plans are concerned. During each game turn in Crown of Roses, players will play cards to perform actions such as improving their armies, influencing the locals to support them, collecting supplies or prestige, moving to attack enemy forces, to recruit new houses to your cause, calling another Royal Heir into the fray, or even changing the nature of the conflict through the use of player events. Unit blocks rotate to show strength, and each army can have a variety of experience levels and combat capabilities. A novel roll to hit-based system is used to determine combat results, with better experienced forces scoring hits more often in battle. Kill all of the enemy heirs, and you can rule England unimpeded! In Parliament, players can try to gain a favorable posting or take control of the crown itself by gathering enough noble support. Gather enough votes for enough years and the nobles of parliament will welcome you as their sovereign! And if you can create enough influence with the local gentry, your economic might will sway the common folk to support you as their chosen monarch! And the four player game of Crown of Roses allows all of this and more without the sacrifice of the unique fog of war aspect that the unit blocks provide. With each player having up to three ways to win, who knows who will be the next King of England!" TIME SCALE Variable MAP SCALE Area Movement UNIT SCALE Noble houses and mercenary factions NUMBER OF PLAYERS Two to Four DEVELOPERS: Andy Young and Kevin Bernatz ART DIRECTOR/PACKAGING: Rodger B. MacGowan MAP ART: Knut Grünitz CARD & COUNTER ART: Charles Kibler

Categorys
MedievalWargame

Mechanics
Campaign / Battle Card Driven
Dice Rolling
Secret Unit Deployment
Simulation
207.jpgCrusader Kings1 - 514+180 mins
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You are a crusader King, striving for wealth, political power, religious influence, and military might across the continent and across generations. Reshape the history of medieval Europe in your own image — if only that dimwitted son of yours set to inherit the throne doesn't spoil your grand plans... The board game "Crusader Kings" captures the essence of the Crusader Kings video game experience in a physical tabletop format. This is a strategy game at heart, but with a special focus on characters, intrigue, and drama. It's a big, beautiful game centered on a map of medieval Europe, using cards for actions, characters, and events and well-crafted plastic miniatures to represent knights, armies, castles, and more. In this game, your goal is to spread your influence over medieval Europe and lead your dynasty to triumph over its rivals. To do that, you need to groom your family over the generations, build and develop your dominion, be shrewd in the realm of diplomacy and intrigue, and use your vassals wisely to grow your wealth and military power, while at the same time fulfilling your duty to partake in the crusades to the Holy Land. To win, you need to survive invasions, plots, crusades, and even marriage! Or at least have children or siblings standing by to take over the throne if your regent dies. Failure to raise a suitable heir can mean the end of your dynasty. —description from the publisher

Categorys
MedievalNegotiationPoliticalVideo Game ThemeWargame

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Deck, Bag, and Pool Building
Events
Hand Management
Open Drafting
Role Playing
Simultaneous Action Selection
Solo / Solitaire Game
Team-Based Game
Trading
28.jpgCry Havoc2 - 410+60 - 120 mins
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Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.

Categorys
FightingMiniaturesScience FictionWargame

Mechanics
Area Majority / Influence
Area Movement
Auction/Bidding
Deck, Bag, and Pool Building
Events
Hand Management
Point to Point Movement
Variable Player Powers
Victory Points as a Resource
208.jpgCuba Libre1 - 414+180 mins
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In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and—after a disastrous initial encounter with government forces—a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raúl, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency. Castro’s Insurgency Following up on GMT Games’ Andean Abyss about insurgency in modern Colombia, the next volume in the COIN Series, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro’s “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and expatriates try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive. COIN Series, Volume II Cuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative Series: COIN (GMT) system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life and includes … • The Twelve: The first wave’s escape to the Sierra Maestra—inspirational legend or harbinger of defeat? • El Che and Raúl: Brilliant in the field, or bungling hostage-takers? • Operation Fisherman: Can the rebels pull off a second invasion? • General Strike: Urban disruption or rebel embarrassment? • Radio Rebelde: Are the masses tuning in, or just the Army direction finders? • Pact of Caracas: Can the rebels unite? • Armored Cars: Mobile striking power, but in whose hands? • Rolando Masferrer: Brutal pro-government tactics—will they help or hurt? • Fat Butcher: Can the Mob’s enforcer protect its casinos? • Sinatra: Frankie’s Havana show a boom or bust, and who collects? … and much more. New twists match the COIN Series system to the situation in 1950s Cuba: • It’s the insurgents who build lasting capabilities, while the Government is limited to fleeting bursts of momentum. • The Syndicate’s bases are Casinos—expensive to build, but so important to Cuba no army will destroy them. • Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets. • Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s. • The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits. • The eroding US Alliance with Batista overshadows all Government actions, not just through aid levels but also through the day-to-day ability of troops and police to operate. • Even if Batista flees, the struggle may not end—the counterrevolutionary government may even become stronger! Multiplayer, 2-Player, Solitaire Cuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games, players can represent alliances of factions, or the game system can control non-player factions . Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players, but too much power in the hands of any one of them will mean player defeat. More COIN Series Volumes to Come Andean Abyss and now Cuba Libre present a game system on modern insurgency readily adaptable to other conflicts, particularly those featuring the interaction of many sides (thus the name COunterINsurgency Series). A rich and under-represented history of guerrilla warfare beckons, as modern insurgency offers virtually unlimited, under-gamed topics for the COIN Series. Volume III is A Distant Plain—Insurgency in Afghanistan. Volume IV is Fire in the Lake—Insurgency in Vietnam.

Categorys
EconomicModern WarfarePoliticalWargame

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Solo / Solitaire Game
Variable Player Powers
29.jpgDakota3 - 510+90 mins
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a 60- to 90-minute game for three to five players ages 10 and up. It’s inspired by the conquest of the American West, and employs linear mechanics. Players take control of a group of settlers or a tribe of natives and then cooperate and compete with the other players for natural resources, which have different values for the different types of players. The mechanic allows for unequal numbers of settlers and native players.

Categorys
American West

Mechanics
Area Majority / Influence
Worker Placement
30.jpgDice Forge2 - 410+45 mins
View Details
Heroes, stand ready! The gods are offering a seat in heaven to whichever hero defeats their rivals. Your courage and wits will be your most precious allies as you use divine dice to gather resources along the road to victory. Your divine dice are exceptional, with removable faces! Customize your dice to make them more powerful as the game progresses. Sacrifice gold to the gods to obtain enhanced die faces. Upgrade your dice to produce the resources you need. Overcome ordeals concocted by the gods to grow in glory and earn rewards. Skillfully manage the luck of the dice and take charge of your destiny. Only the greatest will ascend to the heavens! Dice Forge is a development game featuring innovative mechanics based on dice with removable faces. In this dice crafting game, players build their own dice. Roll your dice, manage your resources, complete ordeals before your opponents and explore multiple winning strategies. Now you control the luck of the dice!

Categorys
AncientDiceFantasyMythology

Mechanics
Deck, Bag, and Pool Building
Dice Rolling
Open Drafting
Random Production
31.jpgDice Forge: Chimera2 - 410+40 mins
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This card replaces another one from the Hydra deck. This card has no effect, you only gain victory points. During the setup, if you are playing with the Hydra cards, replace one of the Hydra cards with the promotional card in question. The cards will be placed in the pile in ascending order: Hydra > Harpies > Chimera > Mother of monsters This card is given out by the publisher during official initiations to Dice Forge.

Categorys
AncientDiceExpansion for Base-gameFantasy

Mechanics
Deck, Bag, and Pool Building
Dice Rolling
Open Drafting
32.jpgDice Forge: Rebellion2 - 410+40 mins
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Dice Forge: Rebellion, the first expansion for Dice Forge, adds two different modules that can be added to the game: thirty exploit cards as well as new die faces, new boards, and an expansion to the sanctuary box are added to offer players new challenges, greater interaction, and more replayability.

Categorys
AncientDiceExpansion for Base-gameFantasy

Mechanics
Deck, Bag, and Pool Building
Dice Rolling
Open Drafting
209.jpgDie of the Dead2 - 50+30 - 50 mins
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A Dia de Muertos themed dice rolling game for 2-5 players. It's the Day of the Dead and players take the roles of friendly spirits guiding souls from Mictlán, the world of the dead, to the land of the living. The first player to guide souls up the 9 levels back to the land of the living is the winner. To do this players will choose, maniplulate and roll caskets containing dice representing souls. They will have Candles, Incense, Marigolds and the Bread of the Dead to help them, but need to hope for a little luck. Die of the Dead has beautiful Mexican art inspired by the tales and culture surrounding Dia de Muertos. Care has been taken to make the game as fun as possible whilst staying respectful to its roots. —description from the designer

Categorys
Dice

Mechanics
Dice Rolling
Memory
210.jpgDinoGenics1 - 514+90 - 120 mins
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DinoGenics is a competitive game for two to five players, in which each player attempts to build and run their own successful dinosaur park. Each player is the head of their own corporation with access to their own private island resort. Each season, players assign agents to the mainland to compete over DNA and other limited resources. Once collected, players can build fences, various park facilities and populate their parks with dinosaurs. Parks with the most prestigious dinosaurs will attract the most visitors. But beware; if dinosaurs are neglected or improperly penned, they will attempt to escape and spread havoc through the entire park. Use all the tools at your disposal; DNA splice mutant dinosaurs, exploit the Black Market or just try to run an honest park, the choices are yours. Do you have what it takes to lead your corporation to victory?

Categorys
Science FictionTerritory Building

Mechanics
Dice Rolling
Events
Hand Management
Set Collection
Solo / Solitaire Game
Tile Placement
Turn Order: Stat-Based
Worker Placement
33.jpgDiscworld: Ankh-Morpork2 - 411+60 mins
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Martin Wallace and Treefrog Games present Ankh-Morpork, set in the largest city-state in Terry Pratchett's Discworld. Lord Vetinari has disappeared and different factions are trying to take control of the city. Each player has a secret personality with specific victory conditions, which means that you're not sure exactly what the other players need to do in order to win. The action takes place on a map of Ankh-Morpork, with players trying to place minions and buildings through card play. Each of the 132 cards is unique, and "the cards bring the game to life as they include most of the famous characters that have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions" (Wallace). A team of artists have recreated the city and its residents for the cards, game board and box, with Bernard Pearson coordinating that team. Ankh-Morpork has been sublicensed to Mayfair Games for the North American market and Kosmos for the German market.

Categorys
BluffingCity BuildingDeductionFantasyNovel-based

Mechanics
Area Majority / Influence
Dice Rolling
Events
Hand Management
Hidden Roles
Interrupts
Roles with Asymmetric Information
Take That
53.jpgDixit3 - 68+30 mins
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2010 Spiel des Jahres Winner One player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players). Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others. The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's. If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card. The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game. The base game and all expansions have 84 cards each.

Categorys
Card GameHumorParty Game

Mechanics
Race
Simultaneous Action Selection
Storytelling
Targeted Clues
Voting
293.jpgDune2 - 614+120 - 180 minsAlready Requested
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Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe. Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE. In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace. Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide! —description from the publisher

Categorys
BluffingFightingNegotiationNovel-basedPoliticalScience FictionWargame

Mechanics
Alliances
Area Majority / Influence
Area Movement
Auction/Bidding
Bribery
Force Commitment
Map Deformation
Predictive Bid
Take That
Variable Player Powers
211.jpgDune: Imperium1 - 414+60 - 120 minsAlready Requested
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Some important links: The Official FAQ, the Unofficial FAQ, and an Automa (solo and 2p) Overview Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson. As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet. Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement. You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card. Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious cards. The Spice Must Flow to lead your House to victory!

Categorys
Movies / TV / Radio themeNovel-basedPoliticalScience Fiction

Mechanics
Card Play Conflict Resolution
Deck, Bag, and Pool Building
Force Commitment
Open Drafting
Solo / Solitaire Game
Take That
Turn Order: Progressive
Variable Player Powers
Worker Placement
55.jpgEclipse2 - 614+60 - 180 mins
View Details
The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule? A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors. The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!

Categorys
CivilizationFightingScience FictionSpace ExplorationWargame

Mechanics
Area Majority / Influence
Dice Rolling
Grid Movement
Hexagon Grid
Map Addition
Modular Board
Player Elimination
Tile Placement
Variable Phase Order
Variable Player Powers
56.jpgEclipse: Second Dawn for the Galaxy2 - 614+60 - 200 minsAlready Requested
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A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors. Eclipse: Second Dawn for the Galaxy is a revised and upgraded version of the Eclipse base game that debuted in 2011 that features: New graphic design, while maintaining the acclaimed symbology of the first edition A full line of Ship Pack 1 miniatures New miniatures for ancients, GCDS, orbitals, and more Custom plastic inlays Custom combat dice Fine-tuned gameplay

Categorys
CivilizationScience FictionSpace ExplorationWargame

Mechanics
Alliances
Area Majority / Influence
Area Movement
Area-Impulse
Critical Hits and Failures
Dice Rolling
Grid Movement
Income
Kill Steal
Modular Board
Passed Action Token
Player Elimination
Tile Placement
Variable Player Powers
57.jpgEclipse: Second Dawn for the Galaxy - Galactic Events2 - 614+0 mins
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Content: 8 sector hexes consisting of Nebula, Supernova, Black Hole, and Pulsar. Also, a rules pamphlet is included. This expansion pack contains updated versions of four separate expansions for the original first edition of the game. Each of the sector hexes are optional and may be added individually or in combinations to the base game. The Galactic Events expansion was included in the Worlds Afar Collection - a Kickstarter bundle of a number of expansions and some exclusive content.

Categorys
Expansion for Base-gameFightingScience FictionSpace Exploration

Mechanics
Dice Rolling
Grid Movement
Modular Board
Tile Placement
Variable Player Powers
67.jpgEclipse: Second Dawn for the Galaxy - Minor Species2 - 614+0 mins
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Content: 9 Minor Species Ambassador tiles and rules pamphlet. 4 Minor Species Ambassador tiles are randomly selected and added to the base game. Diplomatic relations with Minor Species can be formed during an action. The Minor Species expansion was included in the Worlds Afar Collection - a Kickstarter bundle of a number of expansions and some exclusive content.

Categorys
Expansion for Base-gameCivilizationFightingScience FictionSpace Exploration

Mechanics
Dice Rolling
Grid Movement
Modular Board
Player Elimination
Tile Placement
Variable Player Powers
68.jpgEclipse: Second Dawn for the Galaxy - Rift Cannon2 - 614+0 mins
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Contents: Rules pamphlet, 4 dice, and 12 tiles consisting of: 1 Rift Cannon Rare Tech, 1 Rift Conductor Discovery, 10 Rift Cannon Ship Parts. Expansion for base game. The Rift Cannon expansion was included in the Worlds Afar Collection - a Kickstarter bundle of a number of expansions and some exclusive content.

Categorys
Expansion for Base-gameFightingScience FictionSpace Exploration

Mechanics
Area Majority / Influence
Dice Rolling
Grid Movement
Modular Board
Tile Placement
Variable Player Powers
69.pngEclipse: Second Dawn for the Galaxy - Supernova2 - 614+60 - 200 mins
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This is the new version of the Supernova expansion for the new implementation of Eclipse (Second Dawn to the Galaxy). It was included in the Galactic Counselor level pledge for the Eclipse: Second Dawn for the Galaxy Kickstarter campaign, and came as a reward in the Dized Kickstarter campaign in December 2019.

Categorys
CivilizationExpansion for Base-gameFightingScience FictionSpace Exploration

Mechanics
Dice Rolling
Modular Board
Variable Player Powers
70.jpgEclipse: Second Dawn for the Galaxy - Worlds Afar Collection2 - 614+60 - 200 mins
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Stretch Goals associated with the Kickstarter for Eclipse: Second Dawn for the Galaxy. Includes: Optional Turn Order Variant Galactic Events (Including Nebula, Supernova, Black Hole, and Pulsar) Minor Species Rift Cannon Terran Ships Ship Stands 2 X Extra Dice (Translucent) 6 X Resource and Game Sheets 3 X Blueprint Tiles Scorepad New Rule Sheet for Worlds Afar Collection

Categorys
CivilizationExpansion for Base-gameFightingScience FictionSpace ExplorationWargame

Mechanics
Area Majority / Influence
Dice Rolling
Grid Movement
Modular Board
Player Elimination
Tile Placement
Turn Order: Pass Order
Variable Phase Order
Variable Player Powers
294.jpgEketorp3 - 68+45 - 60 mins
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This text refers to the Queen 2007 reprint. The older edition had players write down their viking orders and was two rounds longer. In Eketorp, players build Viking strongholds upon the Swedish island of Öland. The goal of the game is to collect the most valuable blocks to build your own fortress, either by winning battles on the resource spaces or by stealing blocks from other vikings. Each turn, new resources appear and the players secretly plan their viking movements. After all the placements are revealed, vikings battle each other for blocks (with the losers sent off to the field hospital to recover). The game ends after a set number of rounds, or when one of the players has succeeded in finishing their fortress.

Categorys
BluffingFightingMedieval

Mechanics
Action Queue
Hand Management
Secret Unit Deployment
Simultaneous Action Selection
Worker Placement
71.jpgEntdecker: Exploring New Horizons2 - 410+90 mins
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[Careful: there are two similar games with Entdecker in the title. Don't confuse Die Neuen Entdecker (also known as Entdecker: Exploring New Horizons) with Entdecker, a different game. In short - if your Entdecker's board does not have a scout trail leading to native huts, it's not this Entdecker.] A reworking of the game Entdecker, this game still starts with a blank game board that represents an unexplored sea. Tiles are drawn and placed on squares on the board. As the tiles are placed, islands develop on the board and players pay to place settlements, forts, or scouts on these islands in an effort to become the most powerful explorer. Completed islands yield victory points to all who have invested in exploration on an island, but of course the most points go to the player who has established the strongest presence. This updated version adds a larger board, fees to enter from all but one edge of the board, a different income system, new bonus waterfall tiles, the ability to draw (for a price) from open stacks of tiles, and most of all an entirely new area of the board that represents scouts exploring jungles on the islands in search of exotic plants (this is the bonus discovery chip system revamped), and other changes.

Categorys
ExplorationNautical

Mechanics
Area Majority / Influence
Modular Board
Tile Placement
72.pngEscape from the Aliens in Outer Space2 - 812+20 - 45 mins
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Escape from the Aliens in Outer Space is a card game of strategy and bluff set on a badly damaged deep space research ship. On-board systems have failed, plunging the ship into darkness. But even worse: A mysterious alien plague has crept aboard and is transforming the human crew into horrendous monsters! The remaining crewmen desperately try to save their lives by escaping from the derelict spaceship, but in the darkness the aliens are lurking...hungry for human flesh. The game is played on a hexagon-based map that represents the spaceship. Each player is given a map sheet and a pencil. Map sheets must be of the same zone, and every zone has its specific name. Starting from the first player and continuing clockwise, every turn, each player must make a movement. To do so, the player must write on their map sheet the coordinates of the sector to which they are moving. Every time the players move to the gray (dangerous) sectors they have to draw a card; these cards make the players tell the others their position or lie about it, depending on the card. Every card is kept secret from other players. The humans' objective is to save themselves using the escape hatches, while the aliens' objective is to hunt down the humans. Each player's identity and position is kept secret; you will need to interpret the movements and behaviors of the other players to learn who and where they really are.

Categorys
HorrorParty GamePrint & PlayScience Fiction

Mechanics
Grid Movement
Hexagon Grid
Hidden Movement
Hidden Roles
Paper-and-Pencil
Secret Unit Deployment
Team-Based Game
Variable Player Powers
34.jpgEurope Engulfed: WWII European Theatre Block Game2 - 314+720 mins
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from GMT website: More than thirteen years of design and development have gone into the making of Europe Engulfed (EE), which is GMT Games' first offering to the block-game enthusiast. It covers the entirety of World War II in Europe from September 1939 to the end of 1945. Europe Engulfed plays fast with its focus on playability and making players feel the pressures their historical counterparts were under. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in a single 10-to-14 hour day once players become familiar with its elegant game systems including: Wood Block Units: Wood blocks for land units provide a realistic fog of war. Only the controlling player can see if their units are armor or infantry, weak or strong until combat is engaged. The inability to know the strength of your opponent ensures that even the most experienced players will make their fair share of tactical and strategic errors. Production and Strategic Warfare: Europe Engulfed Game Turns represent two months each and production and strategic warfare takes place within each of these turns. The inventive production system shows that the conquering power does not get the same value out of resource areas as the original power that lost them. Production levels are easy to calculate and production choices include special actions, fleets, U-boats, strategic fighter and bomber assets, ground-support units, flak, V-weapons, and, of course, lots and lots of armor and infantry and the odd paratrooper or cavalry unit from which to choose. Special Actions: Special actions are an innovative rule system to account for the large historical territorial gains that occurred over the course of a two-month game turn without bogging the game down with multiple player turns. Using Special Actions, players can purchase additional movement phases and combat rounds, amphibious and airborne assaults, and even take actions during an opponent's combat phase. Rulebook and Playbook: The 24-page rulebook is clearly written with many examples. Also included is a 24-page playbook. The playbook includes player notes, designer notes, optional rules, scenarios, index, and an extended example of play highlighting the May/June 1940 turn which reveals tactics for successfully attacking and defending. Europe Engulfed plays quickly with a very historical feel. Many players have indicated that they actually feel the pressures and stresses felt by the strategic level commanders in the real war. We know of no other European Theater of Operations game that plays this fast and with this much historical value. Play Times: 1939 Campaign: Up to 14 hours 1941 Campaign: Up to 10 hours Blockskrieg!: Up to 6 hours European War: Up to 5 hours '42 - '43 two-map scenario: 4 hours '42 - '43 one-map scenario: 3 hours Patton's Fantasy scenario: 2 hours Integrates with: Asia Engulfed

Categorys
WargameWorld War II

Mechanics
Action Points
Area Movement
Dice Rolling
Ratio / Combat Results Table
Secret Unit Deployment
Simulation
Variable Set-up
214.jpgFalling Sky: The Gallic Revolt Against Caesar1 - 414+180 - 360 mins
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Late Summer, 54 BC: In a series of brilliant and brutal campaigns, Caesar has seized Gaul for Rome. But not all tribes rest subdued. In the north, the Belgic leader Ambiorix springs a trap on unwary legions while Caesar is away. In the south, an ambitious son of the Arverni seeks to unite a Celtic confederation in revolt against the hated Romans. And what of the influential Aedui? Their republic appears content to shelter under Roman protection – but can they be trusted any further than any other Gauls? Meanwhile, along the Rhine, Germanic warbands multiply... Falling Sky: The Gallic Revolt Against Caesar, formerly Gallic War, takes 1 to 4 players into the military actions and complex politics of Roman-occupied but not-yet-conquered Gaul. Caesar and his hard-hitting legions cannot be everywhere and will not triumph without powerful allies among local tribes. But each Gallic confederation has its own agenda and must keep its eyes not only on the Romans but also on Celtic, Belgic, and Germanic rivals. Players recruit forces, rally allies, husband resources for war, and balance dispersed action with the effectiveness and risk of concentrated battle. Leveraging GMT's popular COIN Series system to integrate historical events with wide-ranging strategic options across the game board, Falling Sky provides accessible and deep historical gaming of war, politics, and diplomacy. A full solitaire system enables solo players to test their skill against an array of game-run factions, each unique. From Britannia to the Rhenus and down to Provincia, armies are on the move. Who shall finally subdue Gaul? Players: 1-4 (full solitaire system) Map: Area movement Time scale: 1 year per 15-card campaign Designers: Volko Ruhnke and Andrew Ruhnke Series Developer: Mike Bertucelli (source: GMT website, updated here by designer)

Categorys
AncientWargame

Mechanics
Area Majority / Influence
Area Movement
Campaign / Battle Card Driven
Dice Rolling
Events
Movement Points
Simulation
Solo / Solitaire Game
Variable Phase Order
Variable Player Powers
215.pngFire in the Lake1 - 40+180 mins
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(from GMT website:) Volume IV in GMT’s COIN Series dives headlong into the momentous and complex battle for South Vietnam. A unique multi-faction treatment of the Vietnam War, Fire in the Lake will take 1 to 4 players on US heliborne sweeps of the jungle and Communist infiltration of the South, and into inter-allied conferences, Saigon politics, interdiction of the Ho Chi Minh Trail, air defense of Northern infrastructure, graduated escalation, and media war. Renowned designer and modern warfare expert Mark Herman joins COIN Series creator Volko Ruhnke for a collaborative production not to be missed. Fire in the Lake features the same card-assisted counterinsurgency game system as GMT's Andean Abyss, Cuba Libre, and A Distant Plain, with a pack of twists that take the Series to another level, including: Pivotal events that trump initiative (Tet Offensive, Vietnamization, Easter Offensive, and Linebacker II) Inter-coup campaign effects that vary by RVN leader Counterinsurgent guerrillas (US-led Irregulars and ARVN Rangers) Insurgent troops (NVA) for direct force-on-force engagements Tunneled VC and NVA bases Trail construction and degradation A larger-than-ever event deck for even greater play variety Short and medium-length scenarios with either random or period-event options DESIGNER: Mark Herman & Volko Ruhnke SERIES DEVELOPER: Mike Bertucelli MAP ART: Chechu Nieto COUNTER & CARDS ART & RULES LAYOUT: Mark Simonitch

Categorys
Civil WarModern WarfarePoliticalVietnam WarWargame

Mechanics
Area Majority / Influence
Dice Rolling
Simulation
Solo / Solitaire Game
Variable Phase Order
Variable Player Powers
35.pngFirefly Fluxx2 - 68+5 - 30 mins
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Join Mal, Wash, Zoë, Inara, Kaylee, Jayne, Simon, River, Book, and more as Fluxx enters the 'Verse at full speed. With the rules constantly changing, Firefly Fluxx is just as unpredictable as misbehaving in space! Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.

Categorys
Card Game

Mechanics
Hand Management
Set Collection
73.jpgFirst Martians: Adventures on the Red Planet1 - 410+60 - 90 mins
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Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersive experience is further enhanced with an integrated app that maintains the balance and challenge throughout. Players have the option of taking on the design as a series of separate games, in a custom campaign mode in which each successive game builds on the last.

Categorys
AdventureExplorationScience FictionSpace Exploration

Mechanics
Cooperative Game
Dice Rolling
Modular Board
Scenario / Mission / Campaign Game
Solo / Solitaire Game
Storytelling
Variable Player Powers
Worker Placement
81.jpgFleets: The Pleiad Conflict2 - 412+120 mins
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In 3400 AD, mankind has colonized the Pleiad star cluster where mighty corporations vie for control and influence. Each player equips fleets with escort ships and upgrades and uses them to control star systems for VPs. Diplomatic leverage, cunning, and brute force will determine the victor. Each round in Fleets: The Pleiad Conflict consists of six phases: 1) Player order. Every round has a new randomized player order. Being first has its pros and cons, so does being last. 2) Build. The players take turn buying new fleets, escort ships, and upgrades, using their megacredits. The fleets each consist of a flagship and space for some combinations of escort ships and upgrade cards. Which fleet you choose and how you develop it will determine its strengths and weaknesses. 3) Deployment. The players place their fleets at the different systems they want to control. 4) Diplomacy. Players take turns using diplomatic actions. There are 2 basic actions: A) Use 2 diplomatic points to retreat your fleet from the board. B) Use 6 diplomatic points to retreat an opposing fleet from a system where you have a fleet. There are also diplomatic actions on some fleets, systems, and action cards. 5) Battle. At every system with more than one fleet there will be a battle where every ship gets to shoot once. Each fleet has different initiative numbers for its ships, describing when they get to act. Late ships risk being shot down before they have a chance to fire. During battle, players can also use battle actions on action cards, upgrade cards, fleets, and escort ships. Most battle actions cost energy from the fleet. If a flagship is destroyed, its owner must immediately retreat all surviving escort ships from that battle and discard the fleet. 6) Reward. Players get 1 VP for each system they have to themselves (The first player to reach 7 VP is the winner.). Then each fleet gets energy from its reactor and resources from the system where they are located. Then each player gets 2 diplomatic points, 6 megacredits, and an action card, and then the next round can begin.

Categorys
Science FictionWargame

Mechanics
Area Majority / Influence
Dice Rolling
Hand Management
82.jpgFluxx2 - 68+5 - 30 mins
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Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.

Categorys
Card Game

Mechanics
Hand Management
Set Collection
83.jpgFog of Love217+60 - 120 mins
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Fog of Love is a game for two players. You will create and play two vivid characters who meet, fall in love and face the challenge of making an unusual relationship work. Playing Fog of Love is like being in a romantic comedy: roller-coaster rides, awkward situations, lots of laughs and plenty of difficult compromises to make. Much as in a real relationship, goals might be at odds. You can try to change, keep being relentless or even secretly decide to be a Heartbreaker. It’s your choice. The happily ever after won’t be certain, but whatever way your zigzag romance unfolds, you’ll always end up with a story full of surprises – guaranteed to raise a smile!

Categorys
BluffingCard GameDeduction

Mechanics
Communication Limits
Hand Management
Role Playing
Semi-Cooperative Game
Simulation
Simultaneous Action Selection
Storytelling
36.jpgForbidden Island2 - 410+30 mins
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Forbidden Island is a visually stunning cooperative board game. Instead of winning by competing with other players like most games, everyone must work together to win the game. Players take turns moving their pawns around the 'island', which is built by arranging the many beautifully screen-printed tiles before play begins. As the game progresses, more and more island tiles sink, becoming unavailable, and the pace increases. Players use strategies to keep the island from sinking, while trying to collect treasures and items. As the water level rises, it gets more difficult- sacrifices must be made. What causes this game to truly stand out among co-op and competitive games alike is the extreme detail that has been paid to the physical components of the game. It comes in a sturdy and organized tin of good shelf storage size. The plastic treasure pieces and wooden pawns are well crafted and they fit just right into the box. The cards are durable, well printed, and easy to understand. The island tiles are the real gem: they are screen-printed with vibrant colors, each with a unique and pleasing image. With multiple levels of difficulty, different characters to choose from (each with a special ability of their own), many optional island formats and game variations available, Forbidden Island has huge replay value. The game can be played by as few as two players and up to four (though it can accommodate five). More players translates into a faster and more difficult game, though the extra help can make all the difference. This is a fun game, tricky for players of almost any age. Selling for under twenty dollars, oddly, Forbidden Island is a rare game of both quality and affordable price. For those who enjoy Forbidden Island, a follow-up project by Gamewright titled Forbidden Desert was released in 2013. From the publisher's website: Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!

Categorys
AdventureFantasy

Mechanics
Action Points
Cooperative Game
Grid Movement
Hand Management
Map Reduction
Modular Board
Pick-up and Deliver
Set Collection
Solo / Solitaire Game
Variable Player Powers
37.jpgForbidden Sky2 - 510+60 mins
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Soar to dizzying heights in the electrifying cooperative adventure. Work as a team to explore a mysterious platform that floats at the center of a savage storm. Connect a circuit of cables to launch a secret rocket — all before you are struck by lightning or blown off to the depths below. It's a high-wire act that will test your team's capacity for courage and cooperation. One false step and you all could be grounded…permanently! This latest installment in the Forbidden... game series takes you to new heights with several novel challenges, including collectively planning a terrain using only limited information and constructing a real electrical circuit.

Categorys
ElectronicScience Fiction

Mechanics
Action Points
Cooperative Game
Modular Board
Tile Placement
Variable Player Powers
216.jpgForbidden Stars2 - 414+120 - 180 mins
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The shifting Warp Storms that surround the long lost Herakon Cluster have finally abated, leaving the ancient treasures and planets within this sector open to the rest of the galaxy. Now, the great factions of the galaxy mobilize their fleets and race to establish a foothold. The reward for successful domination surpasses all other concerns, and the price for conquering this sector will be paid in lives. Forbidden Stars challenges you and up to three other players to take command of a mighty fighting force: the Ultramarines chapter of Space Marines, the Eldar of Craftworld Iyanden, the Evil Sunz Ork clan, or the World Eaters Warband of the Chaos Space Marines. Each faction offers unique armies and play styles, but your goal remains the same — to claim the key objectives selected for your faction. These objective tokens are scattered throughout the Herakon Cluster, but your opponents are sure to defend your objectives against you. You need to build massive armies and command them in unending war to best your enemies and claim your objectives. The fight for the Herakon Cluster is brutal and bloody, and either you will stride triumphant over the bodies of your fallen foes — or they will do the same to you. Each round in Forbidden Stars is divided into three phases. In the planning phase, players take turns placing order tokens face down on the separate tiles (systems) that make up the game board; the four types of order tokens that players can place correspond to four types of actions that players can resolve in the second phase of play. In the operations phase, players reveal their tokens to: Dominate, draining friendly planets of their important resources Strategize, purchasing cards that can upgrade their orders and combat abilities Deploy, building cities, factories, bastions, and new mobile units Advance, moving units and attacking their enemies. The last phase of each round is the refresh phase, during which players profit from the planets they control, reveal event cards to move the impassable Warp Storms, and heal any units wounded in battle. Because of the game's three-phase structure, strategy in Forbidden Stars is balanced between short-term bluffing and long-term tactical military action. The game's set-up also poses strategic opportunities. Players start the game by taking turns assembling sections of the Herakon Cluster, placing individual system tiles along with their own starting forces and the enemy objectives that they must defend. This intentional construction, along with the unique domination abilities of the game's four factions, means that players must work to best utilize their own force's strengths while exploiting the weaknesses of their opponents.

Categorys
BluffingFightingMiniaturesScience FictionWargame

Mechanics
Area Majority / Influence
Area Movement
Card Play Conflict Resolution
Dice Rolling
Hand Management
Modular Board
Order Counters
Variable Player Powers
91.jpgFuji2 - 410+30 - 45 mins
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In Fuji, you play as a group of adventurers on their way to Japan‘s most famous volcano, Mount Fuji. But just before you arrive at your destination, the earth begins to shake and the volcano erupts! Now your group must escape the deadly lava flows as quickly as possible to reach the safe village. In this cooperative dice game, players simultaneously and secretely roll their dice behind their screens in each round. During the game, you must find the best way across a certain number of terrain cards to the safe village for each player. Each terrain card has a given dice requirement. You can move to a card only if you match this requirement better than both your neighbors — but since you know only your own dice and can communicate only vaguely, you will need both skill and luck to save yourselves. The game ends with a success if all players reach the village. It fails if one of you falls victim to the lava or becomes too exhausted to proceed. —description from the publisher

Categorys
Dice

Mechanics
Communication Limits
Cooperative Game
Dice Rolling
Grid Movement
Variable Player Powers
92.pngGaia Project1 - 412+60 - 150 minsAlready Requested
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Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets. All factions can improve their skills in six different areas of development — Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research — leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities. The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors. —description from the publisher

Categorys
CivilizationEconomicMiniaturesScience FictionSpace ExplorationTerritory Building

Mechanics
Contracts
End Game Bonuses
Hexagon Grid
Income
Modular Board
Network and Route Building
Solo / Solitaire Game
Tech Trees / Tech Tracks
Turn Order: Pass Order
Variable Player Powers
Variable Set-up
Victory Points as a Resource
58.jpgGalaxy Trucker2 - 410+60 mins
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In a galaxy far, far away... they need sewer systems, too. Corporation Incorporated builds them. Everyone knows their drivers -- the brave men and women who fear no danger and would, if the pay was good enough, even fly through Hell. Now you can join them. You will gain access to prefabricated spaceship components cleverly made from sewer pipes. Can you build a space ship durable enough to weather storms of meteors? Armed enough to defend against pirates? Big enough to carry a large crew and valuable cargo? Fast enough to get there first? Of course you can. Become a Galaxy Trucker. It's loads of fun. Galaxy Trucker is a tile laying game that plays out over two phases: building and flying. The goal is to have the most credits at the end of the game. You can earn credits by delivering goods, defeating pirates, building an efficient ship, and being the furthest along the track at the end of the flying phase. Building happens in real time and has players build their personal space ships by grabbing tiles from the middle of the table before the timer runs out. Tiles start out facedown so they won't know what they have until they take it, but they may choose to return it faceup if they don't want it. They must place the tiles they keep in a legal manner in their space ship. Usually this just means lining up the connectors appropriately (single to single, double to double, universal to anything) but also includes proper positioning of guns and engines. Tiles represent a variety of things including guns, engines, storage containers, crew cabins, shields, and batteries. They may also peek at the cards they will encounter in phase 2, but they must sacrifice building time to do this. At any time players may call their ships finished and take an order marker from the center. Once building is completed, and ships have been checked for errors, the flight begins. The flight cards are shuffled and player markers are placed on the flight board according to the order markers taken. Cards are revealed one at a time and players interact with them in order. They may include things such as pirates, abandoned vessels, disease outbreaks, meteor showers, worlds with goods to pick up, player-on-player combat zones, and other various things. Most of the cards will cause players to move back on the flight track and they must decide if the delay is worth their efforts. When all the cards are encountered players sell any goods they have collected, collect their rewards for finishing in first, second, or third place or having the most intact ship, and then lose some credits for damaged components. Space can be a very dangerous place and it is not uncommon to see your ship break into smaller and smaller pieces or lose some very valuable cargo off the side. If your ship gets damaged too much you can get knocked out of the race, so be careful! 3 rounds of this are done, and in each round players get a bigger board to build a ship that can hold more components. After the 3rd round the player with the most credits wins!

Categorys
Real-timeScience FictionSpace ExplorationTransportation

Mechanics
Dice Rolling
Events
Real-Time
Relative Movement
Team-Based Game
Tile Placement
Track Movement
93.jpgGalaxy Trucker: The Big Expansion2 - 512+60 mins
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From BoardgameNews.com: Spiel '08 will see a new truckload of interstellar destruction with Galaxy Trucker: The Big Expansion. As is often the case with expansions, The Big Expansion includes a number of mix-and-match components: Pieces and rules for five-player games. An updated version of Rough Road Ahead, a set of cards previously released in a downloadable format on the Czech Games website that will be expanded and reformatted. Additional adventure cards, including two previously available only at Spiel 07. A special deck of adventure cards that players individually insert into the deck themselves to surprise their fellow drivers. A new alien species. New ship building components, including life support for the new ET. New ship classes. The expansion is not fully compatible with the first edition of Galaxy Trucker, due to component differences. A compatibility kit has been produced, containing replacement components for the base game, but as of March 2009 it is not yet widely available.

Categorys
Expansion for Base-gameReal-timeScience FictionSpace ExplorationTransportation

Mechanics
Dice Rolling
Memory
Tile Placement
283.jpgGentleman's Deal5 - 912+30 - 60 mins
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Description from the publisher: In this game, you turn into one of the influential citizens of a small but very wealthy town. Gathered together with others authoritative persons like yourself in some hidden place, you share money earned from another shady business. You need to use all your diplomatic tricks to make deals to determine how much money everyone collects. Can you be silver-tongued enough to please everyone, including yourself? You should because the player with the most money wins the game! Gentleman’s Deal is a diplomatic party game about sharing money. Each turn, one player becomes a dealer and receives a secret card with the amount of money they must share. They make offers personally to each player, then those players simultaneously vote "yes" or "no". If a deal was accepted by a majority of players, they gain all offered by dealer and the dealer takes the rest! The dealer must balance between being too generous and too greedy because if a majority of players vote to decline their offer, the dealer heads to jail and must skip their next turn. Acquiring money isn't the only goal of the deals. Players also share useful contacts represented by the cards of different accomplices that give powerful benefits, and everybody wants to obtain them. The game ends after several rounds depending on the number of players, and whoever has most money wins!

Categorys
BluffingNegotiationParty Game

Mechanics
Bribery
Team-Based Game
Voting
38.pngGermania Magna: Border in Flames2 - 414+30 - 60 mins
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The Roman Empire exists for almost 400 years. It is, however, but a pale shadow of what it used to be in the times of Caesar or Trajan. The World is changing and new powers are rising; soon they will begin to harass and attack the Roman lands. Deep within the impenetrable and dark forests, which stretch beyond the rivers of Rhine and Danube, live brave Germans, who turn their greedy eyes on rich towns and villages spread across the Roman provinces. It would be, however, a lot easier to pillage and conquer if not for rivalry and constant wars between tribes and warbands. "Germania Magna: Border in Flames" is a card-wargame of shifting alliances. Each player assume the role of a Germanic warlord leading his warriors into Roman provinces, which lie across the Rhine and Danube rivers. The Roman Empire is still too strong to be conquered, but its fields and cities provide loot for your warriors, and its armies give you an excellent opportunity to prove yourself as a worthy leader and, by doing so, to achieve eternal glory for yourself. The enemy is very powerful, so to win you need to forge alliances (however fragile) with other warlords, who will switch sides each time the tide of war changes.

Categorys
AncientCard GameWargame

Mechanics
Cooperative Game
Dice Rolling
Hand Management
Open Drafting
Take That
217.jpgGlass Road1 - 413+20 - 80 mins
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The game Glass Road commemorates the 700-year-old tradition of glass-making in the Bavarian Forest. (Today, the "Glass Road" is a route through the Bavarian forest that takes visitors to many of the old glass houses and museums of that region.) You must skillfully manage your glass and brick production in order to build the right structures that help you keep your business flowing. Cut the forest to keep the fires burning in the ovens, and spread and remove ponds, pits, and groves to supply yourself with the items you need. Fifteen specialists are there at your side to carry out your orders... In more detail, the game consists of four building periods. Each player has an identical set of fifteen specialist cards, and each specialist comes with two abilities. At the beginning of each building period, you choose a hand of five specialists. If during this building period, you play a specialist that no other player has in hand, you may use both abilities on that card; if two or more players play the same specialist, each of them may use only one of the two abilities. Exploiting the abilities of these specialists lets you collect resources, lay out new landscape tiles (e.g., ponds and pits), and build a variety of buildings, which come in three types: Processing buildings "Immediate" buildings with a one-time effect Buildings that provide bonus points at the end of the game for various accomplishments Mastering the balance of knowing the best specialist card to play and being flexible about when you play it — together with assembling a clever combination of buildings — is the key to this game. The 2021 edition of Glass Road includes previously released promotional material: the Oktoberfest and Adventskalender tiles and the Harlekin card for use in the solitaire version of the game.

Categorys
City BuildingEconomicMedieval

Mechanics
Enclosure
End Game Bonuses
Once-Per-Game Abilities
Open Drafting
Set Collection
Simultaneous Action Selection
Solo / Solitaire Game
Tile Placement
Turn Order: Progressive
Variable Phase Order
Variable Set-up
95.jpgGloomhaven1 - 414+60 - 120 mins
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Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn. Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.

Categorys
AdventureExplorationFantasyFightingMiniatures

Mechanics
Action Queue
Action Retrieval
Campaign / Battle Card Driven
Card Play Conflict Resolution
Communication Limits
Cooperative Game
Critical Hits and Failures
Deck Construction
Deck, Bag, and Pool Building
Grid Movement
Hand Management
Hexagon Grid
Legacy Game
Modular Board
Once-Per-Game Abilities
Role Playing
Scenario / Mission / Campaign Game
Simultaneous Action Selection
Solo / Solitaire Game
Storytelling
Variable Player Powers
96.jpgGloomhaven: Jaws of the Lion1 - 414+30 - 120 mins
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Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game. The game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on? Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry — i.e., learning the game — has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.

Categorys
AdventureExplorationFantasyFightingMiniatures

Mechanics
Action Queue
Action Retrieval
Campaign / Battle Card Driven
Communication Limits
Cooperative Game
Critical Hits and Failures
Deck Construction
Grid Movement
Hand Management
Hexagon Grid
Legacy Game
Line of Sight
Once-Per-Game Abilities
Scenario / Mission / Campaign Game
Simultaneous Action Selection
Solo / Solitaire Game
Variable Player Powers
103.jpgGobblin' Goblins2 - 128+20 - 30 minsAlready Requested
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Description from the deisgner: Gobblin' Goblins is a card game where you must defeat your opponents by being the greediest goblin in a sneaky battle for gross gourmet food. Using a simple play a card and pick up a card mechanic, players collect sets of coloured food cards in order to gobble them off their plate. Action cards can be used to steal and swap food cards as well as causing rounds of vomiting and even explosive diarrhoea. Distraction cards can be played out of turn to hijack your opponents dining experience. Goblins gobble everything from mud pie to flip flops to rusty old pylons. Their stomachs are bottomless, however, each goblin has it's own likes and dislikes as well as allergies. They also have their own special ability depending on their category. Gobbled unwanted food results in minus points and favourable food awards extra points. When all the cards are played, the goblin with the most points is the winner.

Categorys
Card GameFantasyHumor

Mechanics
Set Collection
Variable Player Powers
233.jpgGROWL4 - 1010+10 - 15 mins
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Work together to distribute the bites and wounds amongst the village. Some of you are wolves trying to "turn" the others. When Night falls, everyone secretly passes cards to their neighbors! 4-10 players (up to 15 with more cards) all claim to be innocent humans, but one (or more) of them is Wolf Zero, the original werewolf that wants to infect the village! The deck of cards sits face-up in the middle of the table. One by one you take turns picking up the top card and giving it to any (other) player you want. The cards can be a Bite (which brings you closer to becoming a wolf) or a Wound (which brings you closer to dead), or cards that cancel other cards. When a Night card is revealed, the full moon comes out and werewolves and humans get to pass cards anonymously, which is how the infection spreads and turns humans into wolves. Charms negate Bites and Salves negate Wounds. 3 Wounds (net) kill either a human or a werewolf. 3 Bites (net) turn a human into a werewolf, and only wolves can pass Bites at night. When the deck is exhausted at the end of the third night, Wolf Zero(es) begins to GROWL and slowly other wolves (even dead wolves) join the growl! If any humans are left alive, all humans (even dead ones) win. If all the players who are still alive are growling, all wolves (including dead ones) win!

Categorys
BluffingCard GameDeductionParty Game

Mechanics
Hand Management
Move Through Deck
Player Elimination
Role Playing
Take That
Team-Based Game
Traitor Game
219.jpgHanabi2 - 58+25 mins
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Hanabi—named for the Japanese word for "fireworks"—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.) The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players try to place a row in the correct order from 1–5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards. An extra suit of cards, rainbow colored, is also provided for advanced or variant play. Hanabi was originally published as part of Hanabi & Ikebana.

Categorys
Card GameDeductionMemory

Mechanics
Communication Limits
Cooperative Game
Hand Management
Memory
Set Collection
105.pngHigh Frontier 4 All1 - 514+30 - 240 mins
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This is the 4th ed of Phil Eklund's signature game High Frontier. It started with Rocket Flight (1979), a game with the vision to let "Each player start as a spacefaring company in the year 2020 trying to make a profit in trade and technology development." Now that we are at that year, High Frontier has evolved into a modular system open to enthusiasts to keep it updated ever farther into the future. The Core Game is equivalent to the previous edition's basic and advanced rules, and includes Module 0 (Politics). It also comes with the beginner's game Space Diamonds (accessible to bright children), Race for Glory (introductory, including a playthrough), and a variety of solitaire and cooperative variants. The iconic map of High Frontier is the most comprehensive map of the solar system ever published! Since it is a delta-v map, it offers a completely different view of the accessibility of the worlds that orbit Sol. The cards and map have been expanded and produced in consultation with experts in the field, and the author himself is a former rocket scientist, and we can safely say this is the most accurate yet accessible game of space exploration/exploitation ever published. Transition rules allow High Frontier to work as an independent 4th stage in the Bios:Earth trilogy (Bios:Genesis, Bios: Megafauna, and BIOS: Origins) about the evolution of life on our planet. —description from the publisher

Categorys
CivilizationEconomicExplorationIndustry / ManufacturingScience FictionSpace Exploration

Mechanics
Auction/Bidding
Deck, Bag, and Pool Building
Hand Management
Network and Route Building
Pick-up and Deliver
Point to Point Movement
Simulation
Variable Player Powers
106.jpgHigh Frontier 4 All: 6th Player Component Kit1 - 614+0 mins
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All the components needed to play the High Frontier 4 All core game, module 1, and module 2 as a 6-player game. —description from the publisher

Categorys
Expansion for Base-game

Mechanics
74.pngHigh Frontier 4 All: Module 1 - Terawatt & Futures1 - 514+30 - 240 mins
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Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily. This module also optionally introduces Futures which are special game goals to earn victory points.

Categorys
CivilizationEconomicExpansion for Base-gameExplorationIndustry / ManufacturingScience FictionSpace Exploration

Mechanics
Auction/Bidding
Deck, Bag, and Pool Building
Hand Management
Network and Route Building
Point to Point Movement
Simulation
Variable Player Powers
107.pngHigh Frontier 4 All: Module 2 - Colonization1 - 514+30 - 240 mins
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Module 2 - Colonization introduces orbital space colonies called Bernals and space pioneers called Colonists. These two types of cards extend the core game to go beyond industrializing and exploiting the resources of the solar system to colonizing and settling the solar system. Bernals upgrade your Colonies to give you extra Victory Points, according to the Hydration of nearby Factories. They also award Colonists, which you can take to Sites to perform extra Operations there.

Categorys
CivilizationEconomicExpansion for Base-gameExplorationIndustry / ManufacturingScience FictionSpace Exploration

Mechanics
Auction/Bidding
Deck, Bag, and Pool Building
Hand Management
Network and Route Building
Pick-up and Deliver
Point to Point Movement
Simulation
Variable Player Powers
113.jpgHigh Frontier 4 All: Module 3 - Conflict2 - 614+30 - 240 mins
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As factions inevitably expand into the solar system and become less dependent on Earth and its resources, Loyalty changes and conflict can erupt.

Categorys
Expansion for Base-gameCivilizationEconomicExplorationFightingIndustry / ManufacturingPoliticalScience FictionSpace Exploration

Mechanics
234.jpgHistoria1 - 612+120 mins
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In Historia, the players guide their civilization through 12,000 years of human history, from the first sparks up to the development of Singularity. Civilizations discover new technology and expand over the planet; they trade with more developed neighbors to import new technologies or exploit the land to have more power for future actions. Civilizations develop their military and wage wars with each other. They build wonders to make their civilization stand above others and to eventually attract tourists and newcomers to their land to follow their leaders and use their national advisors. Historia is a civilization game for 1-6 players that takes 25 minutes per player. A set of action cards is available to the players to guide their civilization, and used actions form a discard queue from which they are taken back into a player's hand during the game. Wars and raids are carried out in a non-disruptive way. When modern times have been reached the game ends and the player with the most VPs wins. A solo Historia variant with A.I. bots is also available. Flavor text: History is made by strong leaders and wise advisors, by conquests and discoveries, by wars and trade and amazing wonders. Historia is made by you.

Categorys
Civilization

Mechanics
Action Retrieval
Area Majority / Influence
Hand Management
Simultaneous Action Selection
235.jpgHistory of the Roman Empire2 - 412+180 mins
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(From the Publishers Website: P500 production) "The History of the Roman Empire" covers the time-period from the Rise to the Fall of the Roman Empire in seven game turns starting in 60 BC (the first Triumvirate composed of Caesar, Crassus and Pompeus) until the last [Western] Emperor (Romulus Augustus) in 476 AD. The map contains the entire Mediterranean area as well as a part of Asia Minor. Each of the up to four Players takes the role of one Roman Faction and one group of "Barbarian" Peoples (non-Romans), and by playing certain event cards you can gain control over minor Kingdoms. The game is best suited for 4 Players but can be played by 3 or 2 Players as well. Since every Player controls a Roman Faction and a "Barbarian" People it is not possible to completely remove a Player from the Game (The Roman Faction that Player controls can be eliminated but the Barbarians can not). The Game "History of the Roman Empire" is not strictly historic but offers "a great lot of Flavor" with its 42 Roman Emperors (and Pretenders) and the 34 different "Barbarian" Peoples and minor Kingdoms. Since every Player controls Romans as well as Barbarians you will get all kinds of situations like Romans vs. Barbarians, Romans fighting among themselves, or Barbarians fighting other Barbarians. The Emperor for each Roman Faction changes every Game Turn as well as the Barbarian Peoples that the Players control. With its easy to learn rules - players who are familiar with "Hispania", "Britannia" or "History of the World" will find some similarities and some new features - and the constantly changing Barbarians, "The History of the Roman Empire" can be great fun. The Players will have to decide how to use their Roman Legions as well as how to use the armies of their Barbarians and of course where to plan new Cities and Forts (for the Roman Factions). Since it is worth many more Victory Points to control all areas of one color, soon everyone will try to establish his own small empire (and of course to disturb the others), until the more powerful Barbarians like the Goths or the Huns arrive and threaten to take control of the map. Each turn the Roman Factions spend some of their Victory Points on new Legions and/or Forts or Fortresses. The Barbarians do not use their Victory Points for recruiting Units but rather "mobilize" up to a certain number of Armies (how many units depends on the Barbarian People). Every game will present you with new situations since the Players will work on and change their strategies and the 45 random cards will influence every game in a unique way. At the end of the seventh turn, the players total their victory points and determine the winner. Will the Roman Empire rise to Glory or will it be crushed by the overwhelming Barbarians? It's up to YOU…

Categorys
AncientCivil WarWargame

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Simulation
Variable Phase Order
236.jpgHitler's Reich: WW2 in Europe1 - 214+120 mins
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No stacks of armies, no hexes, no overly-lengthy rules to learn - Hitler’s Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe, across the North Atlantic and Mediterranean and into Russia using a combat mechanism similar to the traditional card game “War” with dice added in. High-quality wooden pieces mark their progress, which is aided economically, politically and on the battlefield through the competition for and play of Event Cards drawn from three unique decks: one for the Axis, one for the Allies, and one from which either side can attempt to draw. Hitler’s Reich is the first of the Card Conquest System game series in which players recreate epic military contests of history in short, comparatively simple and easy to learn, but hard to master games. Designed to be set up in minutes and played to conclusion in one sitting, these are not simulations but games, albeit ones packed with enough historical flavor, excitement, and decision making to give you the feeling of being there at the highest levels of command.

Categorys
WargameWorld War II

Mechanics
Area Movement
Campaign / Battle Card Driven
Dice Rolling
Events
Simulation
Solo / Solitaire Game
237.jpgImperial Struggle214+120 - 240 mins
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In 1697 the Sun King, Louis XIV, emerged from a decade of war with his Continental ambitions still unsatisfied. Meanwhile, King William III of England sat easier on his new throne than he ever had before. With the Spanish succession crisis unresolved and looming, there were no illusions that the new century would be a quiet one. But neither France nor England could have anticipated the tumult of the years to come: a Second Hundred Years' War, during which these two tenacious adversaries would compete fiercely and proudly along every axis of human achievement. On battlefields from India to Canada to the Caribbean Sea their armies and fleets would clash; in the salons of Paris and the coffee-houses of London the modern world’s politics and economics would be born; and finally a revolution would rock the foundations of society – a revolution that could have ended not in blood and terror but in a triumph of democracy and liberty that might have transformed the world beyond imagining. Imperial Struggle is a two-player game depicting the 18th-century rivalry between France and Britain. It begins in 1697, as the two realms wait warily for the King of Spain to name an heir, and ends in 1789, when a new order brought down the Bastille. The game is not merely about war: both France and Britain must build the foundations of colonial wealth, deal with the other nations of Europe, and compete for glory across the span of human endeavor. Imperial Struggle covers almost 100 years of history and four major wars. Yet it remains a low-complexity game, playable in a short evening. It aims to honor its spiritual ancestor, Twilight Struggle, by pushing further in the direction of simple rules and playable systems, while maintaining global scope and historical sweep in the scope of a single evening. In peace turns, players build their economic interests and alliances, and take advantage of historical events represented by Event cards. They must choose their investments wisely, but also with an eye to denying these opportunities to their opponent. In war turns, each theater can bring great rewards of conquest and prestige, but territorial gains can disappear at the treaty table. At the end of the century, will the British rule an empire on which the sun never sets? Or will France light the way for the world, as the superpower of the Sun King's dreams or the republic of Lafayette's? —description from the publisher

Categorys
Age of ReasonWargame

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Events
Open Drafting
Point to Point Movement
Secret Unit Deployment
Simulation
84.jpgInfinite City2 - 610+45 mins
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A rich new world has opened up. Resources are plentiful, the economy is booming, and the capital city of this new world is expanding like never before! Even though many corporations scramble to stake a claim in the exploding prosperity, only one can claim ownership! Who will take over the Infinite City? Will you place the capital next to the port, claiming both as your own? Will you use the transit station to move another player’s military base out of the way, or place your embassy to steal his temple? Will you try for a greater area under your control, or move to capture key buildings? Infinite City is a standalone tile game in which players become the leaders of corporations building an ever-sprawling city, maneuvering to control the largest districts while holding on to the most valuable buildings. Infinite City uses tiles to represent buildings, and colored pegs to represent control by players. The tiles are mixed, five tiles are dealt to each player, and five tiles are placed face down in the shape of a cross at the center of the play area. On their turns, players play a tile face up adjacent to one of the five starting tiles or a previously played tile, play one of their colored pegs on the tile, and follow the instructions on the tile. These instructions may lead to playing additional tiles, drawing tiles, moving tiles previously played, turning face down tiles face up, taking tiles from opponents, preventing actions or even exchanging hands of tiles with other players. When players finish their turns, if they have less than five tiles in their hands, they draw additional tiles so that they end their turn with at least five tiles. The game ends when one player places the last of his colored pegs, or the fifth Power Station tile is played. Each player is awarded points for contiguous groups of at least three tiles controlled by him at a rate of one point per tile. Some tiles have a point value number in the corner; players receive the number of points indicated for such tiles that they control. Also, some tiles have silver rings; the player controlling the most of these receives one point per such tile. The player with the most points wins.

Categorys
City BuildingScience FictionTerritory Building

Mechanics
Area Majority / Influence
Hand Management
Tile Placement
115.jpgIsle of Skye: Druids2 - 510+60 - 75 mins
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One cannot win the struggle for dominance over the island without powerful allies. As every wise king knows, power is not measured in strength and gold alone. Having the support of the spiritual leaders of the country can be the decisive factor. Win the druids over to your cause, and harness the power of their mystical sacred sites for your benefit! Isle of Skye: Druids, the second expansion for Isle of Skye, can be played with the base game on its own or with the base game and the Journeyman expansion. This expansion splits the buying phase (phase 4) into two buying sessions. With your first purchase, you can buy a tile from your fellow players in the usual manner. For your second purchase, you can buy a tile from the dolmen board. These "druid" tiles are normal landscape tiles, except that they will often bear a stone tablet or a scroll. Stone tablets grant special powers that you can use until the end of the game, while scrolls are subject to the usual rules of the base game. New scoring tiles offer further variability.

Categorys
Expansion for Base-gameTerritory Building

Mechanics
Auction/Bidding
Set Collection
Tile Placement
116.jpgIsle of Skye: From Chieftain to King2 - 58+30 - 50 mins
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Isle of Skye is one of the most beautiful places in the world, with soft sand beaches, gently sloping hills, and impressive mountains. The landscape of Isle of Skye is breathtaking and fascinates everyone. In the tile-laying game Isle of Skye: From Chieftain to King, 2–5 players are chieftains of famous clans and want to build their kingdoms to score as many points as possible—but in each game only four of the sixteen scoring tiles will be scored. Thanks to the scoring tiles, each game is different and leads to different tactics and strategies, but having enough money is useful no matter what else is going on. Managing that money can be tricky, though. Each turn, each player places two area tiles in front of them and sets the selling price for the tiles. Setting a high price is great, but only so long as someone actually pays the price because if no one opts to buy, then the seller must buy the tiles at the price they previously requested. In the end, the player with the best kingdom—and not the richest player—becomes the sovereign of the island.

Categorys
EconomicTerritory Building

Mechanics
Auction/Bidding
Catch the Leader
Set Collection
Tile Placement
Turn Order: Progressive
117.jpgIsle of Skye: Journeyman2 - 510+75 mins
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Becoming a king is hard, but being a king is even harder. You need warriors to protect your kingdom, merchants to keep your treasury liquid and heralds which proclaim your popularity across the kingdom. Luckily, your best mate has agreed to take over the hard graft so that you concentrate becoming a glory chieftain. Isle of Skye: Journeyman, the first big expansion to Isle of Skye, contains new personal player boards indicating your progress in terms of strength, prosperity and popularity. As each progress step has requirements to be met, the personal player boards affect tile selling and placement. However, in order to claim the next level of development and gain potential rewards, it’s not sufficient to place the corresponding tiles only. A new pawn (the journeyman) needs to travel the kingdom and "activate" the tiles. In addition, four new scoring tiles are contained respecting the new challenges of Isle of Skye: Journeyman.

Categorys
Expansion for Base-gameTerritory Building

Mechanics
Auction/Bidding
Set Collection
Tile Placement
238.jpgIt's a Wonderful World1 - 514+30 - 60 mins
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In It’s a Wonderful World, you are an expanding Empire and must choose your path to your future. You must develop faster and better than your competitors. You’ll carefully plan your expansion to develop your production power and rule over this new world. It’s a Wonderful World is a cards drafting and engine building game from 1 to 5 players. Each round, players will draft 7 cards and then choose which ones will be recycled to immediately acquire Resources, and which ones will be kept for construction to produce Resources each round and/or gain victory points. When a card is fully built, it’s added to the player’s Empire to increase the player’s production capacity for each round. The mechanical twist being that the production phase works in a specific order. You'll have to plan your constructions carefully! For a deeper insight of the gameplay, please follow this link : It's a Wonderful World - First steps In addition to the base game, players can also enjoy expansions boxes introducing an innovative Campaign mode. Each Campaign offers a storyline to follow and many gameplay twists. At the end of each campaign, players will open a reward booster to unlock new cards, enhance their base game and keep a memory of what happened during the campaign. All the campaigns can be replayed and don’t imply game components destruction. More info on the Campaign mode : It's a Wonderful World - Campaign Mode —description from the publisher

Categorys
Card GameCivilizationEconomicScience Fiction

Mechanics
Closed Drafting
End Game Bonuses
Hand Management
Set Collection
Simultaneous Action Selection
Solo / Solitaire Game
Variable Player Powers
239.jpgJunta2 - 716+240 mins
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Players represent various families in Republica de los Bananas. Each game turn has between 7 and 9 rounds, drawing cards, President assigns roles, foreign aid money is drawn, the president proposes a budget which is voted on, locations are chosen, there are assassination attempts, then the bank may be open or not, there may be a coup and aftermath, then the next round starts. The game is for 4 to 7 players (although there are 2 and 3 player variants). A president for life (El Presidente) is elected and then she or he allocates roles for all other players. Depending upon his or her office and the various cards they hold, each player has a certain number of votes. These are important for the first vote to elect El Presidente and then there are votes each turn on the budget proposed by the President. The budget starts when the President draws 8 money cards face down from the money deck (which varies in denomination from $1 to $3) and proposes allocations. Not everyone will be included in the budget and the amounts are at the President's discretion. The President can keep undisclosed foreign aid money. Players may attempt to assassinate the other players including the President by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's unbanked money, the only safe money is the money that has been deposited in a players' Swiss bank account, and the only way to get to the bank is to survive the assassination round. If players are unhappy, see an advantage, or just want to, and there is a 'coup excuse', they can start a coup. A coup sees players compete using armed forces to control a majority of the 5 power centers. Rebel players control the forces of the role which they were assigned prior to the coup (e.g. army, navy, air force), and players loyal to the President do the same, seeking to control the strongholds until the coup is over. At the conclusion of each coup players who have control of the 5 power centres vote to be pro-President or pro-Junta determining if the President stays, or the Junta wins and elects a new President. And someone is sent to the firing squad. Players assassinated or killed simply become another member of their family and begin again with new cards, but keeping any of their family's funds deposited in their Swiss bank account. The game is won by whoever has the most pesos in their Swiss bank account when the money runs out.

Categorys
BluffingHumorMafiaNegotiationPoliticalWargame

Mechanics
Area Movement
Dice Rolling
Hand Management
Simultaneous Action Selection
Trading
Variable Player Powers
Voting
118.pngKepler-30421 - 414+60 - 120 mins
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The year is 3042: Humanity is ready to explore the galaxy. The most interesting celestial bodies to explore, and eventually colonize, have been known for centuries, and the nations of Earth finally have the technological level to reach them, thus beginning an unarmed competition that in the end the whole of humanity will win. Kepler-3042 is a resource management game in which you have to explore, colonize, exploit, and terraform the planets of the Milky Way using the available technologies. In each round, you must choose which action to perform and which bonus to activate, managing your supplies of matter, energy and antimatter. The peculiar strength of the game is the innovative resource management: Each player has a finite amount of matter, energy and antimatter that they can produce or spend during the game. In each round, they can decide to burn forever one or more resources to perform powerful actions, thereby allowing them to follow different strategies.

Categorys
EconomicScience FictionSpace Exploration

Mechanics
Grid Movement
Hexagon Grid
Solo / Solitaire Game
Tech Trees / Tech Tracks
Turn Order: Progressive
240.jpgKings' Struggle3 - 614+30 - 60 mins
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Welcome to Kings' Struggle, a negotiation-focused card game with elements of trick-taking and set collection. The game is mechanically simple, with each player playing just one card per round, and each game lasting only seven rounds. Over the course of these seven rounds, players vie to win cards and earn gold through various means, which will score the victory points required to win. While this sounds simple, what makes Kings' Struggle special are the unique card abilities that have been crafted to drive negotiation. The ability of a card you've played can be activated on your turn — or not. It's up to you. Just remember, your action or inaction is for sale! Analyzing who has the most to win or the most to lose from your current ability and leveraging it to your maximum benefit is the name of the game. You must learn to play the players, more than you learn to play the game. While anyone can learn to play Kings' Struggle in a matter of minutes, players who find success will not be those who craft the best linear card play strategy, or those who enjoy the most luck, but those who have mastered the art of negotiation. —description from the publisher

Categorys
Card GameMedievalNegotiation

Mechanics
Hand Management
Set Collection
Simultaneous Action Selection
Take That
Trading
Trick-taking
119.jpgKyoto3 - 610+30 - 45 mins
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Kyoto takes players straight into one of the burning issues of our time: climate change — and not with a wagging finger, but by putting them into the shoes of the decision makers. As delegates from different countries, players face a few quick rounds of negotiation at a climate conference. Together, they try to hit reduction targets and provide the needed funding, knowing that each round they fail to do so they inflict severe damage on the planet. But bent on preserving their own country's wealth and following their secret agendas, none of them may be eager to give more than absolutely necessary. After all, the winner will be whoever best preserves their wealth...unless the impending damage to earth becomes too severe, in which case the conference fails immediately and the greediest player can't win.

Categorys
EnvironmentalNegotiation

Mechanics
Bribery
Hand Management
Negotiation
120.jpgLabyrinth2 - 48+20 mins
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Labyrinth (formerly The aMAZEing Labyrinth) has spawned a whole line of Labyrinth games. The game board has a set of tiles fixed solidly onto it; the remaining tiles that make up the labyrinth slide in and out of the rows created by the tiles that are locked in place. One tile always remains outside the labyrinth, and players take turns taking this extra tile and sliding it into a row of the labyrinth, moving all those tiles and pushing one out the other side of the board; this newly removed tile becomes the piece for the next player to add to the maze. Players move around the shifting paths of the labyrinth in a race to collect various treasures. Whoever collects all of his treasures first and returns to his home space wins! Labyrinth is simple at first glance and an excellent puzzle-solving game for children; it can also be played by adults using more strategy and more of a cutthroat approach.

Categorys
Children's GameMazePuzzle

Mechanics
Map Deformation
Modular Board
Network and Route Building
Point to Point Movement
Tile Placement
241.jpgLancaster2 - 510+60 mins
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From the designer of Glen More comes a new title published by Queen Games: Lancaster. In 1413, the new king of England, Henry V of Lancaster, has ambitious plans: The unification of England and the conquest of the French crown! Each player takes the role of an ambitious aristocratic family. Who will be the best supporter of this young king, and the most powerful Lord of his time? In Lancaster, the players want to proceed from simply being a Lord to being the most powerful ally of the king. They may achieve this by developing their own knighthood, as well as by clever deployment of individual knights in the counties of England, at their own castle, and to conflicts with France. In parliament, they try to push laws from which they will benefit themselves most. The player with the most power points at the end of the game is the winner. Every turn, players send their knights to the different locations: • Counties, where they compete with knights from other players for rewards and the favor of the nobles. • The castle, to receive income or new knights. • Into conflict with France, where all players combine their power and try to gain power points. In the counties, the strength of the knights is important, as you can remove the knight of another player by placing a knight of your own with higher strength in the same location.

Categorys
Medieval

Mechanics
Area Majority / Influence
Auction/Bidding
Voting
Worker Placement
Worker Placement, Different Worker Types
97.jpgLand Without End: The Barbarossa Campaign, 1941212+0 mins
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From Decision Games website: Land Without End: The Barbarossa Campaign, 1941 is a two-player, low-to-intermediate complexity, strategic-level simulation of the German attempt to conquer the Soviet Union in 1941. The German player is on the offensive, attempting to win the game by rapidly seizing key cities. The Soviet player is primarily on the defensive, but the situation also requires he prosecute counterattacks throughout much of the game. Game play encompasses the period that began with the Germans launching their attack on 22 June 1941, and ends on 7 December of the same year. By that time it had become clear the invaders had shot their bolt without achieving their objectives. The game may end sooner than the historic termination time if the German player is able to advance so quickly he causes the overall political, socio-economic and military collapse of the Soviet Union. Each hexagon on the map represents approximately 20 miles (32 km) from side to opposite side. The units of maneuver for both sides are primarily divisions, along with Axis-satellite and Soviet corps (and one army) of various types. The effects of the general air superiority enjoyed by the Germans throughout the campaign are built into the movement and combat rules. Each game turn represents one week. Players familiar with other strategic-level east front designs will note the unique aspects of LWE lie in its rules governing the treatment of supply, the capture of Moscow, and the Stalin line. Contents: Rules booklet Player Aid cards 700 Die cut counters 1 34" x 22" Map 1 Die Storage bags

Categorys
WargameWorld War II

Mechanics
Dice Rolling
Hexagon Grid
Ratio / Combat Results Table
75.jpgLEADERS: The Combined Strategy Game2 - 613+120 - 180 mins
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LEADERS: A Combined Game, the first title from rudy games GmbH, combines classic game elements with the opportunities offered by the modern technologies found in smart devices. This strategy game takes up to six players back to the Cold War era, with each player striving to attain world domination. In the game, you'll use skillful diplomacy to forge powerful alliances, research ground-breaking technologies to give yourself the decisive edge, dispatch secret agents to procure classified information about your opponents, participate in missions on behalf of the international community, and demonstrate your military power and conquer new areas. Thanks to the incorporation of a smart device in this design, LEADERS: A Combined Game enables a complex economy, involved research threads, and clandestine interactions with other players such as espionage or sabotage. ATTENTION: The "LEADERS" video game/app is required for playing!

Categorys
ElectronicExplorationSpies/Secret AgentsWargame

Mechanics
Action Queue
Area Majority / Influence
Area Movement
Dice Rolling
Events
Player Elimination
Secret Unit Deployment
Take That
Team-Based Game
Variable Player Powers
280.pngLincoln214+90 - 120 mins
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Lincoln is a fast-paced, light, two-player, card-driven strategy wargame set in the American Civil War that allows you to re-fight the entire American Civil War at a strategic level in under two hours. Game play uses point-to-point movement and area control, hidden army strengths, and decks of cards providing the command choices and luck; there are no dice. The Union and Confederate players each have their own card decks, reflecting the relative strengths and weaknesses of both sides. The Union player must do all the running to win the game by the time they have cycled through the Union card deck for the third time, having accumulated the required amount of victory points by capturing Confederate controlled areas, as well as squeezing the Confederate player with a naval blockade. The Confederate player must hold on and thwart the North's victory ambitions to win! Each time the decks are cycled, the Union player adds some better quality cards, becoming stronger as the game progresses, where as the Confederate player adds lower quality cards, becoming weaker. The underlying game mechanism is one of "deck destruction" rather than the more normal deck-building. Cards have multiple uses and can be recycled if used one way but during the course of the game you have to decide which cards are going to be permanently sacrificed from your deck cycle to allow you to build units.

Categorys
American Civil WarWargame

Mechanics
Area Majority / Influence
Hand Management
Point to Point Movement
125.jpgLine: The Skateboard Game2 - 46+15 - 30 mins
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In Line you are a professional skateboarder competing against your opponents to take the grand prize. Lay down the best tricks and sickest combos to increase your score, but make sure your tricks link together or you may bail and break your flow. Line is a card-laying game for 2-4 players based around combining cards for the highest score. Players draft for cards and place them in their Line, ensuring that the trick connects to both the current obstacle and their previous trick. Points are scored based on length of combos so clever trick choice is vital to make the winning Line. —description from the designer

Categorys
Card GameSports

Mechanics
Hand Management
Network and Route Building
Open Drafting
Pattern Building
Tile Placement
242.jpgLondon2 - 413+90 mins
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London lies devastated after the Great Fire of 1666. This is your opportunity to build a new city on the ashes of the old. It is up to you how you employ the talents of the people of London to this end. Will you favor the business classes, who will earn you money? Or would you prefer to spend more money than you can rightly afford on grand monuments and sumptuous palaces? You must also deal with the problem of rising poverty and how to employ the many paupers of the city. Throughout the game you will be forced to make tough decisions. To achieve one aim you must sacrifice another, which may open an opportunity for a competitor. London is a 2-4 player game with a playing time of approximately 90 minutes. Players select cards with varying powers of cashflow, victory points, and poverty penalties, and compete to manage them most efficiently. Nearly 250 years of progress is glimpsed in this game. Famous buildings and monuments of the era as well as engineering developments such as streetlights are illustrated on the cards. As with a lot of games, London is about scoring the most VPs. Players manage their hand, selecting cards to play into their building display by laying them out in a line. At some point a player will choose to run his city. They can activate their buildings in whatever order they prefer. The resulting actions can generate money and VPs, reduce poverty or have some other effect specified on the card. Some cards have an entry cost which must be paid before the action can be performed.

Categorys
City BuildingEconomic

Mechanics
Hand Management
Open Drafting
126.jpgLost Cities210+30 mins
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Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2019 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together. Scoring example 1: An expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 plus the initial -20. Scoring example 2: An expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, plus the initial -20, ×3 for the two multipliers, plus the 20-pt bonus for playing 8+ cards. Scoring example 3: An expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 plus the initial -20, ×2 for the multiplier.

Categorys
Card GameExploration

Mechanics
Hand Management
Push Your Luck
Score-and-Reset Game
Set Collection
127.jpgLost Cities: To Go28+20 mins
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Lost Cities has been around for ages, and now you can travel these expeditions in a handy portable format, with you once again needing to forge paths across the Himalayas, along volcanoes, under water, and through the rainforest or the desert — but beware of bandits who make for surprising turns! Each step you take in Lost Cities: To Go requires a tile in the color of the chosen expedition, but you can place tiles only if they're higher than what's been placed previously. Only by finding the right mix of tiles will you stay in front and win. This portable-format push your luck tile game is the Lost Cities equivalent to Keltis Mitbringspiel with the usual Lost Cities scoring rules and some additional ideas, including a storage where players may keep two tiles for a later use, some raid tiles that help discarding a few tiles and some extra actions provided by the lowest-numbered (2, 3, 4) tiles.

Categorys

Mechanics
Push Your Luck
Set Collection
243.jpgLost Galaxy: The Intergalactic Card Game2 - 48+10 - 15 mins
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Expand, protect, survive —In a galaxy far, far away, a cosmic catastrophe is looming. Soon, the sun will turn into an all-devouring supernova. Who will be able to evacuate the largest number of planets and ensure the survival of their fraction? Before you play Lost Galaxy: The Intergalactic Card Game, download and install the free Lost Galaxy app from your app store. Start the app and place your smartphone or tablet at the center of the table. Each player chooses one of the four factions: sirians, broods, cyborgs, or mechs. Shuffle the card stack and each player gets now five cards on his hand. Gameplay: The player in turn can play up to his 6 hand cards: He can place a planet card with #1 at a free spot (there are 8 free spots around the smartphone) He can place a planet card with one level higher or lower on an existing planet card stack He can evacuate a planet (card stack) by playing a space ship card He can destroy a part or the whole planet by playing a special card At the end of his turn the player fills up his cards on the hand up to 6 cards again. How to win: If the sun becomes a super nova (the app shows you that) you have to count the level of evacuated planet cards. The player with the most own evacuated planet levels win the game. Benefits of the app: Unpack and play - no need to read a rule book More action thank to special random events More diversity with fractions with special skills chosen via the app More fun due app updates with additional game content —description from the publisher

Categorys
FantasyScience Fiction

Mechanics
Hand Management
Take That
Variable Player Powers
220.jpgLost Ruins of Arnak1 - 412+30 - 120 minsAlready Requested
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On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the island's secrets. Lost Ruins of Arnak combines deck-building and worker placement in a game of exploration, resource management, and discovery. In addition to traditional deck-builder effects, cards can also be used to place workers, and new worker actions become available as players explore the island. Some of these actions require resources instead of workers, so building a solid resource base will be essential. You are limited to only one action per turn, so make your choice carefully... what action will benefit you most now? And what can you afford to do later... assuming someone else doesn't take the action first!? Decks are small, and randomness in the game is heavily mitigated by the wealth of tactical decisions offered on the game board. With a variety of worker actions, artifacts, and equipment cards, the set-up for each game will be unique, encouraging players to explore new strategies to meet the challenge. Discover the Lost Ruins of Arnak! —description from the publisher

Categorys
AdventureExplorationTravel

Mechanics
Deck, Bag, and Pool Building
Move Through Deck
Once-Per-Game Abilities
Open Drafting
Resource to Move
Solo / Solitaire Game
Turn Order: Progressive
Worker Placement
85.jpgLunch Money2 - 413+20 mins
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This card game simulates children (a little girl is featured on all cards) running around the playground beating up each other and stealing their lunch money. Once you get past the strange theme, there's a fun little game where players beat each other senseless with cards like 'Poke in the Eye', 'Uppercut', and 'Humiliation.' Not for the weak willed, this game is mean. The last player still standing wins. Re-implemented by: Beer Money Integrates with: Beer Money

Categorys
Card GameFighting

Mechanics
Hand Management
Take That
128.jpgLunch Money: Sticks and Stones2 - 812+10 mins
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This 55-card expansion set is designed to be mixed in with the original Lunch Money card game. New weapons like Chunk, basic attacks like Spank and Evil Eye, defenses like Backlash and Hide, and specialty cards like Tantrum, Cooties, and Wedgy make Lunch Money: Sticks & Stones a necessity for every Lunch Money fan. Expands Lunch Money

Categorys
Card GameExpansion for Base-gameFighting

Mechanics
Take That
245.jpgMaharaja3 - 58+240 mins
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Based on the highly successful Britannia, which dealt with the migrations of peoples into the British Isles from the Romans to the Normans, Maharaja employs much the same system, transferred to a different geography and time period. The map depicts the Indian sub-continent from the foothills of the Himalayas to the island of Sri Lanka (aka Ceylon, Serendib). The time period covered runs from the Aryan invasions of 1500 BC to the establishment of the British Raj in the mid-1800s. Re-published in French as Maharadjah by Descartes (with new box cover). Re-implements: Britannia

Categorys
AncientMedievalPike and ShotWargame

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Paper-and-Pencil
Variable Player Powers
40.jpgMapmaker: The Gerrymandering Game1 - 48+30 - 45 mins
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You are a mapmaker, which means you make maps… and determine who wins elections. You belong to a political party: Red Elephants, Blue Donkeys, Yellow Porcupines, or Green Leaves. Your only job? Make sure your party wins the next election. You get to redraw the districts. But so do the other mapmakers. Everyone starts with the same number of voters, spread across counties. Players each place four district borders per turn. When a district gets closed off, whoever has the most voters inside claims it. At the end of the game, the entire board will be sectioned into districts. The party with the most districts wins. If there’s a tie, the party with the most swing counties wins. You must scramble to draw the best lines first. Can you crack and pack voters? Can you scheme and strategize? Can you create unfair, lopsided, strangely shaped districts that will guarantee your party’s victory? Mapmaker: The Gerrymandering Game is fast to learn and fast to play. It’s full of surprises, maneuvers, and outmaneuvers. It’s a hands-on way to try out gerrymandering yourself. -description from designer

Categorys
Abstract StrategyPolitical

Mechanics
Area Majority / Influence
Enclosure
60.pngMars Horizon: Blast Off!1 - 49+60 - 90 mins
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An authentic, tactical yet fun card game about leading a space agency from its first rocket launch through to the first mission to Mars. In Mars Horizon: Blast Off! each player is aiming to complete the first crewed mission to Mars. To achieve this galactic task you run your own space agency and must make all the key decisions of what rockets to build, what missions to run, where to spend resources and what risks to take to make space-history. Will you be the first to successfully launch a satellite, to put the first person in space, to land on the moon or finally complete a crewed mission to Mars? Or will your family or friends get there first? The sky's the limit provided you’ve got the vision and the nerves that space exploration demands! Mars Horizon: Blast Off! Is easy to learn yet full of strategic challenges with plenty of risks and rewards. There is a whole new red planet to play for! Based on our many months of intense research for both this and our digital sister project (called ‘Mars Horizon’ too) and drawing from the support we’ve had from both the UK Space Agency and other space organisations, the game is as authentic as it can be while ensuring all the players will be having fun. —description from the publisher

Categorys
Card GameDiceEducationalSpace Exploration

Mechanics
Deck, Bag, and Pool Building
Income
Open Drafting
Race
Simulation
Stat Check Resolution
246.jpgMascarade2 - 1310+30 mins
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Who are you in Mascarade? Whoever you want to be...at least until someone else calls you out on it! Each character receives a face-down role card at the start of the game, and in a game with 4-5 players some role cards are placed in the center of the table. On a turn, you take one of three actions: 1) Announce your character: Claim the power of a certain character and take the associated action. You don't have to have that character card in front of you to take this action, but if someone else says that they're that character and reveals the card to prove it, that player takes the action instead while you lose one coin to the tribunal. 2) Swap cards or not: Take another player's character card along with yours, place them under the table, shuffle them around a bit, then give one card back to the other player while keeping one for yourself. You (presumably) know whether you changed characters and can have some idea of who you are now, but that other player might be in the dark. 3) Secretly look at your character: Look at your character card to make sure of who you are. Play continues until one player obtains 13 coins and wins — or until a player has lost all of their coins, in which case the player with the most coins wins. Mascarade includes more character cards than the number of players, so not all characters will be used in each game. The rules suggest that you use certain characters in your first games, but once you know the game, you can try many other distributions.

Categorys
BluffingCard GameMedievalParty Game

Mechanics
Hidden Roles
Memory
Variable Player Powers
247.pngMaskmen2 - 69+20 mins
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Welcome to the world of Pro Wrestling! You must win at any cost or face the wrath of your sponsors. This year there are six new wrestlers debuting, so go out and win some matches! Over the four seasons of maskmen, whoever has won the most points is the winner. In a round, players can play cards or pass on their turn. Players play 1-3 cards on their turn of the same type of wrestler (that hasn't already been played), to help resolve the strength of the wrestler. The faster you get rid of your cards, the better your chances of winning. As soon as you rid your cards you get to take the highest point token available, then the next player to go out gets the next token. Once there is only one player remaining, the round ends and that player gets the -1 token.

Categorys
Card GameSports

Mechanics
Ladder Climbing
Trick-taking
129.jpgMath Fluxx2 - 68+5 - 30 mins
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Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it's not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., "Plus Victory" lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!

Categorys
Card GameMath

Mechanics
Hand Management
Set Collection
108.jpgMedici: The Dice Game1 - 410+20 mins
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Medici: The Dice Game is a new design by Reiner Knizia that shares the setting and feel of his classic Medici board game, but using dice! Fast to learn and simple to play, Medici: The Dice Game is a dice-selecting, roll-and-write game. Over the course of three rounds, 2-4 players will fill their ships with the goods presented at the wharf. They will earn money for having the most valued loads, as well as for collecting majorities of the different goods. —description from the publisher

Categorys
DiceRenaissance

Mechanics
Open Drafting
Paper-and-Pencil
Set Collection
Solo / Solitaire Game
248.jpgMelee2 - 410+20 mins
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It is the dawn of a new year. The old king has just died childless, and the new succession must be decided before the end of this year. You are a local baron or countess with as good a claim as anyone else, so now is the time to grab the throne. Your peers understand only force, and your subjects understand only gold. Gather your men, pay your knights, and assert your claim. Everyone will recognize the strongest and richest as the rightful monarch. In Melee you want to be the first person to capture an opposing castle (at which point the game ends immediately) or to have the most land and gold at the end of the year. Money is tight, and gold is used in the game both to build new units and to attack. The more gold you have and spend on your troops, the more motivated they will be and the higher your probability of success. Each player starts the game with a Castle, one unit of foot soldiers, and 15 gold coins. The game begins with a drafting session in which you purchase units (soldiers, knights, camps and catapults) and bid on special abilities that will enhance your income, attack, or other options in the game. The game is then played over four turns (seasons), and in each turn players simultaneously choose one of three potential actions: (a) tax, (b) build new units, or (c) move and attack. Each turn ends with players collecting income. To attack, you move your unit into an occupied area, then secretly decide how much gold you will spend to motivate your troops. The defender then has to guess how much you have spent. If the defender guesses wrong, the attack succeeds; if the defender is correct, the attack fails and you lose your unit. Regardless of success you have spent your gold, so the tight trade-off that players have to assess is whether to be cheap with your men so that you can conserve gold for future builds and attacks, or be generous to increase your chances now but limit future options. The different abilities available in each game make for varied strategies and strong replayability as no two games are alike. After the initial strategic planning stage, Melee is fast and highly interactive. Beware as the game can end suddenly with a bold attack on an inadequately defended castle, making for a game that can be very nasty, brutish and short.

Categorys
BluffingMedievalTerritory BuildingWargame

Mechanics
Area Majority / Influence
Area Movement
Auction/Bidding
Simultaneous Action Selection
Take That
Variable Player Powers
130.pngMEOW2 - 68+20 minsAlready Requested
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MEOW is a card game by Reiner Knizia in which smart cats fight for food. A player must be wise and try to collect the best bowls, avoiding fishbones while trying not to break vases! Each game is divided into three rounds, and each round is divided into nine turns. On a turn, each player plays one cat card, then the player who played the most valuable card wins one award token. Keep in mind that not all awards are positive! At the end of the game, the player who collected the most points wins. —description from the publisher

Categorys
AnimalsCard Game

Mechanics
Hand Management
Trick-taking
221.jpgMicroMacro: Crime City1 - 412+15 - 45 mins
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Crimes have taken place all over the city, and you want to figure out exactly what's happened, so you'll need to look closely at the giant city map (75 x 110 cm / 29.5 x 43 inches) to find all the hidden information and trace the trails of those who had it in for their foes. MicroMacro: Crime City includes 16 cases for you to solve. Each case includes a number of cards that ask you to find something on the map or uncover where someone has gone or otherwise reveal information relevant to a case. The city map serves as a map in time as well as space, so you'll typically find people in multiple locations throughout the streets and buildings, and you need to piece together what happened, whether by going through the case card by card or by reading only the starting card in the case and trying to figure out everything that happened for yourself. Will you be able to answer all questions about the case without fail?

Categorys
DeductionMurder/Mystery

Mechanics
Cooperative Game
Deduction
Scenario / Mission / Campaign Game
Solo / Solitaire Game
132.jpgMunchkin Warhammer: Age of Sigmar3 - 612+60 - 90 mins
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The Eight Realms of Age of Sigmar form a new battleground for Munchkin players to explore in Munchkin: Warhammer – Age of Sigmar — and by "explore", we mean kill monsters and take their stuff, obviously. Munchkin: Warhammer – Age of Sigmar is compatible with Munchkin Warhammer 40,000 and its expansions.

Categorys
Card GameFantasyFighting

Mechanics
Dice Rolling
Hand Management
Take That
Variable Player Powers
249.jpgMythotopia2 - 413+60 - 120 mins
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Mythotopia is a deck-building game set in a medieval fantasy world that draws on the mechanisms found in A Few Acres of Snow with players customizing their personal card decks by drafting cards and expanding into provinces. The game board is composed of forty provinces, each with its own card. At the start of play, you receive a number of Province cards at random, then mark your initial positions with town pieces. Shuffle these Province cards with a set of five Initial cards to form your starting deck, then draw a hand of five cards. The game includes 27 Improvement cards, 16 of which are drawn and placed on display; these cards will be drafted during the game. Mythotopia has nine variable victory point (VP) cards, four of which are drawn at random for a game; place these cards on display with three fixed VP cards, then place a number of VP counters on each card. The fixed VP cards give points for building cities, roads and castles, while the variable ones may change the board situation by adding dragons, runestones and citadels. Alternatively they may grant VPs for controlling a certain number of sea areas, for successfully attacking other players, and for building cities/roads. As these VP cards vary from game to game, they alter the balance between developmental and aggressive play. On your turn, perform two actions, then refill your hand to five cards. Nine actions are possible, such as buying armies or ships (after starting with six armies and two ships), placing these armies or ships, drafting Improvement cards (for a cost of one gold), placing cards in reserve (to use them on a future turn), permanently removing cards from your deck, using a card for its specific action, and invading a neighboring province. To invade, you must play the Province card from which you attack as well as military cards and food; invading must be the first of your two actions, so if you're placing armies to prepare for an attack, opponents have the chance to prepare defenses. Three resources are used in Mythotopia: food to feed invading armies, stone to build cities, roads and castles, and gold to buy armies, ships and Improvement cards. Most provinces contain one resource type, and gaining that province gives you that resource. You can turn towns into cities, which increases the number of cards you can keep in your reserve. You can connect provinces with roads, which allows you to substitute one card for another on the same network in addition to moving armies freely between those provinces. Castles increase the defensive value of a province. All of these constructions (cities, roads, castles) give you victory points, as does taking control of a province. Additional points are available via the VP cards, with you taking VP counters when you meet the condition on a card. For example, building a road gives you two VPs, but if the "Roadside Inns" VP card is in play, then you can expend an extra gold to gain an additional VP. You can lose VPs if you lose control of a province, but you never lose VP counters. The game ends after four of the seven VP cards have been emptied, and the player with the most VPs wins.

Categorys
Card GameFantasyMedievalMythologyTerritory BuildingWargame

Mechanics
Area Majority / Influence
Deck, Bag, and Pool Building
Hand Management
Variable Set-up
250.jpgNapoleon Saga: Waterloo214+45 - 90 mins
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Napoleon Saga is a strategic card game for two players that lets them play the 1815 Belgium campaign battles opposing the French army to the coalition force. In this game, each player has two decks of cards that represent his army and his strategic plans. They deploy their starting troops on the board and alternate turns to defeat their opponent in one of two ways: Disbanding the opposing army by emptying their ranks. Reaching at least ten Victory points by defeating enemy units and completing secret objectives. You can recreate famous historical battles such as Quatre-Bras, Ligny, Waterloo or Wavre with the scenarios included in the two expansions, (the base game contains no scenarios), or you can change history by building your own armies with the deck-building aspect of the game.

Categorys
Card GameNapoleonicWargame

Mechanics
Action Points
Dice Rolling
Hand Management
Secret Unit Deployment
Simulation
136.jpgNo Thanks!3 - 78+20 mins
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No Thanks! is a card game designed to be as simple as it is engaging. The rules are simple. Each turn, players have two options: play one of their chips to avoid picking up the current face-up card pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card However, the choices aren't so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card. The first versions of the game supported up to five players, but a 2011 edition supports up to seven. This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo's international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.

Categorys
Card Game

Mechanics
Auction/Bidding
Closed Economy Auction
Increase Value of Unchosen Resources
Push Your Luck
Set Collection
121.jpgP'achakuna28+30 - 60 mins
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P'achakuna takes you on a journey in the heart of the Andes together with your most loyal friend — your llama. The game includes both black and white llamas, with you controlling one color and your opponent the other. White llamas move only through the green valleys, while black llamas scale the barren mountains. Whatever the color, however, you want to visit mountain villages to deliver the dye that they desire, ideally collecting dye for yourself along the way. In P'achakuna, each player starts with one llama of their color in the center of the board in the white village, with a white dye loaded on its back. The board is composed of hexagonal tiles that are either half valley/half mountain, two-thirds valley/one-third mountain, or vice versa. The tiles are extremely thick so that you can grab the mountain section of the tile and pluck it from the board. Six villages sit on the perimeter of the game board, each corresponding to one of the primary or secondary colors. Each village has a random demand tile in it that shows two colors, one in high demand and one in low demand; neither of these colors can match the color of the village. On a turn, you may first rotate one unoccupied tile; by paying two dye resources from your personal supply, you can rotate a second tile. You then must move each of your llamas at least one space, but you can move them further if you desire and if the terrain allows them to do this. You rotate tiles to create long paths of valley or mountain so that ideally your llamas can travel far with each move. If you move a llama into a village, you trade the dye on that llama. If the dye you carry isn't in demand in that village, you simply trade that dye for the dye from the village, say, green for yellow. If the dye is in demand, then you add 1-2 dye of that delivered color to your personal supply (depending on whether the demand is low or high), then you place a dye matching the color of that village on your llama. If you collect a color in your personal supply and don't have it in your scoring track, you can place it in your scoring track. No matter what, you replace the demand tile in that village, making sure the color of that village isn't on the demand tile. During a turn in a village, you can hand in four dye from your personal supply to acquire a new llama that is then placed in that village with a dye from that village on its back. Each llama moves on your turn, and you can have at most three llamas. As soon as you have one dye of each of the seven colors on your scoring track, you win. To hold the demand tiles, the game includes a handmade fabric bag from Bolivia and Peru, which supports the local community.

Categorys
AnimalsMazePuzzle

Mechanics
Hexagon Grid
Map Deformation
Modular Board
Network and Route Building
Pick-up and Deliver
Point to Point Movement
Tile Placement
76.jpgPandemic2 - 48+45 mins
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In Pandemic, several virulent diseases have broken out simultaneously all over the world! The players are disease-fighting specialists whose mission is to treat disease hotspots while researching cures for each of four plagues before they get out of hand. The game board depicts several major population centers on Earth. On each turn, a player can use up to four actions to travel between cities, treat infected populaces, discover a cure, or build a research station. A deck of cards provides the players with these abilities, but sprinkled throughout this deck are Epidemic! cards that accelerate and intensify the diseases' activity. A second, separate deck of cards controls the "normal" spread of the infections. Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win! The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game. Pandemic is the first game in the Pandemic series.

Categorys
Medical

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
Set Collection
Trading
Variable Player Powers
137.jpgPandemic: Fall of Rome1 - 58+45 - 60 mins
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At the height of its power, the Roman Empire held more than two million square miles of territory containing over a hundred million people. Throughout the centuries of its existence, the Empire brought major advancements in engineering, architecture, science, art, and literature. By the beginning of the 5th Century, decades of political corruption, economic crisis, and an overburdened military had exacted a severe toll on the stability of the Empire. This paved the way for severe incursions from aggressive barbarian tribes, leading to a decline from which Rome would not recover. Now citizens, soldiers, and allies of Rome must unite to protect the Empire. Combining the cooperative gameplay of Pandemic with innovative new mechanisms, Pandemic: Fall of Rome takes players back in history to the time of the world's greatest empire: Rome. A weakened military has left the borders open to invasion from countless tribes such as the Anglo-Saxons, Goths, Vandals, and Huns. As you march through the Roman Empire, you must recruit armies, fortify cities, forge alliances, and face off against the invading hordes in battle. Simply defending Rome is not enough; players must find a way to stop the incursions and find peace with their neighboring peoples. Players collect sets of matching-colored cards to forge an alliance with the different tribes. In doing so, they gain the ability to use cards matching the tribe to convert other members of that tribe into Roman soldiers, furthering their ability to hold the line against other invaders. Take on unique roles with special abilities to improve your team's chances to protect against the invaders. Work together, use your skills wisely, and stop the fall of Rome! Pandemic: Fall of Rome includes a solitaire mode in which the player takes on the burden of being the Emperor and commands three different roles to try to protect the city from the invading hordes. Players who want a more difficult game can try the "Roma Caput Mundi" challenge by adding more Revolt cards to the deck; they must also respect the law in Rome that Roman legions are not allowed in the city. —description from the publisher

Categorys
Ancient

Mechanics
Action Points
Cooperative Game
Dice Rolling
Events
Hand Management
Point to Point Movement
Set Collection
Solo / Solitaire Game
Variable Player Powers
251.pngPandemic: Hot Zone - Europe2 - 48+30 mins
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Pandemic: Hot Zone – Europe features the same nail-biting co-operative experience of Pandemic in which players win or lose together, but in a smaller form that you can take anywhere and play in a shorter amount of time. As members of an elite team, you use your character's unique abilities to treat cases, stop outbreaks, and research the cures. Discover all three cures in time to win! Add extra challenges with new mutation cards! —description from the publisher

Categorys
Medical

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
98.pngPandemic: Hot Zone - North America2 - 48+30 mins
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Disease threatens North America and only you can stop it! In Pandemic: Hot Zone – North America, players work together against the game to discover cures for three deadly diseases that threaten the continent. Travel to different North American cities to treat local populations, prevent outbreaks, and share research with your team. Can you discover the cures before it's too late? Hot Zone – North America is a shorter, more portable version of the best-selling cooperative game Pandemic.

Categorys
MedicalPrint & Play

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
Set Collection
41.pngPandemic: Iberia2 - 58+45 mins
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Welcome to the Iberian Peninsula! Set in 1848, Pandemic Iberia asks you to take on the roles of nurse, railwayman, rural doctor, sailor, and more to find the cures to malaria, typhus, the yellow fever, and cholera. From Barcelona to Lisboa, you will need to travel by carriage, by boat, or by train to help the Iberian populace. While doing so, distributing purified water and developing railways will help you slow the spread of diseases in this new version of Pandemic. Discover a unique part of the world during a historically significant time period: the construction of the first railroad in the Iberian Peninsula during the Spring of Nations. The game comes with two variants that can be added : Influx of Patients : the cubes, representing patients, will tend to flock to hospitals to try to get cured. Hospitals also are a bit more powerful. Historical Diseases : instead of being generic, each disease has a specific power to better represent what it is (Malaria, Cholera, Yellow Fever etc.) Part of the Pandemic series.

Categorys
MedicalPost-NapoleonicTrains

Mechanics
Action Points
Cooperative Game
Hand Management
Network and Route Building
Point to Point Movement
Set Collection
Solo / Solitaire Game
Trading
Variable Player Powers
61.jpgPandemic: In the Lab1 - 68+45 - 60 mins
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In Pandemic: In the Lab, the second expansion for Pandemic, you will use a new game board that allows you to move the pawns in a laboratory. The goal of this activity is the same as in the base game – finding cures for diseases – but this time in a new way. Behind sealed bio-hazard doors, scientists race against time to sequence diseases, take samples, and test cures. Pandemic: In the Lab includes four new roles, new Virulent Strain events, and a Worldwide Panic Mutation scenario. Players can compete individually or on rival teams (when playing with four or six players). Can your team work together in the lab to save humanity? Pandemic: In the Lab requires the base game. Two of the 3 scenarios also require Pandemic: On the Brink to play. Part of the Pandemic series.

Categorys
EnvironmentalExpansion for Base-gameMedicalScience Fiction

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
Set Collection
Solo / Solitaire Game
Team-Based Game
Trading
Variable Player Powers
138.jpgPandemic: On the Brink2 - 58+45 mins
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Pandemic: On the Brink includes new event cards, new role cards, rules for five players, and optional game challenges to increase the difficulty of the Pandemic base game. These new challenges, which can be used individually or combined for even more difficult play, are as follows: The Virulent Strain challenge makes one disease become particularly deadly in unpredictable ways. The Mutation challenge adds a fifth (purple) disease that behaves differently than the original four. The Bio-Terrorist challenge pits one player against the others! Part of the Pandemic series.

Categorys
EnvironmentalExpansion for Base-gameMedicalScience Fiction

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
Secret Unit Deployment
Set Collection
Team-Based Game
Trading
Variable Player Powers
139.jpgPandemic: Rising Tide2 - 58+45 minsAlready Requested
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It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea, but this system is no longer enough. In Pandemic: Rising Tide, it is your goal to avert tragedy by constructing four modern hydraulic structures in strategic locations that will help you defend the country from being reclaimed by the ocean. Storms are brewing and the seas are restless. It will take all your guile to control the flow of water long enough to usher in the future of the Netherlands. It's time to get to work. Containing the water that threatens to consume the countryside is your greatest challenge. Water levels in a region are represented by cubes, and as the water containment systems currently in place begin to fail, more water cubes are added to the board. With water levels constantly on the rise, failure to maintain the containment system could quickly lead to water spilling across the board. To successfully build the four hydraulic structures needed to win a game of Pandemic: Rising Tide, you must first learn to predict and manipulate the flow of water. Failing to maintain safe water levels throughout the country can bring you perilously close to failing your mission. Fortunately, water can be corralled by a strategically placed dike or slowed by pumping water out of a region. Correctly identifying and intervening in at-risk areas can get you one step closer to victory.

Categorys
Environmental

Mechanics
Action Points
Area Movement
Cooperative Game
Hand Management
Set Collection
Solo / Solitaire Game
Trading
Variable Player Powers
86.pngPandemic: State of Emergency2 - 413+45 mins
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Saving the world just got a little bit harder in Pandemic: State of Emergency, an expansion for Pandemic that offers three new challenges: The Hinterlands Challenge, in which the diseases spread from animals to humans. The Emergency Events Challenge, in which unpredictable events have nasty effects on the game. The Superbug Challenge, in which a fifth disease that cannot be treated threatens the world! To fight off this threat, you must first find its cure, using quarantines to stop the spread of disease in the meantime, then produce vaccine doses. You must eradicate the superbug disease to win. This is NOT for the faint of heart... Part of the Pandemic series.

Categorys
EnvironmentalExpansion for Base-gameMedical

Mechanics
Action Points
Cooperative Game
Hand Management
Point to Point Movement
Set Collection
Trading
Variable Player Powers
284.jpgParthenon: Rise of the Aegean3 - 612+120 mins
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Parthenon: Rise of the Aegean immerses you in an exciting, competitive world filled with aggressive trading, perilous voyages, and the construction of grand monuments. "Parthenon" is a game of commerce for 3 - 6 players set in the islands of the Aegean Sea. The time is 600 B.C., and mainland Greece stands on the threshold of glory. The Aegean Islands now attempt to share in that glory and to thrive in an increasingly profitable (and dangerous!) world. Each player strives to develop his island by building additional villages, workshops, and advanced structures such as fortresses, shrines, and academies. The first player to complete all of the structures on his or her island, including two Great Wonders, wins the game!

Categorys
AncientCity BuildingCivilizationEconomicMythologyNauticalNegotiationTransportation

Mechanics
Pick-up and Deliver
Set Collection
Trading
Voting
252.jpgPaths of Glory214+480 mins
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(from GMT Games' website:) They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War. Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful 'place in the sun.' As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war 'to end all wars.' Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I. Components: 316 full-color die-cut counters: 176 5/8” die cut counters 140 1/2” die cut counters One 22x34" full-color mapsheet showing most of Europe and the Near East 110 Strategy Cards 32-page Rule Book including sample game replay (21 pages of actual rules) Two Player Reference Cards DESIGNER: Ted Raicer DEVELOPER: Andy Lewis ART DIRECTOR: Rodger B. MacGowan MAP ART: Mark Simonitch CARDS & COUNTER ART: Mark Simonitch (BGG description:) Following in the footsteps of We the People, Hannibal: Rome vs. Carthage, Successors (First/Second Edition), and For the People, Paths of Glory utilizes a similar card-driven system. The game covers WWI from its outbreak to American intervention and spans all of Europe and the Middle East. Not only is the game innovative, but it also plays fast, usually within just an evening. While the game itself has all of the normal expectations of a wargame, with various units, CRT charts and period chrome, at heart the game rests within the card play. Players are given a hand of cards to play out six sub-phases of a turn. Each sub-phase allows for the use of a card or a pass with a minimal movement of units. Each card has four possible uses: operational movement, strategic movement, special events, and replacement points. The cardplay forces players to constantly make tough decsions as they feel that they need to do a little bit of everything but they can only do one thing at a time. How you play your cards will decide to a large degree the outcome of the war.

Categorys
WargameWorld War I

Mechanics
Campaign / Battle Card Driven
Dice Rolling
Point to Point Movement
253.jpgPendragon: The Fall of Roman Britain1 - 416+60 - 360 mins
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From GMT's website: Volume VIII in GMT’s COIN Series transports us into the 4th and 5th Centuries A.D. and to the embattled Isle of Britannia. Pendragon – The Fall of Roman Britain covers a century of history from the first large-scale raids of Irish, Pict, and Saxon raiders, to the establishment of successor kingdoms, both Celtic and Germanic. This sumptuous volume adapts the celebrated asymmetrical COIN engine to depict the political, military, religious, and economic struggles of Dark Ages Britain. Pendragon leverages the tremendous flexibility of the COIN system, from dual events to dissimilar approaches and victory conditions, to capture the complexity of the period and let the players explore alternative narratives. Unlike earlier volumes, Pendragon is not about counterinsurgency per se, but focuses on the asymmetrical clashes between and among Romano-British authorities and Barbarian powers gnashing over the carcass of the Roman Empire, including: Barbarian Raiders plundering the land and trying to surprise unwary towns and hillforts, then melting into hills or fens. Expansion or decline of the Saxon Shore naval defense system to counter sea-borne raiders. Authentic Late-Roman military doctrine—mighty but hard-to-replace cavalry tracking down raiding parties before they can return their booty home. Accessible, powerful but fickle Foederati: barbarian warbands in Briton employ. Nuanced battle system representing troop qualities and tactics. Fortified strongholds that must be assaulted, besieged, or rebuilt to gain regional political control. Civil wars, coups, religious shifts, and cultural assimilation. Population movements over the generations, due to good administration, barbarian ravages, or climatic changes. Epochal Events ranging from Roman usurpations on the continent to massive reprisals against barbarian homelands. Evolution of rules and victory conditions throughout the game, as the still vivacious Roman Empire may or may not end with Britain fragmented among competing semi-barbarian proto-kingdoms. A deck of 83 cards with gorgeous commissioned original art. Short, medium, and full-length scenarios Support for solitaire, 2-player, 3-player and 4-player experiences. Each faction in Pendragon brings specific capabilities and challenges: The Dux represent the original Roman Army in Britannia: with the most powerful units in the game and a network of strong fortresses ringing the island and tied by efficient roads, you must strive to preserve the stability and prosperity of the provinces and punish any interloper daring to challenge the peace. If you can build up your prestige and maintain order, you may be able to keep the island in the Empire, or at least united in a new post-Roman power. You can rely on the civilian militia to assist you, but—as your peerless cavalry dwindles—you must resort to the traditional Roman offer to barbarians of land for service in your forces as Foederati. As the decay of institutions conspires with the scheming of feckless civilians and the marauding of restless barbarians, you may find that the dream of Empire is dead. If so, with your once proud Army little more than another group of warlords, you still can strive to carve for yourself the most powerful kingdom alongside your new rivals. The Civitates represent the Romanized aristocracy ruling the ancient Celtic tribes from lavish villas and prosperous Roman towns, chafing under the distant authority (and taxes) of Rome, mistrusting the uncultured and semi-Barbarian army, and yearning to settle century-old accounts with their neighbors. When the Barbarian storm comes down upon your island, you may find yourself woefully unprepared to cope—materially or culturally—and presented with a fundamental choice: strive to protect your lands, wealth, and way of life via the despised Army and untrustworthy Foederati, or sacrifice Roman comforts to face down the Barbarian challenge militarily and culturally through a return to Celtic traditions. The Saxons represent various Germanic groups including Angles, Jutes, Frisians, and Franks who harried, settled, and eventually took over swaths of Britain. As outsiders, you face a steep challenge just to come ashore against the might of the Roman army and navy. You will chip away at the Saxon Shore system, ravage the provincial economy to weaken the Britons’ capability to wage war, and see some of your best warriors serve as Foederati (often against yourself), but recognize that the more Saxons living on the island—whoever their paymaster—the more opportunities for advancing your nation. Eventually, you must secure footholds, perhaps in the marshy fens of the eastern seaboard that so resemble your homelands, in order to wield your considerable military potential and challenge the old masters of these rich lands to create England. The Scotti, named for the marauding groups of Irish raiders, also represent those Celts native to the island of Britain who differed from the romanized Civitates by remaining true (or reverting back) to the old ways. Often, the boundary between the two groups was porous... The biggest such group eventually formed the northern nation of the Picts, forebears of modern Scotland. As the Scotti, you see the disintegration of Roman Britain as an opportunity not so much to expand as to seize riches and renown to assert yourself at home. Raid ceaselessly, surprise and plunder poorly protected communities, kidnap for ransom, and show your military prowess against your unfortunate neighbors across the Irish Sea and Forth-Clyde isthmus… Then establish bases strategically along the enemy shores and entreat local hill tribes to reject post-Roman authority. But beware that your very advances will help give rise and limit your ability to grapple new powerhouses on the island! Components: See Wiki below. Players: 1-4 (includes full solitaire system) Map: Area Movement Timescale: about 15 years per campaign between Epoch cards Designer: Marc Gouyon-Rety Developer and Series Creator: Volko Ruhnke

Categorys
AncientMedievalPoliticalWargame

Mechanics
Action/Event
Alliances
Area Majority / Influence
Area Movement
Dice Rolling
Events
Income
Simulation
Solo / Solitaire Game
Variable Player Powers
Variable Set-up
254.jpgPericles: The Peloponnesian Wars1 - 412+45 - 360 mins
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Pericles is a four player 'sandbox' design that covers the period from 460 BC to 400 BC. The players each represent one of two Athenian or Spartan factions. The game has a political and a war phase. During the war phase the players are US versus THEM. During the Political Phase it is ME versus YOU (Athenian faction versus Athenian faction and Spartan king versus Spartan king). The City State (Athens or Sparta) that gains the most Honor wins the war and the faction on the winning side with the most Honor wins the game. There are over twenty scenarios that cover portions of the war with playing times from 30 minutes (mini Theater scenario), 45 minutes (6 years of the war), 90 minutes (a decade of war), and then there are the three long scenarios that cover the 1st Peloponnesian War, 2nd Peloponnesian War plus the Campaign game. There are rules for 3 player, 2 player, and solitaire play.

Categorys
AncientPoliticalWargame

Mechanics
Area Majority / Influence
Dice Rolling
Hand Management
Point to Point Movement
Simulation
Simultaneous Action Selection
Solo / Solitaire Game
142.jpgPhotosynthesis2 - 410+30 - 60 mins
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The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Sow your crops wisely and the shadows of your growing trees could slow your opponents down, but don't forget that the sun revolves around the forest. Welcome to the world of Photosynthesis, the green strategy board game!

Categorys
Abstract StrategyEconomic

Mechanics
Action Points
Area Majority / Influence
Bias
End Game Bonuses
Hexagon Grid
Income
Turn Order: Progressive
143.jpgPickomino2 - 78+20 mins
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In Pickomino, two to seven players, ages 8 and up try to obtain fried worms for their chickens, so that they don't go hungry. Of course, anyone who doesn't manage to grab a worm off of the grill can help himself to those of his opponents. This fast-paced game by Reiner Knizia is, like Hick Hack im Gackelwack, a gambling game in the finest chicken tradition." Each turn players roll their dice and set aside all those matching any single value. The remaining dice are rolled and any value is set aside again until the player stops and takes a tile or busts and puts their last tile back. When a player busts and fails to take a tile they must also turn the highest tile face-down. Interestingly, the German edition from Zoch has English rules in the box. The Dutch edition is part of the Jakkie & Bak Collection The German edition is part of The Chicken Family of Zoch.

Categorys
AnimalsDice

Mechanics
Dice Rolling
Push Your Luck
Re-rolling and Locking
42.pngPlanet2 - 48+30 - 45 mins
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The spark of life is about to jump from your hands to spread out in the world. Deploy your mountain ranges and your deserts, spread out your oceans and your glaciers. Handle wisely your continents to form environments suitable for the apparition of animal life and maybe you'll manage to create the most densely populated planet! In Planet, each player receives a planet core without anything on it. Each turn, players choose a tile with mountain/ice/forest/desert on it and place it on the planet. Then the player who fulfills the most conditions for the appearance of certain animals gains its card. —description from the publisher

Categorys
EnvironmentalPuzzleScience Fiction

Mechanics
Open Drafting
Tile Placement
Turn Order: Progressive
144.pngPocket Mars1 - 410+15 - 30 mins
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For a long time now, Earth hasn't been a perfect place to live. You are one of the architects sent to Mars. Your objective is to set up an infrastructure for the first colonists who would arrive on the red planet and start a new chapter for mankind. Pocket Mars is a fast paced and wildly dynamic card game but don't let the short playthrough time fool you. It's a heavy weight filler! A compressed and easy to understand set of rules, combined with cards that you can play in more than one way is what makes this game great! Fifteen minutes is all it takes for you and your friends to set out on an exciting adventure in space! In the world of big games about Mars everybody should have one that fits in their pocket. Your goal is to place as many colonists as you can in the buildings of your Mars settlement. To do so, you will need to choose carefully how and when to play your cards. The way you trigger actions on your cards is the heart of the game. Everything depends on where you play them from, which is the game's main strategic element. You could play a project card straight from your hand and trigger its effect instantly or turn it into a module and play it from your preparation zone. This will let you add it to one of the five buildings in your settlement, trigger an action sequence and transport your colonists to Mars – a sure way to put a spanner in the works of your competition. Each card's set of various actions combined with the buildings' unique properties leaves you with a number of small but substantial decisions: − Where to put your card. − Where to play your card from. − What action sequence will give you the most possibilities within a given turn. What's more, anyone can activate an action from a module placed in one of the buildings by another player and share its effects. Pocket Mars may be a small game but MichaÅ‚ JagodziÅ„ski sure stuffed it with a lot of options that will have an impact on the survival of our civilization! :)

Categorys
Card GameScience FictionSpace Exploration

Mechanics
Area Majority / Influence
Hand Management
Solo / Solitaire Game
145.jpgPotato Pirates3 - 67+20 - 45 mins
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Potato Pirates is a lethal combination of potatoes, programming, and piracy rolled into an epic card game. Roast, mash, or fry your opponents and send them down to Davy Jones' locker — but before you can reign terror on the high seas, you have to first master the art of potato war. Use programming concepts such as functions, loops, and conditionals to fortify your attacks. If that's not enough, you could just loot and hijack your way to victory by saving Potato King from the deadlock of doom. When in need, summon the Kraken to your aid and deny everything...

Categorys
AdventureChildren's GameNauticalParty GamePirates

Mechanics
Action Queue
Player Elimination
148.pngPotato Pirates: Enter the Spudnet2 - 610+30 - 60 mins
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Potato King had been saved from the deadlock of doom and the Potato Pirates crew were on the lookout for a new adventure. At the same time, the spudnet spread throughout the entire Carbobbean Sea, connecting all the ports, making it the preferred mode of delivering goods. Keen to explore the uncharterd territories of the Carbobbean Seas, the crew grew their shipping network and their fleets, winning the potato folk over with their spudtastic delivery service. Competition soon went from stiff to ugly when other Potato Pirate fleets started their own spudnet delivery service, forming six fiercely competitive factions. Now it is your task to monopolize the spudnet (and please Potato King). Set up your warehouses, dispatch ships and fulfill orders. Watch out for your competitors using their special abilities to get the upper hand or sabotage your fleet. After all, piracy never dies and crime always pays. —description from the designer

Categorys
Children's GameDiceEducationalNauticalParty GamePiratesTransportationTravel

Mechanics
Action/Event
Card Play Conflict Resolution
Different Dice Movement
Multiple Maps
Open Drafting
Player Elimination
296.jpgPower Grid2 - 612+120 mins
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Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence. The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities. However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment. Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes. Power Grid FAQ - Please read this before posting a rules question! Many questions are asked over and over in the forums... If you have a question about a specific expansion, please check the rules forum or FAQ for that particular expansion.

Categorys
EconomicIndustry / Manufacturing

Mechanics
Auction/Bidding
Auction: Turn Order Until Pass
Catch the Leader
Income
Market
Network and Route Building
Turn Order: Stat-Based
255.jpgPrinces of the Renaissance3 - 612+180 mins
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Princes of the Renaissance is set in Renaissance Italy. Each player takes on the role of one of the minor Condottiere princes, such as the Gonzagas or d'Estes. Then there are the big five major cities: Venice, Milan, Florence, Rome, and Naples. These are not controlled by individual players, but players will gain 'interests' in them as the game progresses. Each city has six tiles, most of which represent a famous character such as Lucrezia Borgia or Lorenzo Medici. Each tile has its own special properties that are linked to the character on the tile. Thus Cesare Borgia will help you to become more treacherous, while a Venetian merchant will increase your income. These tiles are also worth victory points, depending on the status of the city at the end of the game. A city's status will change as a result of war. When two cities fight, they will each need a Condottiere to fight for them. Players bid, using influence points, to decide who will represent each city. The outcome of the war will depend on a little luck and the size of each player's army. Each player also gets paid for fighting, no matter what the outcome of the war is. Thus players can turn influence into gold, which in turn can be used to buy more City tiles. No game on the Italian Renaissance would be complete without an element of treachery. Players can be openly treacherous by buying Treachery tiles, which will allow them to do nasty things like steal influence, bribe troops, or knock players out of an auction. However, the game allows players to be devious in other ways, that still remain legal. Making sure that a war goes the way you want it to is an important part of the game, and it is not always the player with the best army who ends up fighting. Want a city to lose, well become Condottiere for them and make sure you have a really bad army, or use Treachery tiles to bribe your own troops not to fight. At some point some player will become the Pope, which means he can form a Holy League (i.e. join one side in a battle). Want to make sure the Pope is on the 'right' side, well why not bribe him? What players negotiate over is up to them. The game does not force negotiation and works perfectly well without it, but it remains an avenue for players to explore.

Categorys
EconomicNegotiationRenaissance

Mechanics
Area Majority / Influence
Auction/Bidding
Dice Rolling
Variable Player Powers
222.jpgPuerto Rico3 - 512+90 - 150 mins
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In Puerto Rico, players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings. Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons. The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists. During each round, players take turns selecting a role card from those on the table (such as "Trader" or "Builder"). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the "Builder" role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game. Puerto Rico uses a variable phase order mechanism in which a "governor" token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action. Players earn victory points for owning buildings, for shipping goods, and for manned "large buildings." Each player's accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game. In 2011 and mostly afterwards, Puerto Rico was published to include both Puerto Rico: Expansion I – New Buildings and Puerto Rico: Expansion II – The Nobles. These versions are included in the other game entry Puerto Rico (with two expansions), not this regular game entry for Puerto Rico. Some editions of Puerto Rico list the player count as 2-5 instead of 3-5, and they include variant rules for games with only two players.

Categorys
City BuildingEconomicFarming

Mechanics
Action Drafting
End Game Bonuses
Follow
Hidden Victory Points
Increase Value of Unchosen Resources
Turn Order: Progressive
Variable Phase Order
109.jpgPulsar 28492 - 414+60 - 90 mins
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It is the year 2849, and humanity has harnessed the power of the pulsars. Now we must find a way to distribute this power throughout the stars. In this Euro-style game, players explore space, claim pulsars, and discover technologies that will help them build energy-distribution infrastructure on a cosmic scale. Dice are used to purchase actions, and players choose their dice from a communal pool. There are many paths to victory so you can blaze your own trail to a bright future. Draft dice to explore the universe in Pulsar 2849. Game is only 8 rounds long. Each round, roll dice based on the number of players, sort them based on their values, then draft dice to take actions. Possible actions â–¡ Fly your survey ship â–¡ take a Gyrodyne â–¡ Develop a Pulsar â–¡ Build one or more energy transmitter vectors â–¡ Patent a technology â–¡ Buy a dice modifier â–¡ Complete a special project in your HQ and unlock Gate Run Players score points each round based on what they've discovered and explored, and everyone has common goals that they want to achieve.

Categorys
DiceScience FictionSpace Exploration

Mechanics
Dice Rolling
Open Drafting
Point to Point Movement
Variable Player Powers
Worker Placement with Dice Workers
285.jpgQuartermaster General2 - 612+90 mins
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Quartermaster General is a fast-paced game that puts you in command of the major powers of the Second World War. In the game, supply is crucial to keep your armies and navies fighting; destroy your enemies' supply lines and their forces will surrender! During play, you control one or more countries on either the Axis or Allied team and try to score as many victory points (VPs) for your team as you can through the use of cards or by occupying the starred supply spaces. Each major power has a unique set of cards with which to marshal its forces, which are represented by wooden army and navy pieces. After twenty rounds of play, the team with the most VPs wins. Note: The French edition of Quartermaster General, known as Quartermaster, includes the Quartermaster General: Air Marshal expansion that is sold separately in the English edition.

Categorys
WargameWorld War II

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Hand Management
Team-Based Game
286.jpgQuartermaster General: 19142 - 512+90 - 120 mins
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Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years. In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead. The game ends after 17 rounds of play, or earlier if one side has a commanding lead. —description from the publisher

Categorys
WargameWorld War I

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Chaining
Deck, Bag, and Pool Building
Hand Management
Open Drafting
Team-Based Game
287.jpgQuartermaster General: Air Marshal2 - 612+0 - 90 mins
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Quartermaster General: Air Marshal adds two entirely new mechanics to Quartermaster General. Bolster cards are played directly from your hand at a time specified on the card, adding a whole new element of surprise and challenge to the game. Your Air Forces provide an additional dimension to battle. Air Force pieces are deployed to the board through play of a Deploy Air Force card. Once in play, Air Forces may support Army or Navy units in the same space and apply additional pressure to adjacent enemy pieces.

Categorys
Expansion for Base-gameWargameWorld War II

Mechanics
Area Majority / Influence
Hand Management
Team-Based Game
288.jpgQuartermaster General: Alternate Histories2 - 612+60 - 120 mins
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Description from the publisher: Quartermaster General: Alternate Histories is the second expansion for Quartermaster General, the critically acclaimed fast-playing World War II game. With Alternate Histories, the forces of France and China are added as supporting Allied powers, with pieces all their own, plus over one hundred new and updated cards to add even more variety to your game!

Categorys
Expansion for Base-gameWargameWorld War II

Mechanics
Area Majority / Influence
Campaign / Battle Card Driven
Hand Management
Team-Based Game
256.jpgQuartermaster General: The Cold War3 - 614+90 - 120 mins
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The Quartermaster General series goes nuclear! Quartermaster General: The Cold War depicts the struggle between the aspirations of the Soviet Bloc, the West, and the Non-Aligned nationalist independence movements throughout the developing world. You will play a Bloc of nations: the Soviet Bloc, the Western Bloc, or the Non-Aligned Bloc. Each Bloc is considered an enemy to each other Bloc, even if players decide to cooperate temporarily to preserve the balance of power. Each of the three Blocs may be played by one or two people, depending on the number of players. On your turn, you’ll play cards to unfold a narrative of the Cold War, as it might have been. You may decide to use military force when espionage fails – but escalating tensions will reduce the penalty your enemies pay to use their WMDs in retaliation! —description from the publisher

Categorys
Modern WarfarePoliticalWargame

Mechanics
Area Majority / Influence
Hand Management
257.jpgQueen's Architect2 - 410+60 mins
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In Queen's Architect, you're in demand all over the realm! Villages, monasteries, and towns need your help to construct important buildings and establishments. Assume the role of an architect and assemble a competent band of craftsmen. Raise buildings and assist the people with small repairs or farm work. The Queen will reward you with her appreciation and with coins. Gain the privilege of constructing the new royal palace, and you will win the game as the land's most successful architect!

Categorys
Medieval

Mechanics
Point to Point Movement
Rondel
Set Collection
Worker Placement
258.pngQueendomino2 - 48+25 mins
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Description from the publisher: Build up the most prestigious kingdom by claiming wheat fields, forests, lakes, grazing grounds, marshes, and mountains. Your knights will bring you riches in the form of coins — and if you make sure to expand the towns on your lands, you will make new buildings appear, giving you opportunities for new strategies. You may win the Queen's favors ... but always be aware of the dragon! Queendomino is a game completely independent from Kingdomino, while offering a choice of more complex challenges. Two to four players can play Queendomino independently, but also in connection with Kingdomino, allowing for games with 7x7 grids for four players, or for up to six players if you stick to 5x5 grids.

Categorys
City BuildingFantasyMedievalTerritory Building

Mechanics
Enclosure
Open Drafting
Tile Placement
Variable Phase Order
43.pngRailroad Ink: Blazing Red Edition1 - 68+20 - 30 mins
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In the multiplayer puzzle game Railroad Ink, your goal is to connect as many exits on your board as possible. Each round, a set of dice are rolled in the middle of the table, determining which kind of road and railway routes are available to all players. You have to draw these routes on your erasable boards to create transport lines and connect your exits, trying to optimize the available symbols better than your opponents. The more exits you connect, the more points you score at the end of the game, but you lose points for each incomplete route, so plan carefully! Will you press your luck and try to stretch your transportation network to the next exit, or will you play it safe and start a new, simpler to manage route? Railroad Ink comes in two versions, each one including two expansions with additional dice sets that add special rules to your games. The Blazing Red Edition includes the Lava and Meteor expansions. Try to confine the lava coming from the erupting volcano before it destroys your routes, or deal with the havoc brought by the meteor strikes and mine the craters for precious ore. These special rules can spice up things and make each game play and feel different. Each box allows you to play from 1 to 6 players, and if you combine more boxes, you can play with up to 12 players (or more). The only limit to the number of players is the number of boards you have!

Categorys
DiceTrains

Mechanics
Bingo
Connections
Dice Rolling
Line Drawing
Network and Route Building
Paper-and-Pencil
44.pngRailroad Ink: Deep Blue Edition1 - 68+20 - 30 mins
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In the multiplayer puzzle game Railroad Ink, your goal is to connect as many exits on your board as possible. Each round, a set of dice are rolled in the middle of the table, determining which kind of road and railway routes are available to all players. You have to draw these routes on your erasable boards to create transport lines and connect your exits, trying to optimize the available symbols better than your opponents. The more exits you connect, the more points you score at the end of the game, but you lose points for each incomplete route, so plan carefully! Will you press your luck and try to stretch your transportation network to the next exit, or will you play it safe and start a new, simpler to manage route? Railroad Ink comes in two versions, each one including two expansions with additional dice sets that add new special rules to your games. The Deep Blue Edition includes the Rivers and Lakes expansions. Increase the difficulty by adding the River route into the mix, or use the Lakes to connect your networks by ferry. These special rules can spice up things and make each game play and feel different. Each box allows you to play from 1 to 6 players, and if you combine more boxes, you can play with up to 12 players (or more). The only limit to the number of players is the number of boards you have!

Categorys
DiceTrains

Mechanics
Bingo
Connections
Dice Rolling
Line Drawing
Network and Route Building
Paper-and-Pencil
Solo / Solitaire Game
259.jpgRaise Your Goblets2 - 128+20 - 45 minsAlready Requested
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Have you felt the thrill of the struggle between life and death, sitting at the same table with your worst enemy and an unreasonable amount of poison? Don’t forget to bring some antidote when playing Raise Your Goblets! In Raise Your Goblets, players take the roles of nobles at a banquet, each one with their own agenda of personal vendetta. Each player has wine, poison and antidote tokens they can pour into the goblets, trying to poison their enemies while staying alive themselves! Each noble also has a special ability that allows them to bend or even break a rule. In more detail, each character has a plastic goblet, and each goblet is primed in secret at the start of the round with either wine, poison or antidote. On a turn, you take two actions, with actions being to peek inside your goblet, rotate all goblets left or right, swap your goblet with someone else's, or secretly add one of your wine, poison or antidote tokens to any goblet. Once someone has "served" all of their wine, they can call a toast on their turn instead of doing anything else. Each player, including the toaster, takes one more action, then everyone drinks. If you have more poison than antidote, you die. What's your goal in doing all of this? Well, at the start of a round you are given a target to kill, and everyone knows who is targeting whom. If at the end of a round, your target is dead, you score 1 point; if you're alive, you score 1 point; if both of these things are true, you score a bonus point (3 total). Also, whoever has the most wine in their cup scores 1 point. If someone has died, they receive a new noble card, and at the end of three rounds, whoever has scored the most points wins.

Categorys
DeductionHumorMemoryParty Game

Mechanics
Hand Management
Memory
Team-Based Game
Variable Player Powers
260.jpgRelic2 - 414+180 mins
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Relic is a board game in which two to four players each assume the role of a powerful hero from the Warhammer 40,000 universe and bravely venture forth to shield the Antian Sector from certain doom. By completing missions and defeating enemies, characters compete to gain rewards and experience, furthering their chance of being the first to defeat whatever evil lies beyond the Warp rift. Building on the foundations of the Talisman system, Relic is an adventure game in which seemingly straightforward choices mask scores of possibilities. For those who haven't played the classic fantasy adventure game Talisman, this means that on each turn, a player rolls a single six-sided die before moving his playing piece that number of spaces clockwise or counter-clockwise around the region (outer, middle, or inner) of the board it currently occupies. That player then draws a card or cards to see what he's encountered, pitting his heroic persona against foul enemies, dangerous locations, and fantastic strangers. And all the while, these intrepid heroes rise in power, as they work their way toward the ultimate goal at the center of the board. —description from the publisher

Categorys
AdventureExplorationScience FictionSpace Exploration

Mechanics
Dice Rolling
Roll / Spin and Move
Variable Player Powers
262.jpgRevolution!3 - 413+60 mins
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Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution! Secretly bid against your opponents to gain victory points, control territories (worth victory points at the end of the game) and collect more Gold, Blackmail, and Force tokens for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for points – and where to back away and let your opponents fight – is the key to victory. Whoever has the most victory points at the end of the game wins. It's a game of bluff, counter-bluff, and surprise! Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and also provide a handy rules reference during the auction. Brightly-colored wooden blocks allow players to see, at a glance, who controls which colonial-themed territories. Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game lets players find new strategies and tactics. Get ready for Revolution!

Categorys
BluffingDeductionPolitical

Mechanics
Area Majority / Influence
Auction/Bidding
Multiple-Lot Auction
Simultaneous Action Selection
264.jpgRise of the Necromancers2 - 513+45 - 120 mins
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Are you evil? Maybe just a little? Then unleash your most wretched forces and seize power! To become the Necromancer King, you have to master dark magic, raise an army of undead minions, explore festering dungeons, and research ancient artifacts and spells. Rise of the Necromancers is an evil strategy game for 2-5 players, in which each player controls a Necromancer struggling for absolute dominance. Rise of the Necromancers is based on a classic fantasy narrative with character development as well as territorial strategy. The objective of the game is to develop your Necromancer and take control of the lands. Each player starts out as an aspiring Necromancer who can study spells, craft artifacts and eventually graduate from one of four academies. In time, your Necromancer can attract their own apprentice and assemble an undead army of minions to rule the lands. Your Necromancer can venture into dungeons where they will encounter wonders and dangerous creatures — and perhaps meet new companions. In the end, your Necromancer might be able to return to their academy and become Headmaster — or even seize the foulest of thrones as the Necromancer King. Each player moves their miniature Necromancer around the game board to gather resources, spells and artifacts, enter dungeons, battle cities and fight rival Necromancers. Throughout the game, Necromancers can increase their combat and movement abilities as they amass their armies. A Necromancer's minions can also be left behind to protect conquered cities and dungeons. In addition to the game's territorial component, the players compete in collecting spells, artifacts and minions affiliated with the four academies. Enough elements of the same color can make you Headmaster of an academy. The game has a varying starting set-up, so no two games are ever the same.

Categorys
FantasyHorrorZombies

Mechanics
Area Majority / Influence
Dice Rolling
Variable Player Powers
297.jpgRise of the Necromancers: Dawn & Demons1 - 513+45 - 120 mins
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Dawn & Demons, the first expansion for Rise of the Necromancers, gives you the power to summon and command four highly detailed Demon miniatures. Now you will have two pieces on the game board, enabling your Necromancer to research the dark arts while your demon, the general of your undead army, conquers the lands in the name of its master. Dawn & Demons also offers a CO-OP MODE where players work together to fight off the invading forces of light: the Arch Bishop and the impending dawn. In SOLO-MODE you will have to fight off the invasion all on your own. To win, all players must place their 13 Dominion Counters before the Arch Bishop calls forth the dawn and banishes all Necromancers and their minions. Cities will be reinforced by soldiers and mighty griffon knights will seek out libraries, workshops and dungeons to purge them of evil. Players will work together to share their evil plans and summon mighty demons that can crush the forces of light. —description from the publisher

Categorys
FantasyHorrorZombies

Mechanics
Area Majority / Influence
Cooperative Game
Dice Rolling
Variable Player Powers
45.jpgRoboRally2 - 812+45 - 120 mins
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The robots of the Robo Rally automobile factory spend their weekdays toiling at the assembly line. They put in hard hours building high-speed supercars they never get to see in action. But on Saturday nights, the factory becomes a world of mad machines and dangerous schemes as these robots engage in their own epic race.It takes speed, wits, and dirty tricks to become a racing legend! Each player chooses a robot and directs its moves by playing cards. Chaos ensues as all players reveal the cards they've chosen. Players face obstacles like industrial lasers, gaping pits, and moving conveyor belts -- but those can also be used to their advantage! Each player aims to make it to each of the checkpoints in numerical order. The first player to reach all of the checkpoints wins. (source: http://avalonhill.wizards.com/games/robo-rally/comingsoon) In RoboRally players each control a different robot in a race through a dangerous factory floor. Several goals will be placed on the board and you must navigate your robot to them in a specific order. The boards can be combined in several different ways to accommodate different player counts and races can be as long or as short as player's desire. In general, players will first fill all of their robot's "registers" with facedown movement cards. This happens simultaneously and there is a time element involved. If you don't act fast enough you are forced to place cards randomly to fill the rest. Then, starting with the first register, everyone reveals their card. The card with the highest number moves first. After everyone resolves their movement they reveal the next card and so on. Examples of movement cards may be to turn 90 degrees left or right, move forward 2 spaces, or move backward 1 space though there are a bigger variety than that. You can plan a perfect route, but if another robot runs into you it can push you off course. This can be disastrous since you can't reprogram any cards to fix it! Robots fire lasers and factory elements resolve after each movement and robots may become damaged. If they take enough damage certain movement cards become fixed and can no longer be changed. If they take more they may be destroyed entirely. The first robot to claim all the goals in the correct order wins, though some may award points and play tournament style. The game was reprinted by Avalon Hill (Hasbro/WotC) in 2005.

Categorys
MazeMiniaturesRacingScience Fiction

Mechanics
Action Queue
Bias
Grid Movement
Lose a Turn
Modular Board
Programmed Movement
Race
Scenario / Mission / Campaign Game
Simultaneous Action Selection
298.jpgRoll Player1 - 410+60 - 90 mins
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Mighty heroes don’t just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches. In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character’s attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero’s traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!

Categorys
DiceFantasy

Mechanics
Closed Drafting
Dice Rolling
Open Drafting
Role Playing
Set Collection
Variable Player Powers
299.jpgRoll Player: Monsters & Minions1 - 510+60 - 120 mins
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A call to arms! An abomination of a beast is terrorizing villages throughout the kingdom, leaving behind a path of death and destruction. The lord has summoned all able-bodied adventurers to return to the capitol and organize a plan to rid the kingdom of this menace. In Roll Player: Monsters & Minions, not only do players compete to construct the greatest fantasy characters, they must also gather information about the monstrous threat looming, and prepare for a final showdown against the beast. The more prepared the adventurers are for the battle, the better they'll do, but that information doesn't come for free. Listen for rumors to gather details for the fight ahead. Where is its lair? What obstacles will there be along the way? What will its next strike be? Players earn Reputation Stars by constructing the perfect character, as well as driving back the evil of the monster and its minions. The player with the greatest Reputation wins the game and becomes the heir to the kingdom!

Categorys
DiceExpansion for Base-gameFantasy

Mechanics
Closed Drafting
Dice Rolling
Role Playing
Set Collection
Variable Player Powers
46.jpgRoll Through the Ages: The Bronze Age1 - 48+30 - 45 mins
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In Roll Through the Ages, players roll dice to obtain commodities and workers to build up their civilizations. Dice can be rerolled twice unless they come up as a hazard. Players use their workers to build infrastructure to support additional works or to build monuments that are worth points. At the same time, commodities are gathered that allow your civilization to develop. Once all monuments or five developments are achieved by a player, the game ends at the end of the round, points are counted, and a victor is declared. The game takes its name from Through the Ages: A Story of Civilization, although the two games have different styles and designers.

Categorys
AncientCity BuildingCivilizationDice

Mechanics
Contracts
Dice Rolling
Die Icon Resolution
Events
Paper-and-Pencil
Push Your Luck
Re-rolling and Locking
Solo / Solitaire Game
281.jpgRoll Through the Ages: The Iron Age1 - 410+40 - 60 mins
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Roll Through the Ages: The Iron Age, a sequel to the highly-awarded Roll Through the Ages: The Bronze Age, lets you build an Iron Age civilization in under an hour! Do you build provinces, raise armies, and conquer barbarians or build ports and ships to gain trade goods? Explore the strategies of Greece, Phoenicia, and Rome as you erect monuments, fend off disasters, and strive to feed your people. Roll Through the Ages: The Iron Age gives players different ways to build their empires: the Trade and Naval strategies of the Phoenicians, the conquests of Alexander the Great, and the engineering prowess and gradual absorption of new provinces by the Roman Republic. Grab those dice — including the Fate die — and prepare to build the greatest empire as you continue to roll through the ages! Roll Through the Ages: The Iron Age games that include the Mediterranean Expansion have their own game entry at Roll Through the Ages: The Iron Age with Mediterranean Expansion.

Categorys
AncientCity BuildingCivilizationDice

Mechanics
Dice Rolling
Paper-and-Pencil
Push Your Luck
Solo / Solitaire Game
149.jpgRoot2 - 410+60 - 90 minsAlready Requested
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Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root. Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts. The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling. The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check. Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal. In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root! —description from the publisher

Categorys
AnimalsFantasyWargame

Mechanics
Action Queue
Action Retrieval
Area Majority / Influence
Area Movement
Dice Rolling
Hand Management
Point to Point Movement
Race
Sudden Death Ending
Variable Player Powers
Variable Set-up
265.jpgRoot: The Underworld Expansion2 - 610+60 - 90 mins
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New factions and battlefields join the world of Root! The Underworld Expansion includes: The Great Underground Duchy: an imperial faction that mixes the flexibility of the Marquise with the escalating Eyrie Dynasties. The Corvid Conspiracy: a secretive faction that hatches plots directly into the hands of their opponents. Two new maps: dig tunnels on the mountain map or fight to control the ferry on the lake map. —description from the publisher

Categorys
AnimalsExpansion for Base-gameFantasyWargame

Mechanics
Action Queue
Area Majority / Influence
Dice Rolling
Hand Management
King of the Hill
Point to Point Movement
77.jpgSamurai2 - 410+30 - 60 mins
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Samurai is set in medieval Japan. Players compete to gain the favor of three factions: samurai, peasants, and priests, which are represented by helmet, rice paddy, and Buddha figures scattered about the board, which features the islands of Japan. The competition is waged through the use of hexagonal tiles, each of which help curry favor of one of the three factions — or all three at once! Players can make lightning-quick strikes with horseback ronin and ships or approach their conquests more methodically. As each figure (helmets, rice paddies, and Buddhas) is surrounded, it is awarded to the player who has gained the most favor with the corresponding group. Gameplay continues until all the symbols of one type have been removed from the board or four figures have been removed from play due to a tie for influence. At the end of the game, players compare captured symbols of each type, competing for majorities in each of the three types. Ties are not uncommon and are broken based on the number of other, "non-majority" symbols each player has collected. The game is part of what is sometimes called the Knizia tile-laying trilogy.

Categorys
Abstract StrategyMedieval

Mechanics
Area Majority / Influence
Hand Management
Hexagon Grid
Once-Per-Game Abilities
Set Collection
Tile Placement
223.jpgScythe1 - 514+90 - 115 mins
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It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place). Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness. Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination. Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

Categorys
EconomicFightingMiniaturesScience FictionTerritory Building

Mechanics
Action Drafting
Card Play Conflict Resolution
Contracts
End Game Bonuses
Force Commitment
Grid Movement
Hexagon Grid
King of the Hill
Movement Points
Narrative Choice / Paragraph
Solo / Solitaire Game
Take That
Tech Trees / Tech Tracks
Variable Player Powers
Variable Set-up
Victory Points as a Resource
Zone of Control
152.jpgSecret Hitler5 - 1013+45 minsAlready Requested
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Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority. At the beginning of the game, players close their eyes, and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed, but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is, but Hitler doesn't know who his fellow fascists are, and the liberals don't know who anyone is. Each round, players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law, players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war. The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.

Categorys
BluffingCard GameDeductionHumorParty GamePoliticalPrint & PlaySpies/Secret Agents

Mechanics
Hidden Roles
Player Elimination
Team-Based Game
Traitor Game
Voting
225.jpgShadows over Camelot3 - 710+60 - 80 mins
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Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players. Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls. On each knight's turn, the knight takes a "heroic action", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat. Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment... But enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

Categorys
AdventureBluffingDeductionFantasyMedievalMythology

Mechanics
Communication Limits
Cooperative Game
Dice Rolling
Hand Management
Player Elimination
Semi-Cooperative Game
Set Collection
Team-Based Game
Traitor Game
Variable Player Powers
62.jpgShakespeare: The Bard Game2 - 512+60 mins
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This is a game where each player is a play manager who must put on plays at various theaters. The game lasts the span of time agreed upon before the game starts by the other players. The object of the game is to collect acclaim points by putting on a play. To put on a play, you must buy a script from Shakespeare and collect the correct number of props, actors, and patrons for that script. Everything has a price... You begin with 40 shillings. You must pay for each prop at five shillings each, an actor is five shillings, and a patron is requested without cost at a great house. You may gain a second patron or ten shillings at a great house by answering an easy question correctly. Each script must be bought from Shakespeare if he is not busy. So, how do you make money in this game? This is the heart of the game. 1. You may recite a speech where your audience decides how much you gain (1-10 shillings) based on your performance. 2. You may show your knowledge by answering an easy, medium, and difficult question about Shakespeare and gain 10, 15, or 20 shillings. These questions can be multiple choice or true/false. 3. You can Busk. Busking is an impromptu performance where you gain five shillings and a fate card. If you like Shakespeare, and you like boardgames, then this is the game for you! Microbadge Buy It

Categorys
RenaissanceTrivia

Mechanics
Acting
Dice Rolling
Roll / Spin and Move
Voting
122.jpgSherlock Holmes Consulting Detective: The Thames Murders & Other Cases1 - 813+60 - 120 mins
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Have you ever had the desire to walk the streets of Victorian London with Sherlock Holmes in search of Professor Moriarty? To search the docks for the giant rat of Sumatra? To walk up Baker Street as the fog is rolling in and hear Holmes cry out, "Come, Watson, come! The game is afoot!"? Now you can! You can enter the opium den beneath the Bar of Gold, but beware, that may be Colonel Sebastian Moran lurking around the corner. You can capture the mystery and excitement of Holmes' London in this challenging and informative game. You, the player, will match your deductive abilities against your opponents and the master sleuth himself, Sherlock Holmes. In Sherlock Holmes Consulting Detective, you are presented with a mystery to solve, and it is then up to you to trace the threads of evidence through the byways and mansions of nineteenth century London. You will interview suspects, search the newspapers for clues, and put together the facts to reach a solution. Why were two lions murdered in Hyde Park? Who is responsible for the missing paintings from the National Gallery? Who murdered Oswald Mason and why? These are just a few of the cases that will challenge your ingenuity and deductive abilities. This is not a board game: No dice, no luck, but a challenge to your mental ability. The game has been thoroughly researched for Holmesian and Victorian accuracy so as to capture a feeling of that bygone era.

Categorys
DeductionMurder/MysteryNovel-basedPost-NapoleonicSpies/Secret Agents

Mechanics
Cooperative Game
Narrative Choice / Paragraph
Solo / Solitaire Game
Storytelling
266.jpgSid Meier's Civilization: The Board Game2 - 413+120 - 240 minsAlready Requested
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Please note: this entry covers the 2010 release of Sid Meier’s Civilization: The Board Game from FFG. This game is unrelated to the similarly named 2002 Eagle Games Sid Meier's Civilization: The Boardgame. From Press Release: Before you lies a vast bounty of land, ripe for the plucking. Your meager beginnings will influence the paths you must take. Lead your people well and they will take you to infinite heights of greatness. If civilization manages to endure the ages, your name will hang in every whisper of its legacy... Fantasy Flight Games is excited to announce the upcoming release of Sid Meier’s Civilization: The Board Game! Forge an empire to stand the test of time using innovative game mechanics with multiple paths to victory. Will you lead the greatest army in the world to conquer your foes? Or will you be the first to journey to the stars, becoming the most technologically advanced civilization known to man? The choice is yours. Designed by Kevin Wilson, Civilization: The Board Game is inspired by the legendary video game series created by Sid Meier. Players are tasked with guiding an entire civilization throughout the ages, taking ownership of your people’s technology, economy, culture, and military, as well as all the choices that go along with them. There are four different paths to victory, and each is riddled with opposition. In Civilization: The Board Game, 2-4 players take on the roles of famous leaders in charge of historical civilizations, each with their own abilities. Players will be able to explore a module game board, build cities and buildings, fight battles, research powerful technology, and attract great people by advancing their culture. No matter what your play style is, there is a civilization for you! Fans of Sid Meier’s classic video game franchise will find familiar footing in Civilization: The Board Game. Staying true to the foundations of its video game predecessor while creating a new and unique way to play, Civilization: The Board Game captures the spirit and grandeur of carving out a magnificent empire from modest beginnings. Players start off with a single city, one army figure, and one scout, and from these meager origins you must forge through the ages and become the greatest civilization in the world. Those unfamiliar with the video game series will find Civilization: The Board Game a great way to enter into the world of Civilization. The strategy and tactical decisions involved in Civilization: The Board Game will appeal to strategy gamers and war gamers alike, and the ability to win through culture and technological advancement will give those who only wish to focus on their own empire a chance at victory as well.

Categorys
City BuildingCivilizationExplorationNegotiationVideo Game Theme

Mechanics
Deck, Bag, and Pool Building
Grid Movement
Hand Management
Modular Board
Open Drafting
Rock-Paper-Scissors
Square Grid
Tech Trees / Tech Tracks
Trading
Variable Player Powers
99.jpgSmall Star Empires2 - 413+10 - 30 mins
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Small Star Empires is a quick area control game for 2-4 players. In this game, players colonize the galaxy using their ships, which they move on a modular board containing hexagonal spaces (systems). The modular board is made up of seven different double-sided sector tiles, which allows for a different map and different experience each time you play the game. During a turn, a player must move one of their ships on the board. They can move the ship only in a straight line, as far away as they want, but they cannot go over systems controlled by other players. After moving the ship, the player has to choose whether to place a colony or a trade station in that system. Both of these mark control over the system until the end of the game, but the trade station gives the player bonus points for each adjacent system controlled by their opponents. The game ends when either all of the players have placed their colonies and trade stations on the board or until none of the players' ships can move (because they have become blocked by other players' systems). After the game ends, points are calculated. Each player gets one point for each planet that they have in their systems. (Systems have 1 to 3 planets on the board.) Players also earn points for Nebulae; the more they have from one color, the more points they earn, with bonus points from other special systems such as the Unexplored System Tiles, which are part of a variant in the game. After calculating the points, the player with the most points wins!

Categorys
Science FictionSpace ExplorationTerritory Building

Mechanics
Area Majority / Influence
Enclosure
Grid Movement
Hexagon Grid
Modular Board
154.jpgSmall Star Empires: Dawn of Discoveries2 - 413+15 - 45 mins
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After decades of geological tests done on a remote research station deep in Tollaran space, scientists stumbled upon amazing discovery. They found that the rare crystals they were studying have enormous amount of energy, unlike anything they've seen before. The discovery of these crystals led the galaxy to a new era of technological breakthroughs, as it was already going through exciting and turbulent times since the start of the first major intergalactic conflicts. When using Small Star Empires: Dawn of Discoveries, at the start of the game you randomly draw crystals of three colors from the bag and place one at each 1 planet system on the board. Additionally, you shuffle the technology deck and reveal several technology cards that will be available for the players to research (purchase). Once you colonize a system containing a crystal, you collect that crystal. During the game you may spend collected crystals in order to research the available technologies. Additionally, you may also build research stations on the board. When an opponent colonizes a system adjacent to your research station, you both get "research bonus" and gain one extra crystal for use. The technologies that you will research range from new engine drives that enable special movement across the board, utility modules that can be used to colonize asteroids and weapons, and shields that can be used to defend or damage ships. Eventually the technologies could score points at the end of the game, so you need to think about which technologies fit your strategy best! How will you use the possibilities that the powerful crystals have to offer? Will you use the them to engage in researching peaceful technologies to further prosper your civilization or engage in military research in order to subdue the other civilizations?

Categorys
Science FictionSpace ExplorationTerritory Building

Mechanics
Area Majority / Influence
Enclosure
Grid Movement
Modular Board
Open Drafting
155.jpgSmall Star Empires: The Galactic Divide2 - 413+15 - 45 mins
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After decades of colonization, the spacefaring races have finally come to the moment where even their own colonized space is not enough. Tensions are rising as each civilization tries to force its agenda upon the crowded galaxy and fortify its position. When using Small Star Empires: The Galactic Divide, at the beginning of the game you choose which civilization to play with and take its corresponding civilization board. Each civilization board has unique abilities that cost certain amounts of power to play, and a track on which you mark the amount of power you have available. To increase your power, you must build massive battle stations on strategic locations adjacent to other players. Battle stations also protect your adjacent systems, disabling the other players from using special abilities on your territories. Will you accept planets into your Tollaran Republic to build a mighty galactic federation, conquer the galaxy under your Hantal'ar Empire, unite the planets under Ora'Nor, or buy the most powerful galactic corporations as the Pern Conglomerate?

Categorys
Expansion for Base-gameScience FictionTerritory Building

Mechanics
Area Majority / Influence
Enclosure
Grid Movement
Modular Board
Variable Player Powers
87.jpgSmall World2 - 58+40 - 80 mins
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In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth. Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory! On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side. At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins. Clarifications: available in a pinned forum post.

Categorys
FantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Auction: Dutch Priority
Dice Rolling
Hidden Victory Points
Increase Value of Unchosen Resources
Variable Player Powers
Variable Set-up
Victory Points as a Resource
301.pngSmall World of Warcraft2 - 58+40 - 80 mins
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In Small World of Warcraft, players vie for conquest and control of a world that is simply too small to accommodate everybody. Small World of Warcraft is set on the fantasy world of Azeroth, where the races of the Alliance and the Horde — including Orcs, Dwarves, Trolls, and Worgen — clash in a world-consuming conflict. In the game, players choose combinations of special powers and races from the Warcraft universe, such as Portal Mage Pandarens or Herbalist Goblins, and vie for control of Azeroth. To help them achieve dominance, players will occupy legendary terrains and seek control of powerful artifacts. However, all empires must eventually fall, so players need to be ready to put an overextended race into a state of "decline" and lead a new one to rule Azeroth. In more detail, on each turn either you use the multiple tiles of your chosen fantasy race to (normally) occupy adjacent territories, possibly defeating weaker enemy races along the way, or you give up on your race and let it go into decline. A race in decline is designated by flipping the tiles over to their black-and-white side. At the start of the game or after you go into decline, you choose a new race/power combination at the start of your turn, with the 16 races and 20 powers being paired randomly each game. At the end of your turn, you score one coin for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.

Categorys
FantasyFightingTerritory BuildingVideo Game Theme

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Increase Value of Unchosen Resources
Team-Based Game
Variable Player Powers
Victory Points as a Resource
157.jpgSmall World Underground2 - 58+30 - 90 mins
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"This world's not big enough for all of us, so it's time you step aside to make room for me." That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new spin on the game play. Small World Underground includes 15 fantasy-themed races of creatures along with 21 special powers. Each player will control several creature/power combinations over the course of the game – spending points to draft these combinations – and will use those creatures to claim control of various subterranean locations. Some locations hold relics or are designated as "places of power", and monsters must first be conquered before a player can claim these special benefits. At the end of each turn, a player scores points for the regions he holds, and the player with the most points at game end wins. Small World Underground is playable on its own, but can be combined with other Small World releases. The publisher recommends that players be familiar with Small World before playing Small World Underground.

Categorys
FantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
King of the Hill
Variable Player Powers
159.jpgSmall World: A Spider's Web2 - 58+80 mins
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Small World: A Spider's Web is a mini-expansion for Small World that contains three Races (Ice Witches, Skags and Slingmen) and three Special Powers (Copycat, Lava and Soul-Touch). This expansion comes complete with a plastic storage tray designed to store all the badges and tokens from A Spider’s Web, plus it includes room for all the additional recent Small World expansions. It also includes leader tokens for the 3 new Races. A Spider’s Web features entries from Andrew Capel, Alex and Bill Gurski, and Randy Pitchford, “Spiderine” backers from the Small World 2 Kickstarter campaign.

Categorys
CivilizationExpansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
160.jpgSmall World: Be Not Afraid...2 - 58+40 - 80 mins
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In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Small World: Be Not Afraid... adds five new races to this game – Barbarians, Homunculi, Pixies, Pygmies, and Leprechauns – along with five new special powers; the races and powers can be mixed with those of the base game as well as any other Small World expansions. Small World: Be Not Afraid... comes packaged with a token tray for storage of the expansion components and the components of other SW expansions previously released.

Categorys
Expansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
140.jpgSmall World: Cursed!2 - 58+40 - 80 mins
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Cursed! is a Small World board game expansion. Cursed! includes 2 new Small World Races - Kobolds and Goblins; along with 5 new Special Power Badges - Cursed; Hordes of; Marauding; Ransacking; and Were-. The Cursed! expansion was created as part of the Small World Design Contest and features winning designs from the over 700 different entries submitted. This is an expansion and requires a copy of the Small World board game. Components: 2 Fantasy Race Banners 1 Blank Fantasy Race Banner 5 Special Power Badges 1 Blank Special Power Badge 30 Matching Race Tokens (16 x Kobolds, 11 x Goblins, 2 x Horde, 1 x Lost Tribe) 1 Rules Booklet Expands: Small World

Categorys
Expansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
47.jpgSmall World: Grand Dames of Small World2 - 58+40 - 80 mins
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The Grand Dames of Small World is the first expansion for Days of Wonder's Small World board game released in 2009. The Grand Dames includes 3 new powerful female race banners - Gypsies, Priestesses and the ghostly White Ladies. It also includes 2 new Special Power Badges - Historian and Peace-Loving. The Grand Dames of Small World expansion was created as part of the Small World Design Contest and features winning designs from the over 700 different entries submitted. This is an expansion and requires a copy of the Small World board game. Components: 3 Fantasy Race Banners 27 Matching Race Tokens (11x Gypsies, 9 x Priestesses, 7 x White Ladies) 2 Special Power Badges 1 Blank Special Power Badge 1 Rules Booklet

Categorys
Expansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
161.jpgSmall World: Leaders of Small World2 - 58+40 - 80 mins
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This expansion of Small World is a promotional expansion first given away at Spiel 2009 in Essen. The expansion is based on an idea of Michael Ormesher in a Days of Wonder "Race design contest". The expansion consists of 24 leader tokens (the second edition has 48) that are neither a race nor a power. When you pick a new race, you can opt to take its leader. The leader acts as an additional race token. The leader, however, disappears as soon as the race goes into decline. Also, the leader is brave, which means that he can only be staying at regions that are not immune. Leaders can be held hostage for ransom. If the ransom is not paid, the leader counts as two victory points at the end of the game for the player that captured the leader.

Categorys
CivilizationExpansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
110.jpgSmall World: Necromancer Island3 - 68+40 - 80 mins
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Publisher blurb: A Small World Scenario for 3 to 6 players At first no one noticed the small island on the lake - nor paid any attention to the gnarly pretense of a man who drifted onto it, sitting astride a wooden log with a huge grimoire on his lap employing a shovel as his unlikely paddle. A ghastly green mist soon shrouded the island, wrapping it in a ghostly silence pierced only by a maniacal laughter and some intermittent curses. Then, one moonlit night, an impossibly crooked tower emerged high above the mist, casting a long and dark shadow on the surrounding land... The Necromancer had arrived! In Necromancer Island, one of the players assumes the role of a dreaded Necromancer who inhabits an island in the center of Small World's central Lake region. He captures the souls of all Race tokens lost to conquests, using them to progressively spawn Ghosts who invade the surrounding Regions. To make matters worse, his Powers grow as his reach across the land increases. If the Necromancer succeeds in bringing all of his Ghosts into play, anytime before the game's end, he wins!

Categorys
CivilizationExpansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
162.jpgSmall World: Realms2 - 68+40 - 80 mins
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Game description from the publisher: Small World Realms includes scores of puzzle-like geomorphic Terrain regions that are assembled into variously sized and shaped board maps. Map designs are based on any of the 12 preset Scenarios created by the game's designer, Philippe Keyaerts. Players can also create their own maps and scenarios using the components included. Small World Realms can be used with either of the series' base games: Small World or Small World Underground. To accomplish this, the tiles are two-sided with one side for the base game and the other for the underground version.

Categorys
CivilizationExpansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Modular Board
Variable Player Powers
63.jpgSmall World: River World2 - 58+40 - 80 mins
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Description from the publisher: In Small World: River World, players discover new maps full of water regions haunted by merciless pirates. Players need to defend their precious harbors against them, fight them on the river, and still keep an eye on their opponents! Some regions such as the shipyard or the temple of the seer may help them to have the upper hand, but in River World, there is still not enough room for everybody. And random events that trigger on each turn add to the chaos! Small World: River World includes two double-sided game boards, i.e., four maps in total, one for each of the four possible player configurations. Note: To play with this expansion, you need the following contents from Small World: race banners, special power badges, markers, victory coins, and the reinforcement die. The publisher recommends removing the "Flying" special power before using this expansion.

Categorys
Expansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
78.jpgSmall World: Royal Bonus2 - 58+80 mins
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Small World: Royal Bonus is a mini-expansion for Small World that contains three Races (Fauns, Igors and Shrubmen) and three Special Powers (Aquatic, Behemoth and Fireball). Royal Bonus was first released only to Kickstarter backers of the digital version of Small World. On September 8 Days of Wonder announced that the Royal Bonus would again be available at retail in November 2014.

Categorys
CivilizationExpansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Dice Rolling
Variable Player Powers
163.jpgSmall World: Tales and Legends2 - 58+40 - 80 mins
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Will you end up drinking the Philter of Forgetfulness, be flung from the Great Catapult, or even have a chance to seduce the White Queen? Thanks to this new expansion for Small World, the wise veterans of the game now have a chance to re-write History... Tales & Legends introduces 54 new Event cards that change the storyline of each turn during the game. Some events may have small consequences, while others are nearly cataclysmic in their impact. At the start of each turn (except the first) a new event card is drawn and put into play. The next Upcoming Event is also visible, so players know what faces them on the next turn. This expansion was created by Laurent Verrier, Special Prize Winner of the Small World Design Contest. Philippe Keyaerts, the original game’s author, provided additional development assistance.

Categorys
Expansion for Base-gameFantasyFightingTerritory Building

Mechanics
Area Majority / Influence
Area Movement
Auction/Bidding
Dice Rolling
Events
Variable Player Powers
48.jpgSolenia1 - 410+30 - 45 mins
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Several millennia ago, the tiny planet Solenia lost its day-and-night cycle: Its northern hemisphere is forever plunged into darkness, and its southern hemisphere is eternally bathed in sunlight. Your mission is to carry on your ancestors' honorable task of traveling the world to deliver essential goods to the inhabitants of both hemispheres. While the Day people want you to deliver the rarest gems and stones, the Night people sorely need wood and wheat to survive. Be efficient and outpace your opponents to collect the most gold stars by the end of the game! A game of Solenia plays out over 16 rounds, and in each round, each player plays one card from their hand onto an empty space of the 5x5 game board. You can play the card on either: A floating production island, to gain as many resources as the value of the card you played of the type corresponding to this space A floating city, to fulfill a delivery tile by delivering the resources depicted on it. You must play your card adjacent to the airship in the center of the playing area or adjacent to another card of yours already played. When someone plays a 0 card, the airship advances one space, then at the end of your turn, you remove the back edge of the board, give players resources based on the cards they have on this strip of the playing area, flip the strip over (turning night to day or dawn to dusk or vice versa), and place it on the other side of the game board. The game ends when each player has played all 16 of their cards. The player with the most gold stars wins! —description from designer

Categorys
Card GameExplorationFantasy

Mechanics
Bias
Hand Management
Modular Board
Pick-up and Deliver
Solo / Solitaire Game
226.pngSpace Cadets: Dice Duel4 - 812+30 mins
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Your plan is quickly coming together. Simplicity itself. Just continue to close the gap to the enemy, and launch when within range. Your crew is well-trained and work quickly at their stations, just the edge you need to come out on top. “Engineering, power to Helm. Move forward and close the distance to the enemy. Keep shields in the front. We're going straight in”. You can feel the bridge vibrate slightly as the engines come up to speed. “Captain, all sensors are on weapon lock”, says the Sensor Officer. “You can fire at will.” A slight smirk crosses your face. “On my mark! Launch both tor... Wait, where did they go?” You look at the viewscreen, puzzled, with a growing sense of unease. Sensors starts shouting. “Crystal Warp! Captain they've done a crystal warp and they're directly behind us!” From your right comes the panicked voice of the Shields officer. “Umm, Captain... All of our shields are to the front!” You start barking out orders. “Shields, use the crystal we captured to raise the aft shield. Weapons, start to move the torpedoes to the rear tubes! Helm, get us out of here!” The crew gets to work, but you look on in horror as two torpedoes lance out from your nemesis... ~~~~~~~~~~~~~~~~ Space Cadets: Dice Duel – the "Team vs. Team, Real-time, Dice-Rolling Game of Starship Combat!" – pits two spaceships against one another in quick-paced combat. The players are divided into two teams, each team playing the crew of a ship and winning or losing together based on how well they perform. The game ends when one side destroys their opponent by causing four points of damage through torpedoes or mines. Each ship has six Bridge Stations: Engineering generates power for the other stations. Helm maneuvers the ship on the map. Weapons loads the torpedo tubes to attack the enemy. Sensors locks onto the enemy so torpedoes can hit, and uses jammers to stop the enemy from locking on. Shields helps protect the ship from enemy torpedoes. Tractor Beams can grab the powerful crystals, move the enemy ship on the map, and launch Mines. Each player is in charge of one or more of these stations, or has the overall role of Captain to coordinate everything. There are no game turns in Space Cadets: Dice Duel; instead the game continues with players acting as quickly as possible until one side wins.

Categorys
DiceFightingParty GameReal-timeScience FictionSpace Exploration

Mechanics
Action Queue
Dice Rolling
Grid Movement
Team-Based Game
134.jpgSpace Station2 - 612+60 mins
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Finally, the international space industry is beginning to grow! To encourage the development, global funds are awarding prizes to companies that are outstanding in different areas. You control one of those companies and want to compete for the biggest, best and most beautiful space station the world has ever seen. But the competition is hard... In Space Station you start your space station with a core module card on the table, then over six years (rounds) you expand it by paying and placing new module cards. Each year you start with a five card hand, crew tokens and new MegaCredits (money), with the amount of crew and money determined by the structure of your space station. You use money primarily to pay for new modules, and the crew gives you special effects on many of your modules. During the year, the players take turns doing actions such as building, using module actions, playing event cards, repairing or passing. When everyone passes, the year ends and victory points are awarded: There are six kinds (colors) of modules and for each kind, the player(s) with the most modules of that kind is awarded a victory point. Players' crew tokens are then reset, and player may discard a card before refilling their hand and getting money for the next year. At the end of the sixth year, the player with most victory point wins.

Categorys
Card GameScience Fiction

Mechanics
Hand Management
Pattern Building
Worker Placement
146.jpgSpartacus: A Game of Blood and Treachery3 - 417+120 - 180 mins
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In Spartacus: A Game of Blood & Treachery, an exciting game of twisted schemes and bloody combats inspired by the hit STARZ Original series, each player takes on the role of Dominus, head of a rising house in the ancient Roman city of Capua. Each house is competing for Influence to gain the favor of Rome. Through a combination of political schemes and glorious battles on the arena sands your house will rise in fame and stature. As Dominus, you have a variety of resources at your disposal. Guards protect you from schemes launched by rivals. Slaves run your household and earn gold. Gladiators compete to bring glory to themselves and influence to their Dominus. Three main phases occur in each game round of Spartacus: A Game of Blood & Treachery. The Intrigue Phase is when players launch their Schemes, hoping to raise their fortunes while undermining their rivals. Schemes and Reactions are represented by cards in the Intrigue Deck. Players wield their Influence to put their Schemes into play, often asking for (or bribing) another player’s help in hatching the most complex plots. The Market Phase is when players buy, sell and trade Assets (Gladiators, Slaves, Equipment and Guards). Players also bid against each other to acquire new Assets at Auction. Wealth is not the only path to success as players bluff and bargain with each other to acquire the Assets they covet. The Arena Phase is when the bloody games are held. Gladiators from two rival Houses are pitted against each other in a brutal fight for glory. The spectacles of the games are represented by miniature combat on the arena board. Fighters pit their Attack, Defense and Speed dice against one another to determine the victor. All players seek to increase their fortunes by betting on the outcome of the gruesome conflict. Fighters who emerge from the arena victorious gain Favor and their Dominus gain Influence. The goal of the game is to become the most influential house in Capua, securing your family’s power for years to come. During the game, players will bribe, poison, betray, steal, blackmail, and undermine each other. Gold will change hands again and again to buy support, stay someone’s hand or influence their decisions. Will you be the honorable player whose word is their bond or the treacherous schemer whose alliances change with the wind? —description from the publisher

Categorys
AncientDiceFightingMiniaturesMovies / TV / Radio themeNegotiation

Mechanics
Auction/Bidding
Betting and Bluffing
Bribery
Dice Rolling
Grid Movement
Hand Management
Movement Points
Sudden Death Ending
Trading
Variable Player Powers
267.pngSpirit Island1 - 413+90 - 120 minsAlready Requested
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In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.

Categorys
Age of ReasonEnvironmentalFantasyFightingMythologyRenaissanceTerritory Building

Mechanics
Action Retrieval
Area Majority / Influence
Automatic Resource Growth
Campaign / Battle Card Driven
Cooperative Game
Events
Hand Management
Modular Board
Set Collection
Simultaneous Action Selection
Solo / Solitaire Game
Variable Player Powers
Variable Set-up
268.pngStar Trek Chrono-Trek2 - 611+15 - 45 mins
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In Star Trek Chrono-Trek, a time-travel game similar to Chrononauts but set in the Star Trek universe, each player becomes a Star Trek character with a unique identity and a secret mission. During the game, players travel backwards and forwards through history, doing all those things people have always dreamed of using time travel to do: Visiting the great moments of the past, peeking into the future, collecting up artifacts, coming to grips with the paradoxes of time travel, and of course, changing pivotal events and altering the course of history itself. Explore the history (and alternate history!) of the entire Star Trek universe in this version of Chrononauts. Try to alter history to restore your specific timeline! Maybe you need to ensure that the Federation gets founded, or just retrieve the Orb of Time and some tea. Earl Grey. Hot. —description from the publisher

Categorys
Card GameMovies / TV / Radio themeScience FictionSpace Exploration

Mechanics
Hand Management
Modular Board
Set Collection
269.jpgStar Trek: Ascendancy314+180 mins
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Boldly go where no one has gone before. In Star Trek: Ascendancy — a board game of exploration, expansion and conflict between the United Federation of Planets, the Klingon Empire, and the Romulan Star Empire — you control the great civilizations of the Galaxy, striking out from your home worlds to expand your influence and grow your civilization. Will you journey for peace and exploration, or will you travel the path of conquest and exploitation? Command starships, establish space lanes, construct starbases, and bring other systems under your banner. With more than 200 plastic miniatures and 30 star systems representing some of the Star Trek galaxy's most notable planets and locations, Star Trek: Ascendancy puts the fate of the galaxy in your hands. The great unknown lies before you; with every turn is a new adventure as your ships explore new space systems, encounter new life forms and new civilizations, make wondrous discoveries, and face challenging obstacles, all drawn from the vast fifty year history of Star Trek. Will you brave the hazards of Rura Penthe to harvest vital resources, race to develop Sherman's Planet before your rivals stake their claim, or explore the mysteries of the Mutara Nebula on an ever-growing, adaptive map of the galaxy. With an infinite combination of planets and interstellar phenomena, no two games of Star Trek: Ascendancy will ever play the same!

Categorys
CivilizationExplorationMiniaturesMovies / TV / Radio themeNegotiationScience FictionSpace ExplorationTerritory BuildingWargame

Mechanics
Action Points
Dice Rolling
Events
Modular Board
Point to Point Movement
Simulation
Trading
Variable Player Powers
100.jpgStar Trek: Catan3 - 410+75 mins
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Settling the Final Frontier Since 1966, millions of Star Trek fans all over the world have watched adventures of the Starship Enterprise, Captain Kirk, and Mr. Spock. And since 1995, millions of enthusiastic players all over the world have played Klaus Teuber's Catan - a board game classic. It's time to bring them all together on the Final Frontier! In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities. On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources. Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.

Categorys
Movies / TV / Radio themeNegotiationScience Fiction

Mechanics
Dice Rolling
Hand Management
Modular Board
Network and Route Building
Trading
164.pngStar Trek: Catan - Federation Space3 - 410+75 - 150 mins
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Game description from the publisher: During its original mission, the Enterprise, Captain Kirk, and his intrepid crew visited many strange new worlds and discovered many new life-forms and civilizations. Now you and your friends can boldly go and explore this galaxy, too, with the Star Trek: Catan - Federation Space Map Set, which includes two maps depicting the Known Galaxy. Based on the "Explored Galaxy" map seen in Kirk's quarters itself, these maps allow you to settle the famous worlds of Federation Space using pieces from your Star Trek: Catan base game. Components 2 full color maps depicting the “Explored Galaxy” known as Federation Space. 4 individual scoring tracks—1 for each player 4 sets of scoring markers—2 for each player 18 Victory Point tokens—New ways to score 1 Almanac with 1 page of rules and 20 pages of planet and episode descriptions.

Categorys
Expansion for Base-gameMovies / TV / Radio themeNegotiationScience Fiction

Mechanics
Dice Rolling
Hand Management
Network and Route Building
Trading
270.jpgStar Wars: Rebellion2 - 414+180 - 240 mins
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Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players. Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you'll need to adjust your play style depending on who you represent: As the Imperial player, you can command legions of Stormtroopers, swarms of TIEs, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them. As the Rebel player, you can command dozens of troopers, T-47 airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you'll find yourself clearly overmatched from the very outset, so you'll need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you'll need to sway the galaxy's citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win. Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy's most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it. Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!

Categorys
Civil WarFightingMiniaturesMovies / TV / Radio themeScience FictionSpace ExplorationWargame

Mechanics
Area Majority / Influence
Area Movement
Area-Impulse
Card Play Conflict Resolution
Contracts
Delayed Purchase
Dice Rolling
Die Icon Resolution
Events
Hand Management
Hidden Movement
Income
Once-Per-Game Abilities
Simulation
Take That
Team-Based Game
Variable Player Powers
Variable Set-up
271.jpgSteampunk Rally Fusion2 - 814+45 - 60 mins
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Steampunk Rally Fusion is a standalone game that can be combined with the original Steampunk Rally. It introduces new tracks with unique event cards, new part abilities (Gear Up and Overcharge), and a new card type: Secret Projects. It also debuts new custom dice representing powerful Fusion energy! Take on the role of ingenious inventors from history. Draft cards to invent your racing contraption. Power your creation's abilities with combinations of steam, heat, electricity, and Fusion dice. Use cogs to augment bad dice rolls and upgrade certain machine parts. Smashing through damaging terrain spaces may cause parts to fly off your machine, constantly forcing you to adapt your strategy and discover new card synergies. Fortune favors the brash, so get ready to Gear Up, Overcharge your machine, and remake history! —description from the publisher

Categorys
DiceRacingScience Fiction

Mechanics
Dice Rolling
Modular Board
Open Drafting
Race
Resource to Move
Simultaneous Action Selection
Track Movement
Variable Player Powers
272.pngStruggle of Empires2 - 713+180 - 240 mins
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Struggle of Empires recreates the various wars fought between the European powers as they attempted to become the dominant force in Europe and the rest of the world during the eighteenth century. Build armies and fleets, make alliances, establish colonies, improve your economy, and ultimately wage war to expand your empire. Be careful, though, as a profligate country can end up being consumed by revolution. From the designer: Think of Civilization/Age of Renaissance set in the 18th century. Players take the role of one of the major powers of the period and fight in both Europe and the colonies. The twist to the game is that in each war, players must form into two alliances. Once allied with a player, you cannot fight each other. This means that you do not have the backstabbing of Diplomacy to worry about; if he's allied, he's with you until the end of the war. This means that a player has to think carefully about who he wants to fight against and who he wants to ally with. Very often he will want to ally with his natural enemy and go to war with the guy who doesn't really want to fight him. On top of this, you have lots of improvement tiles that you buy to shape your empire, plus alliances with minor powers, and the possibility of going into revolution. Even though it is a big empire building game, it will scale from 3 to 7 players and has pretty simple rules.

Categorys
Age of ReasonCivilizationFightingPoliticalTerritory Building

Mechanics
Alliances
Area Majority / Influence
Area Movement
Auction/Bidding
Dice Rolling
123.jpgSupremacy: The Game of the Superpowers2 - 612+340 mins
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Supremacy pits conventional superpowers against one another for control of the earth. Along the lines of modern warfare Risk, only with an integrated supply/demand economic system. Warfare comes in all forms from conventional, biological, chemical and all the way to nuclear. Neat little plastic mushroom clouds are included to show where regions of the earth have been blasted, and if nuclear winter occurs, all players lose. The game also spawned a great many supplements to expand the game further.

Categorys
EconomicModern WarfarePoliticalWargame

Mechanics
Commodity Speculation
Dice Rolling
88.jpgSushizock im Gockelwok2 - 58+20 mins
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This is another game in Zoch's "small square box" line and seems to be a follow-up to Reiner Knizia's Pickomino. There are five dice. Each dice has: 2 x Sushi (blue) 2 x Fishbone (red) 1 x Chopsticks (blue) 1 x Chopsticks (red) There are 24 tiles: 12 x Sushi (blue) ... Worth +1 to +6 points 12 x Fishbone (red) ... Worth -1 to -4 points Players roll dice to try and collect "Sushi" and "Fish Bone" tiles from the centre of the board (the tile they get depends how many they rolled). Players can also steal tiles from other players by rolling 3 or more appropriately coloured "Chopsticks" on their dice. 3 Chopsticks allows you to take the top tile from an appropriate pile from another player, 4 or 5 chopsticks allows you to nominate which tile from the pile you want, but you are not allowed to look first. At the end of the game (when the tiles are all gone), players score points based on the tiles they have collected, however if you have more blue tiles than red tiles, you lose the excess blue tiles first! This game is part of The Chicken Family of Zoch.

Categorys
Dice

Mechanics
Dice Rolling
Memory
Push Your Luck
Set Collection
49.pngT.I.M.E Stories2 - 412+90 mins
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Description from the publisher: The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required. T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization. At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the number of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles. The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which — Asylum — is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers. You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time... In the box, an insert allows players to "save" the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc. T.I.M.E Stories is a decksploring game in which each deck makes anything possible! Official FAQ Expansions were published in this order: Asylum (base game) (2015) T.I.M.E Stories: The Marcy Case (2015) T.I.M.E Stories: A Prophecy of Dragons (2016) T.I.M.E Stories: Under the Mask (2016) T.I.M.E Stories: Expedition – Endurance (2017) T.I.M.E Stories: Lumen Fidei (2017) T.I.M.E Stories: Estrella Drive (2017) T.I.M.E Stories: Brotherhood of the Coast (2018) T.I.M.E Stories: Madame (2019) The Expansions link below also includes many fan-made expansions.

Categorys
AdventureMature / AdultPuzzleScience Fiction

Mechanics
Cooperative Game
Dice Rolling
Move Through Deck
Narrative Choice / Paragraph
Storytelling
Variable Player Powers
273.jpgTable Battles20+20 mins
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Description from the publisher: The Table Battles system is a light battle game that recreates battles throughout human history with broad strokes and an emphasis on playability. Players roll and allocate dice to Unit cards, with each card accepting specific die results or dice combinations. On a later turn, those dice are removed to activate the Unit and attack an enemy formation, removing wooden pieces assigned to the formation in question. But the enemy may be able to screen the attack (cancelling it), counterattacking (inflicting extra losses on the attacker), or absorb it via a strategic reserve. In fact, in most cases, the enemy MUST do so if they're able to. The result is a tense cat-and-mouse game in which both players make feints and counterfeints, looking for an advantage and acting decisively once it presents itself. In this base game, there are eight different scenarios and 84 different formations. The battles included are: Bosworth, 1485 Ivry, 1590 White Mountain, 1620 Marston Moor, 1644 Battle of the Dunes, 1658 Malplaquet, 1705 Plains of Abraham, 1759 Brooklyn Heights, 1776

Categorys
Age of ReasonAmerican Revolutionary WarPrint & PlayWargame

Mechanics
Dice Rolling
Simulation
Worker Placement
165.jpgTakenoko2 - 48+45 mins
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A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden. In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

Categorys
AnimalsEnvironmentalFarmingTerritory Building

Mechanics
Action Points
Contracts
Dice Rolling
End Game Bonuses
Grid Movement
Hexagon Grid
Modular Board
Network and Route Building
Pattern Building
Set Collection
Tile Placement
302.jpgTales of the Arabian Nights1 - 612+120 minsAlready Requested
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From Z-Man Games Webpage: In Tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just like those told by Scheherazade to her spellbound sultan! You will travel the land seeking your own destiny and fortune. You will learn stories and gain wisdom to share with others. Will you be the first to fulfill your destiny? The next Tale is yours to tell! There is, of course, a winner in Tales of the Arabian Nights, but the point of the game is less to see who wins and more to enjoy the unfolding and telling of a great story! In this new edition of the groundbreaking storytelling game, you enter the lands of the Arabian Nights alongside Sindbad, Ali Baba, and the other legendary heroes of the tales. Travel the world encountering imprisoned princesses, powerful 'efreets, evil viziers, and such marvels as the Magnetic Mountain and the fabled Elephant's Graveyard. Choose your actions carefully and the skills you possess will reward you: become beloved, wealthy, mighty - even become sultan of a great land. Choose foolishly, however, and become a beggar, or be cursed with a beast's form or become insane from terror! YOU will bring to life the stories of the inestimable Book of Tales in this vastly replayable board game with over 2002 tales that will challenge, amuse, astound and spellbind you for years to come. Re-implements: Tales of the Arabian Nights

Categorys
AdventureArabianExplorationFantasyTravel

Mechanics
Dice Rolling
Narrative Choice / Paragraph
Point to Point Movement
Role Playing
Solo / Solitaire Game
Storytelling
Variable Player Powers
166.jpgTalisman: Revised 4th Edition2 - 613+90 mins
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Theme: Talisman is an adventure board game set in a high fantasy medieval world. Players have 14 characters to choose from all based on role playing archetypes, such as heroes, wizards, villains, thieves, monsters, etc. The game makes players feel they are traveling the world to find equipment, weapons, ancient relics, and companions that will help them on their quest to acquire the Crown of Command. Along the way they visit various locales in the worlds, battle each other and fantastic creatures to make their way to the top. Goal: Each player is trying to move from the outer world and ultimately to the inner world. Players wander the outer, middle, and inner worlds trying to acquire equipment, weapons, and companions. They will also improve statistics with equipment, companions, and encounters and battles with fantasy creatures and each other. Once they complete a Talisman quest, players will enter the inner world and face its challenges to finally reach the Portal of Power to claim the Crown of Command. Then the other players must race to stop this player before he eventually kills them all with the Command spell. Gameplay: To begin, players select a character card from among the 14 provided. Characters have basic statistics to start. These are Life [hit points], Strength [physical prowess], and Craft [Magic and Intelligence]. Some characters are naturally more gifted in combat and others in magic, while others are mix of the two. Additionally characters are often differentiated with unique abilities, starting equipment, and starting spells. This all makes the players actually feel different during play. In addition items and companions players acquire during play also add to statistics, increasing Strength, Craft, Life or adding new abilities, etc. Actual game play is relatively simple, making the game easy to pick up with novices. On a player's turn they throw a die for movement. Player then chooses which direction, left or right, or if meeting qualifications may be able to move from outer to middle world, or middle to inner world. Once on space, player follows instructions on space, or encounters face up cards already in space, or other player if in space. Most spaces have a player draw a number of cards to encounter. These can be creatures, companions, weapons, equipment, treasure, or relics. Players must fight creatures and win before acquiring any other items or companions. If another player is in the space, players may attack with either Craft or Strength but are not required to do so. The defender defends with same statistic attacked with. If the defender loses, he loses a life and an item or companion of attackers choice. If the attacker loses, he loses a life. Players start in the outer world, and build up their character's statistics and items to try and move to the middle world. There are two ways to move up to the middle world, one requiring a test of strength and the other a boat man's ride for a price. Once in the middle world, play proceeds in the same manner, but the challenge generally is increased with more threats such as the desert and temple. However, there is more potential for encounters and items as most spaces now draw more than one card. In the middle world, players may also acquire a Talisman quest, that once completed, will grant them a Talisman. The Talisman is required to unlock the Crown of Command and pass through the Portal of Power in the Inner World. Once players have a Talisman and have enough Strength or Craft to enter the Portal of Power, they will try to enter the Inner World. There they must face and survive the guardians there, like the Vampire's Tower and Werewolf before claiming the Crown of Command. Once a player claims the Crown of Command, they can cast the Command Spell, automatically forcing a player to lose a life. It then becomes a race for the Crown as the other players try to take the player with the Crown down before he finishes them all off. Revised using: Talisman: Upgrade Pack

Categorys
AdventureExplorationFantasyFighting

Mechanics
Dice Rolling
Role Playing
Roll / Spin and Move
Take That
Variable Player Powers
274.jpgTeotihuacan: City of Gods1 - 414+90 - 120 minsAlready Requested
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Travel back in time to the greatest city in Mesoamerica. Witness the glory and the twilight of the powerful pre-Columbian civilization. Strategize, accrue wealth, gain the favour of the gods, and become the builder of the magnificent Pyramid of the Sun. In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade). While managing their workforce and resources, players develop new technologies, climb the steps of the three great temples, build houses for the inhabitants of the city, and raise the legendary and breath-taking Pyramid of the Sun in the centre of the city. Each game is played in three eras. As the dawn of the Aztecs comes closer, player efforts (and their ability to feed their workforce) are evaluated a total of three times. The player with the most fame is the winner.

Categorys
Ancient

Mechanics
Area Movement
Rondel
Set Collection
Solo / Solitaire Game
Tile Placement
Track Movement
Variable Set-up
Worker Placement with Dice Workers
167.jpgTerraforming Mars1 - 512+120 mins
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In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things. The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards. Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources. Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases: 1) Player order shifts clockwise. 2) Research phase: All players buy cards from four privately drawn. 3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed. 4) Production phase: Players get resources according to their terraform rating and production parameters. When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

Categorys
EconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Closed Drafting
Contracts
Enclosure
End Game Bonuses
Events
Hand Management
Hexagon Grid
Income
Once-Per-Game Abilities
Set Collection
Solo / Solitaire Game
Take That
Tech Trees / Tech Tracks
Tile Placement
Turn Order: Progressive
Variable Player Powers
Variable Set-up
Victory Points as a Resource
64.jpgTerraforming Mars: Ares Expedition1 - 414+45 - 60 mins
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Terraforming Mars: Ares Expedition is an engine-building game in which players control interplanetary corporations with the goal of making Mars habitable (and profitable). A new, stand-alone game inspired by Terraforming Mars featuring faster gameplay and over 200 beautifully illustrated cards!

Categorys
Card GameScience Fiction

Mechanics
Follow
Hand Management
Income
Simultaneous Action Selection
Variable Phase Order
Variable Player Powers
150.jpgTerraforming Mars: Asteroid Rights Promo Card1 - 512+120 mins
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Promo card for Terraforming Mars, included in Spielbox 1/21. Asteroid Rights Gain 2 asteroids to this card. Action: Spend 1M€ to add 1 asteroid to ANY card, OR spend 1 asteroid here to raise your M€ production 1 step or gain 2 titanium. Promo card X34

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
168.pngTerraforming Mars: Atmo Collectors Promo Card1 - 512+120 mins
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Originally available as part of the Dice Tower 2018 Kickstarter campaign. This card will also be included in the Colonies expansion. Atmo Collectors It can used with any mix of base game with or without any expansions. "Floaters" are first defined in the Venus Next expansion, but covered in the base game rules as "Other resources". Action: Add 1 floater here, or spend 1 floater here to gain 2 titanium, or 3 energy, or 4 heat. Promo card C03

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
79.jpgTerraforming Mars: Bactoviral Research Promo Card1 - 512+120 mins
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Summer Season Promo 2021 of FryxGames, which you can buy on it's own, or get for free if you order a certain amount at their webstore. Bactoviral Research It's a green card with a cost of 10 M€. It has a science- and microbe-tag. Effect: Draw 1 card. Choose one of your played cards and add 1 microbe to it for each science tag you have, including this one. Promo card X35

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
153.jpgTerraforming Mars: BGG User-Created Corporation Pack1 - 512+120 mins
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Terraforming Mars: BGG User-Created Corporation Pack is a promo for Terraforming Mars consisting of three corporations created by users of BGG. They were chosen as winners of a contest hosted on BGG, where users submitted over 400 corporation ideas. The winning corporations included in this pack are: Arcadian Communities (designed by TheUbiquitous) Splice Tactical Genomics (designed by Acleveralias) Recyclon (designed by Dragonborn110)

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
111.jpgTerraforming Mars: Big Box1 - 512+120 mins
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Terraforming Mars: Big Box is both a storage option for all the Terraforming Mars material released to date — the base game, five expansions, and the first-player rover — and a set of 3D terrain tiles to dress up the game. Included in the box are: 24 city tiles (four each of six designs) 40 forest tiles (eight each of five designs) 9 ocean tiles 14 special tiles (the original eleven, plus three new ones) Terraforming Mars: Big Box also includes three new cards that relate to the three new special tiles, card dividers, and five plastic markers for the global parameters.

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
End Game Bonuses
Hand Management
Hexagon Grid
Income
Open Drafting
Set Collection
Solo / Solitaire Game
Take That
Tile Placement
Turn Order: Progressive
Variable Player Powers
169.jpgTerraforming Mars: Big Box Promo Pack1 - 512+120 mins
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A set of 18 project cards, 2 corporation cards and 3 modified replacement cards that were revealed as daily milestones during Terraforming Mars: Big Box Kickstarter campaign. Corporations: Pharmacy Union AstroDrill Project Cards: Advertising Asteroid Deflection System Asteroid Hollowing Comet Aiming Crash Site Cleanup Cutting Edge Technology Directed Impactors Diversity Support Field-Capped City Imported Nutrients Jovian Embassy Magnetic Shield Meat Industry Meltworks Mohole Lake Potatoes Sub-Crust Measurements Topsoil Contract Replacement Cards: (These cards replace already existing cards so that they place tiles. Those tiles are included in the Big Box, but not in this promo pack. However, you can print them out at https://www.fryxgames.se/TerraformingMars/TM_BIGBOX_CARDBOARDTILES.pdf. Without the tiles, these cards are unusable; do not replace the already existing cards!) Deimos Down Great Dam Magnetic Field Generators

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
170.jpgTerraforming Mars: Bio Printing Facility Promo Card1 - 512+120 mins
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Promo card for Terraforming Mars, available at the Fryxgames webshop. Bio Printing Facility Introducing new species on demand. Action: Spend 2 energy to gain 2 plants OR to add 1 animal to ANOTHER card. Promo card X36

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
141.jpgTerraforming Mars: Colonies1 - 512+120 mins
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Our world has widened before us. Corporations expand their operations to all corners of the solar system in pursuit of minerals and resources. Most places are not suited for terraforming, but building colonies may greatly improve your income and your possibilities in achieving that higher goal — the terraforming of Mars. Send your trade fleet to distant moons! Colonize the clouds of Jupiter! And let your Earth assets propel you to success! Terraforming Mars: Colonies, an expansion for Terraforming Mars that can be played with only the base game or with any combination of expansions, lets you visit the outer solar system. It features colony tiles where you can build colonies and send your trade fleet. It also includes new cards and corporations.

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Tile Placement
Variable Player Powers
Worker Placement
156.pngTerraforming Mars: Harvest Promo Card1 - 512+120 - 180 mins
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Fall Season Promo 2021 of FryxGames, which you can buy on its own, or get for free if you order a certain amount at their webstore. Harvest It's a red card with a cost of 4 M€. It has a plant- and event-tag. Requirements: 3 greenery tiles Effect: Gain 12 M€ Promo card X37

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
50.jpgTerraforming Mars: Hellas & Elysium1 - 512+90 - 120 mins
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Terraforming Mars: Hellas & Elysium, the first expansion for Terraforming Mars, consists of a double-sided game board presenting two new areas of Mars: • Elysium takes players almost to the opposite side of Mars' equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards! • Hellas, the southern wild, includes Mars' south pole and the enormous seven-hex Hellas crater that just begs to become a giant lake. Building around the pole gives you new placement bonuses in the form of heat and possibly even water. Each of these maps consists of new sets of milestones and awards with relevance for that particular map. Place three tiles around the south pole to be a Polar Explorer, for example, or race to have the most estates beside water on Elysium!

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
101.jpgTerraforming Mars: Jovian Lanterns Promo Card1 - 512+120 mins
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Originally available as part of the Dice Tower 2018 Kickstarter campaign. This card is also included in the Colonies expansion (Card C18 without SPACE Tag). Jovian Lanterns It can used with any mix of base game with or without any expansions. "Floaters" are first defined in the Venus Next expansion, but covered in the base game rules as "Other resources". Action: Spend 1 titanium to add 2 floaters here. Promo card C02

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
124.jpgTerraforming Mars: Lunar Exports Promo Card1 - 512+120 mins
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Originally available as part of the Dice Tower 2018 Kickstarter campaign. This card will also be included in the Colonies expansion (Card C21). Lunar Exports It can be used with any mix of base game with or without any expansions. Increase your plant production 2 steps, or your MegaCredit production 5 steps. Promo card C01

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
89.pngTerraforming Mars: Penguins Promo Card1 - 510+90 - 120 mins
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Penguins Requirements: 8 oceans minimum Action: Place 1 animal on this card VPs: 1 VP per 1 animal on this card Promo card 212

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
135.jpgTerraforming Mars: Prelude1 - 512+90 - 120 mins
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As the mega corporations are getting ready to start the terraforming process, you now have the chance to make those early choices that will come to define your corporation and set the course for the future history of Mars - this is the prelude to your greatest endeavors! In Terraforming Mars: Prelude, you choose from Prelude cards that jumpstart the terraforming process or boost your corporation's engine. There are also 5 new corporations and 7 project cards that thematically fit the early stages of terraforming a new planet. Prelude is an expansion to Terraforming Mars, and can be combined with any other Terraforming Mars expansion or variant.

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience Fiction

Mechanics
Hand Management
Open Drafting
Tile Placement
65.jpgTerraforming Mars: Self-Replicating Robots Promo Card1 - 512+90 mins
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Self-Replicating Robots Blue card Cost: 7 Requirements: 2 Science tags Action: Reveal and place a SPACE OR BUILDING card here from hand, and place 2 resources on it, OR double the resources on a card here Effect: Cards may be played as if from hand with the cost (reduced by the number of resources on it) Promo card 210

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience Fiction

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
171.jpgTerraforming Mars: Small Asteroid Promo Card1 - 512+90 - 120 mins
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Terraforming Mars: The "Launch Kit" Promo Small Asteroid Space tag and Event Increase temperature 1 step (and therefore gain 1 Terraform Rating). Remove up to 2 plant resources from any player (since you "accidentally" directed the asteroid to their plantations -- After all, redirecting an asteroid is not an exact science). Promo card 209

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
158.pngTerraforming Mars: Snow Algae Promo Card1 - 512+90 - 120 mins
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Terraforming Mars: Spielbox 2/17 Promo. Was also available as a reward for backing The Secret Cabal Gaming Podcast Kickstarter 2017 Campaign and the Man vs Meeple Kickstarter 2018 Campaign. Can now be purchased on the BGG Store. Snow Algae Automated Card Requirements: 2 oceans minimum Increase plant production and heat production one step. Promo card 211

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionTerritory Building

Mechanics
Hand Management
Open Drafting
Tile Placement
Variable Player Powers
172.jpgTerraforming Mars: Turmoil1 - 512+120 mins
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Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet. The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance. At the heart of this is the political arena of the Terraforming Committee. A new action allows players to add delegates to different parties, the first delegate each generation being free, and additional ones costing 5 MC. Neutral delegates are added by the global events, representing the wishes and trends of society. When a player (even the neutral player) has more delegates in a party than any other player, that player takes over the party leader seat for that party, and when a party has more delegates than any other party, it becomes dominant. The dominant party will become ruling during the next generation, imposing its one-time bonus, its ongoing policy, and granting chairmanship for its party leader, awarding that player 1 terraform rating. Party: Bonus: Policy: Kelvinist 1MC/heat production 10MC -> 1 heat production + 1 energy production Scientist 1MC/science tag 10MC -> draw 3 cards (once per player) Unity 1MC/planet tag Titanium is worth +1MC Mars First 1MC/building tag Placing a tile on Mars gives 1 steel Greens 1MC/biological tag placing a greenery tile gives 4MC Reds 1TR for the lowest player Increasing TR in the action phase costs +3MC The political arena also determines the players' influence, which can be used to moderate or enhance the effect of the current global event. Influence is gained from being the chairman of the Committee, being party leader in the dominant party, and for having a non-leader delegate in the dominant party. In order to pay for all these new bonuses, the Committee is revising the terraform rating, lowering it for all players by 1 step each generation. In Turmoil, players can try to force their own agenda, or push it in a more moderate, economic way. They can play to mitigate the global events with influence, or adjust their play to better take advantage of them. And they can anticipate the competing players' agendas and try to benefit from them, or counteract them. Turmoil is an expert expansion - be prepared to meet the full spectrum of human civilization in the era of terraforming Mars! —description from publisher

Categorys
EconomicEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Events
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
80.jpgTerraforming Mars: Turmoil Promos1 - 512+120 mins
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These promos were included in the Kickstarter for Terraforming Mars: Turmoil, the fifth expansion for Terraforming Mars.

Categorys
Expansion for Base-gameEconomicEnvironmentalIndustry / ManufacturingScience FictionSpace ExplorationTerritory Building

Mechanics
Hand Management
Open Drafting
Set Collection
Take That
Tile Placement
Variable Player Powers
147.jpgTerraforming Mars: Venus Next1 - 512+90 - 120 mins
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Terraforming Mars: Venus Next, the second expansion for the Terraforming Mars base game, has players building flying cities and making the atmosphere more hospitable on the deadly planet Venus. In Venus Next, the World Government chooses to also fund the terraforming of Venus. Around 50 project cards and 5 corporations are added, with a special focus on how to make Venus habitable. With the new floater resource, a new milestone, a new award, a new tag, and a new terraforming parameter, players are given more paths to victory and an even more varied play.

Categorys
EconomicEducationalEnvironmentalExpansion for Base-gameIndustry / ManufacturingScience Fiction

Mechanics
Hand Management
Open Drafting
Tile Placement
185.jpgThe Adventures of Robin Hood2 - 410+60 mins
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In England in 1193, the county of Nottinghamshire suffers under the yoke of evil Prince John and his henchmen. Can Robin Hood and his companions escape the sheriff's guards and complete their adventures successfully? In The Adventures of Robin Hood, players take on the role of Robin Hood and his companions, with the action taking place on a living game board with no set paths. The board changes over the course of each adventure, and the movement of the characters is handled via an innovative mechanism that uses different length wooden character pieces. Various actions and secrets are integrated into the game levels and are revealed only in the course of the story. The game board "remembers" what players have already explored or found, and thanks to the special materials, the entire game can be set up and dismantled quickly. Instead of using cards as in the author's Legends of Andor, the game tells the story of Robin Hood in a high-quality hardcover book, and depending on the decisions the players make, the story changes...

Categorys
FantasyMedieval

Mechanics
Cooperative Game
Scenario / Mission / Campaign Game
Storytelling
5.jpgThe Bark Side3 - 67+30 mins
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In The Bark Side, you can be a bad doggie as much as you want — as long as you're not the one caught in the end. The game consists of a sixty-card deck, with five copies each of the numbers 1-12. At the start of a round, each player is dealt a hand of ten cards (or in later rounds, each player receives an equal number of cards with any remaining cards being set aside). Each player chooses two cards to pass face down to their right-hand neighbor, then the round begins. In the first round, choose a starting player at random; in later rounds, the loser of the previous round begins. The starting player chooses one card from their hand and plays it into the center of the table. Each player in turn must play a card of the same strength or higher; if a player can't play higher or doesn't want to, then they must discard their single lowest card. This is called a "tail-tucking move". After each player has played a card, whoever has played the highest card (with later-played cards breaking a tie), leads a card to the next round. If at least one player has performed a tail-tucking move, then you can play a set of cards of the same strength (from two- to five-of-a-kind) instead of a single card. If you do, in turn, each player must play a set of the same strength of higher; if they can't or won't, then they must discard a number of their lowest cards equal to the number of cards in the set. A player cannot play a set that would leave them with no cards in hand, which means that the final trick of the round must be with a single card. Whoever plays the highest single card loses the round, and they collect their card and the two lowest-valued cards, then place those cards in the doghouse in front of them. You scoop any cards not in doghouses, then shuffle and deal the next round. When a player collects seven different types of cards in front of themselves, the game ends and they lose. (Alternatively, the game ends if so many cards have been placed in doghouses that you can't deal at least five cards to each player.) When the game ends, whoever has collected the fewest cards wins.

Categorys
Card Game

Mechanics
Trick-taking
27.jpgThe Crew: The Quest for Planet Nine2 - 510+20 mins
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In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space. With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count. The team completes a mission only if every single player is successful in fulfilling their tasks. The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

Categorys
Card GameScience FictionSpace Exploration

Mechanics
Communication Limits
Cooperative Game
Hand Management
Scenario / Mission / Campaign Game
Trick-taking
212.jpgThe Expanse Board Game2 - 414+60 mins
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The Expanse, a board game based on the Syfy television series of the same name, focuses on politics, conquest and intrigue similar to the board game Twilight Struggle, although with a shorter playing time. The card-driven game uses key images from the show, along with action points and events that allow players to move and place "Fleets" and "Influence". In more detail, players represent Earth's UN forces, the military of Mars, the rebels of the O.P.A., and the mysterious corporation Protogen Inc. Each player has special abilities that must be maneuvered to gain advantage. Players increase their control over the solar system using characters and events from the universe of The Expanse.

Categorys
Movies / TV / Radio themeNovel-basedScience FictionSpace Exploration

Mechanics
Action Points
Action/Event
Area Majority / Influence
Campaign / Battle Card Driven
Catch the Leader
Take That
Variable Player Powers
Victory Points as a Resource
213.jpgThe Expanse Boardgame: Doors and Corners2 - 414+60 mins
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The Expanse Boardgame: Doors and Corners expansion contains five new modules — Leaders, New Tech, Resource Tokens, Protomolecule, and Variable Setup — that add an engaging element to the strategy and gameplay as players compete for dominance in the world of The Expanse. You can use any number of modules in any combination in conjunction with the base game. Leaders go with fleets and can add influence when they move with a fleet. New tech allows variety and surprise in what powers are available because when a tech is earned, you have three random choices for that tech. Resource tokens can be spent in several ways, including helping to pay CP costs, adding up to 4 AP to a card, moving up the initiative track, and earning bonus points for having the most at final scoring. Protomolecule adds a new scoring opportunity. Variable set-up allows fleets and influence to be placed anywhere at the start of the game.

Categorys
Expansion for Base-gameMovies / TV / Radio themeNovel-basedScience Fiction

Mechanics
Action Points
Area Majority / Influence
Campaign / Battle Card Driven
Variable Player Powers
104.jpgThe Great Dalmuti4 - 88+60 mins
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A light card game where players gain status by going out first. The 80-card commercial deck contains cards ranked from 12 to 1, along with two Jesters. Each card bears a number, which is not only its rank, but also tells you how many of that card exist in the deck. In other words, there are twelve 12s, eleven 11s, four 4s and a single card ranked 1. The lower the number, the better the rank. The deck is dealt out to all players and the object is to get rid of your cards as fast as possible. The hand begins with one person playing one or more card to the center of the table. The cards played must all be of the same rank (although Jesters are wild, and may be played with any other cards). Each player in turn must now either play the same number of cards of a better rank, or pass. Play continues around the table until everyone has passed; at that point, the cards are cleared and whoever played the last set of cards leads the next round. After everyone has gone out, the players are ranked. For example, the person who first got rid of all his cards becomes The Great Dalmuti. Players change seat position to represent the new hierarchy and begin another round. The Great Dalmuti is generally played for many rounds. Similar to: Dilbert: Corporate Shuffle Pyramid Card Scum: The Food Chain Game Deathtrap Dungeon: Card Game

Categorys
Card GameMedieval

Mechanics
Hand Management
Ladder Climbing
218.jpgThe Great Tour: European Cities3 - 68+30 mins
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Europe is full of things to see and do, and you've decided to get a slice of the action in The Great Tour: European Cities. Transport tourists in your bus between the great cities to see the sights, from the La Scala in Milan to the Arc de Triomphe in Paris, and many others! However, you'll have to contend with your competitors who are less than eager to let you win. In more detail, plan your journey, draw ticket cards, and drive your bus from one destination to the next. For each complete journey, you receive points that count toward your final score. You are also rewarded for each new destination, the most completed journeys, and more. Keep your wheels turning because the great tour has just begun! —description from the back of the box

Categorys
Travel

Mechanics
Network and Route Building
Open Drafting
114.jpgThe Isle of Cats1 - 48+60 - 90 minsAlready Requested
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The Isle of Cats is a competitive, medium-weight, card-drafting, polyomino cat-placement board game for 1-4 players (6 with expansions). In the game, you are citizens of Squalls End on a rescue mission to The Isle of Cats and must rescue as many cats as possible before the evil Lord Vesh arrives. Each cat is represented by a unique tile and belongs to a family, you must find a way to make them all fit on your boat while keeping families together. You will also need to manage resources as you: Explore the island (by drafting cards) Rescue cats Find treasures Befriend Oshax Study ancient lessons Each lesson you collect gives you another personal way of scoring points, and 38 unique lessons are available. Complete lessons, fill your boat, and keep cat families together to score points, and the player with the most points after five rounds wins. Note: The Isle of Cats: Kickstarter Edition is a compilation item consisting of The Isle of Cats base game and The Isle of Cats: Kickstarter Pack, each of which are available as separate items and listed individually in the BGG database.

Categorys
AnimalsFantasyPuzzle

Mechanics
Closed Drafting
Grid Coverage
Hidden Victory Points
Income
Open Drafting
Pattern Building
Set Collection
Solo / Solitaire Game
Square Grid
Tile Placement
Turn Order: Stat-Based
59.pngThe Isle of Cats: Kickstarter Pack1 - 48+60 - 90 mins
View Details
The Isle of Cats Kickstarter Pack is an expansion for The Isle of Cats adding new content, and deluxe component upgrades to the game. Lesson Modules Replace the lesson cards within The Isle of Cats with new sets, offering new options and challenges. More tiles Add new cat tiles to your discovery bag, find even more rare treasures, and befriend the rarest of Oshax. Upgraded components Replace your fish tokens with wooden upgrades, and switch to deluxified wooden cat meeples on the turn order track.

Categorys
AnimalsExpansion for Base-gameFantasyPuzzle

Mechanics
Open Drafting
Pattern Building
Set Collection
Tile Placement
39.pngThe Isle of Cats: Late Arrivals1 - 68+60 - 120 mins
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The Isle of Cats Late Arrivals is an expansion for The Isle of Cats adding new content, and support for 2 additional players. More players The Late Arrivals expansion includes 2 new player boats allowing you to play with up to 6 people. More options With more cats, boats, and lesson modules, you can now enjoy even more options while playing The Isle of Cats.

Categorys
AnimalsExpansion for Base-gameFantasyPuzzle

Mechanics
Open Drafting
Pattern Building
Set Collection
Tile Placement
244.jpgThe Magnates: A Game of Power2 - 510+90 mins
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The MAGNATES: A Game of Power, a.k.a. Boże Igrzysko: MAGNACI, presents the history of Polish-Lithuanian Commonwealth, from its heyday during the Union of Lublin (XVI century) until the collapse of the state (XVIII century). Players take on the roles of the magnates, who seek to develop the power of their families in the favorable time: the peak of the Polish and Lithuanian Union. Each player has a deck of cards that depicts celebrities of his family. Some of them are capable of great deeds and some will spoil any project with which they are entrusted — but with a good player's decisions, even those small souls could do a lot for his family. During the game, players manage the deck of their characters to achieve, in competition with others, as much as possible on each of the planes of life of the Republic. The fate of the country results from the sum of the activities of the most powerful aristocratic families. If the players fall into a mutual fight for titles and advantages, the Republic will fall under the pressure of neighboring powers. This game for 2-5 players with a game time not exceeding 90 minutes reimplements Martin Wallace's Boże Igrzysko from 2010, using the same principal title in Polish edition under an agreement with the author. From the back of the game box: The MAGNATES: A Game of Power is a strategic board game for 2-5 players which is fast and full of historical atmosphere and rich interactions. It takes you into the world of aristocratic intrigues and struggles for power which tore the Polish-Lithuanian Commonwealth from its heyday during the Union of Lublin, until the Targowica Confederation and the fall of the Polish-Lithuanian state. Players take on the roles of magnates who seek to develop their own family's power in a moment favorable to fortune: the prime of the Union of Poland and Lithuania. The most eminent families fight for prestige and landed estates: the Lubomirski, the Potocki, the RadziwiÅ‚Å‚, the Sapieha and the Zamoyski. Each player has a deck of cards depicting well-known personages from a given family. Some of these characters are outstanding people, capable of great deeds. But there are also less useful people, able to spoil any undertaking entrusted them... unless, thanks to the player's decisions, even those lesser ones will do much for the family. During the game, players will manage their deck of characters so that, in competition with others, they can achieve as much as possible on each of the planes of life of the Commonwealth. Players will clash during the creation of the state's internal policy, as well as in response to external threats and opportunities arising from the international situation. And so, as it happened in reality, the fate of the country will be the result of the sum of actions of the most powerful aristocratic families. If the players lose themselves in a mutual fight for titles and advantage, the Commonwealth will collapse under the pressure of the neighboring powers. In MAGNATES, players will face many dilemmas. The most prominent members of the family will ensure beneficial rights in the Sejm and prestigious positions in the Senate. Moreover, they comply with the Monarch's will easily, and thanks to them the family will gain estates and power. But how will a player handle the remaining challenges? Who will undertake an expedition to Livonia? Will the troops protecting the country against enemy invasion, in the absence of other candidates, be again led by incompetents (like "peryna, latyna and dytyna”)? Will there be enough determination to hasten to the relief of Vienna? Will the players succeed in saving the Homeland from partitioning? Is your Family ready for a Game of Power?

Categorys
Card GameNovel-basedPoliticalRenaissance

Mechanics
Area Majority / Influence
Auction/Bidding
Hand Management
131.pngThe Mind2 - 48+20 mins
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The Mind is more than just a game. It's an experiment, a journey, a team experience in which you can't exchange information, yet will become one to defeat all the levels of the game. In more detail, the deck contains cards numbered 1-100, and during the game you try to complete 12, 10, or 8 levels of play with 2, 3, or 4 players. In a level, each player receives a hand of cards equal to the number of the level: one card in level 1, two cards in level 2, etc. Collectively you must play these cards into the center of the table on a single discard pile in ascending order but you cannot communicate with one another in any way as to which cards you hold. You simply stare into one another's eyes, and when you feel the time is right, you play your lowest card. If no one holds a card lower than what you played, great, the game continues! If someone did, all players discard face up all cards lower than what you played, and you lose one life. You start the game with a number of lives equal to the number of players. Lose all your lives, and you lose the game. You start with one shuriken as well, and if everyone wants to use a shuriken, each player discards their lowest card face up, giving everyone information and getting you closer to completing the level. As you complete levels, you might receive a reward of a shuriken or an extra life. Complete all the levels, and you win! For an extra challenge, play The Mind in extreme mode with all played cards going onto the stack face down. You don't look at the cards played until the end of a level, losing lives at that time for cards played out of order.

Categorys
Card GameNumber

Mechanics
Communication Limits
Cooperative Game
133.pngThe Quacks of Quedlinburg2 - 410+45 mins
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In The Quacks of Quedlinburg, players are charlatans — or quack doctors — each making their own secret brew by adding ingredients one at a time. Take care with what you add, though, for a pinch too much of this or that will spoil the whole mixture! Each player has their own bag of ingredient chips. During each round, they simultaneously draw chips from their bags and add them to their pots. The higher the face value of the drawn chip, the further it is placed in the pot's swirling pattern, increasing how much the potion will be worth. Push your luck as far as you can, but if you add too many cherry bombs, your pot will explode! At the end of each round, players gain victory points and coins to spend on new ingredients, depending on how well they managed to fill up their pots. But players whose pots have exploded must choose points or coins — not both! The player with the most victory points at the end of nine rounds wins the game.

Categorys
Medieval

Mechanics
Catch the Leader
Deck, Bag, and Pool Building
Dice Rolling
Events
Market
Push Your Luck
Variable Set-up
261.jpgThe Republic of Rome1 - 614+300 mins
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The Republic of Rome is an abstraction of over 250 years of history. It simulates the politics of the Roman Senate during the republic. The players take the part of various factions vying for the control of the senate. They control the various powerful families of the time, who compete for state offices, military command, economic concessions and new adherents. To win the player must get their faction to become the most powerful in Rome. While doing this, however, a balance must be maintained. A hostile world situation, and the vagaries of the public of Rome means that the players must also cooperate so that Rome herself doesn't go down under this pressure. If Rome does not last, neither does the senate, and all players lose! Players make proposals to the Senate which other players then vote on. A player's ability to make proposals is determined by which Offices his/her Senators hold. A player's influence in votes is determined by the number of Senators they have recruited and the level of influence those Senators have obtained. Proposals may include assigning Senators to govern provinces (generating revenue), recruiting an army to fight an external foe, addressing the concerns of the Roman people, assigning offices or prosecuting previous office holders. Players have to co-operate to overcome the various threats that the game sends against Rome (wars, famine, unrest, bankruptcy) whilst working to build their own Senators' and Generals' positions and undermine that of their opponents. A powerful General or an influential Senator may become Emperor (thus winning the game) but equally may suddenly fall to the plague or an assassin's blade.

Categorys
AncientNegotiationPoliticalWargame

Mechanics
Bribery
Dice Rolling
Hand Management
Semi-Cooperative Game
Simulation
Variable Player Powers
Voting
224.jpgThe Search for Planet X1 - 413+60 minsAlready Requested
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At the edge of our solar system, a dark planet may lurk. In 2015, astronomers estimated a large distant planet could explain the unique orbits of dwarf planets and other objects. Since then, astronomers have been scanning the sky, hoping to find this planet. In The Search for Planet X, players take on the role of astronomers who use observations and logical deductions to search for this hypothetical planet. Each game, the companion app randomly selects an arrangement of objects and a location for Planet X following predefined logic rules. Each round, as the earth travels around the sun, players use the app to perform scans and attend conferences. As they gain information about the location of the objects, they mark that information on their deduction sheets. As players learn the locations of the various objects, they can start publishing theories, which is how players score points. As more and more objects are found, players narrow down the possible locations for Planet X. Once a player believes they know its location and the objects on either side of it, they use the app to conduct a search. The game ends when a player successfully locates Planet X, and all players have a final chance to score some additional points. The Search for Planet X captures the thrill of discovery, the puzzle-y nature of astronomical investigation, and the competition inherent in the scientific process. Can you be the first to find Planet X? —description from the publisher

Categorys
Deduction

Mechanics
Action Points
Deduction
End Game Bonuses
Solo / Solitaire Game
Time Track
300.jpgThe Settlers of Catan (containing 5/6 player expansion)3 - 610+60 - 75 mins
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This entry is for editions of Catan that include the Catan: 5-6 Player Extension. Publisher's description of the 15th Anniversary Edition: Embark on a quest to settle the fair isle of Catan! Guide your brave settlers to victory by using clever trading and development. Use resources (grain, wool, ore, brick, and lumber) to build roads, settlements, and cities, and buy development cards. Acquire your resources through trades or the role of the dice. But beware! You never know when someone might cut off your road or if the robber will appear and steal your precious gains. Are you the best trader, builder, or settler? Will you master Catan? Designed for 3-6 players, this special, limited 15th Anniversary Wood Edition of The Settlers of Catan features a strong, compartmentalized box that contains: 52 thick, beautifully illustrated map hexagons, 144 specially designed playing pieces, six hexagonal building costs summaries, two special victory point markers, one vile robber, two dice, and 28 random number chits, all crafted from sturdy wood. The 154 cards, like the hexes, bear fine artwork from Michael Menzel.

Categorys
CivilizationNegotiation

Mechanics
303.jpgThrough the Ages: A New Story of Civilization2 - 414+120 minsAlready Requested
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Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works. Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age. One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one. Victory is achieved by the player whose nation has the most culture at the end of the modern age.

Categorys
Card GameCivilizationEconomic

Mechanics
Action Points
Auction/Bidding
Auction: Dutch
Events
Income
Open Drafting
Take That
173.jpgThurn and Taxis2 - 410+60 mins
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In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the cities, with roads leading from each one to some of its neighbors. There are various colored regions around the board, most with two or three cities, and a large region with all the Bavarian cities in the center. Players build postal routes from city to city to city so that each city is adjacent to the next city on the route and there is a road connecting these two cities. Each route must consist of at least three cities. Players may build only one route at a time. Routes are represented by melded city cards arranged in the order of the route. Players start with a supply of 20 post offices in their color, a carriage house card, and a player aid card. The board is populated with bonus tiles, carriage cards and city cards. On a turn, a player will draw a card from a display of six, face-up city cards (or the top of the face-down deck) and meld one card, either starting a new route or adding to the current one. If after adding to the route, the length of the route is at least three cities, the player may declare it finished and score it. The player may, depending on the length of the route and which cities are in the route, place post offices in the cities, collect bonus tiles, and acquire a higher value carriage. Optionally, the player may receive support from one postal official in the form of drawing a second card, melding a second card, refreshing the six city card display, or acquiring a higher value carriage than the route length when finishing a route. Once a route is scored, the city cards of that route are discarded, and the player begins a new route on their next turn. When a player exhausts their supply of post offices or acquires a value 7 carriage, the end of the game is triggered. Play continues until the player who is last in turn order finishes their turn, and the game ends. Players score points for their highest valued carriage and bonus tiles, then lose points for unplaced post offices. The player with the most points wins. The fact that you *must* add at least one city to your route each turn or lose the whole route gives the game an enjoyable planning element.

Categorys
Post-NapoleonicTransportation

Mechanics
Hand Management
Network and Route Building
Open Drafting
Set Collection
227.jpgTicket to Ride2 - 58+30 - 60 mins
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With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route. "The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor." Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers. Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration. Part of the Ticket to Ride series.

Categorys
Trains

Mechanics
Contracts
End Game Bonuses
Hand Management
Network and Route Building
Open Drafting
Push Your Luck
Set Collection
112.jpgTimeline: Inventions2 - 88+15 mins
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Timeline: Inventions is a card game played using 55 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck. The first player to get rid of all their cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out. Timeline: Inventions can be combined with any other title in the Timeline series.

Categorys
Card GameEducationalTrivia

Mechanics
174.pngTipping Point2 - 49+60 - 90 mins
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Tipping point is like SimCity with cards. Players build cities while trying to survive extreme weather disasters that become more and more common as carbon dioxide accumulates in the air. It's a family-friendly game perfect fit for casual and strategic gamers. It's also a great choice for teachers looking for a visual way of introducing their students to climate change. The goal of the game is to grow, sustain and protect a large population. Players take turns pulling new citizen cards and purchasing new development cards to add to their city. Each citizen has their own special ability, including the construction worker who can help you repair your city, the educator who can teach your workers to use advanced technologies, and the solider who can help protect your city from outside attack. One of the best parts of Tipping Point is that players can use their imaginations to build the type of city they want. There are dozens of different development cards to choose from, including oil wells which earn more money, hospitals which protect citizens from extreme weather, or power plants which are needed to power buildings. But this growth and development comes at a cost: the release of greenhouse gases, like carbon dioxide (CO2). The end of the game is triggered when 1 player reaches a population of at least 10 citizens. Since Tipping Point also has a semi-cooperative mode, it is possible (but quite challenging) for all players to win. —description from the designer

Categorys
Card GameCity BuildingEnvironmental

Mechanics
Open Drafting
Semi-Cooperative Game
51.jpgTobago2 - 410+60 mins
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Tobago is an adventure game, in which the players possess different parts of treasure maps. During the game, more and more information about the locations of the treasures are revealed, and the possible locations are narrowed down. When a player identifies the location of one of the treasures, they try to reach it as fast as possible to secure the findings. The game features a modular game board.

Categorys
AdventureDeductionExploration

Mechanics
Deduction
Grid Movement
Hand Management
Hexagon Grid
Modular Board
Push Your Luck
52.jpgToire o Yogoshita nowa Dareda?5 - 813+30 mins
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User summary トイレを汚したのは誰だ? (Toire o Yogoshita nowa Dareda) in English means 'Who Soiled the Toilet?' Who Soiled the Toilet? is a deduction game with hidden identities. The game box is 15cm round, not square. The game is published in Japanese with rules available in English, German and French. At beginning of the game, each player is dealt one secret identity card, which is either a clean keeper or a soiler. They play five rounds. The soilers win the game if the toilet is soiled three times out of these five rounds. Otherwise the clean keepers win. A round is either a regular round or an action round. In a regular round, a leader sends a certain number of players to the toilet in order. The toilet is initially clean (clean side of the toilet card is up), but when a soiler enters the toilet, that player may soil the toilet, secretly flipping the toilet card to dirty-side-up. After all designated players are done, The toilet card is revealed to all players. Soilers win the round if the toilet is dirty. Players should discuss and deduce who are the soilers. In an action round, place the toilet bowl (the game box) on the table, and players take turns trying to throw a poo chip into the toilet bowl from two-card length away. The clean keepers win the round if a certain number of poo chips are in the toilet bowl. Otherwise the soilers win that round. Players should discuss who missed the throw intentionally. It is recommended the toilet card be placed on an actual toilet because it adds more reality and laughter to players' conversation. To do so, keep the toilet clean, of course! Publisher's summary トイレを綺麗に使う側と汚す側の2チームに分かれて行う正体隠匿系のゲームです。5ラウンド行い3ラウンド勝利したチームが勝ちます。通常ラウンドではリーダーが選んだ人物が順番にトイレに向かいます。最後に皆で確認して、よろれていた場合は誰がトイレを汚したのかを議論します。ACTIONラウンドでは全員がウンコチップを便器型の箱に投げて乗せます。外れたらトイレが汚れ汚れてしまいますが、わざと汚したのか失敗したかを読み取って議論します。実際にトイレを使って遊ぶととても盛り上がる楽しいゲームです。とても笑えるゲームです。

Categorys
Action / DexterityBluffingDeductionHumorParty Game

Mechanics
Team-Based Game
275.jpgTrapwords4 - 88+30 - 45 minsAlready Requested
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The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play. It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team. You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end. You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect. Let's see the example of one possible turn when you are trying to give clues for the word "Axe": You: "It is a thing that a dwarf can…" Opponents team: "A-ha, dwarf! Gotcha!" You: "How did you know that? Was it obvious I will use that?" Or when you would try another approach it could look like this, the successful turn of your team: You: "This thing is used by a man with a beard, in a checkered shirt...." One of your teammates: "A coffee maker?" [Everyone laughs] You: "He uses it for work in nature." Another teammate: "A chainsaw!" You: "He makes smaller pieces from a big plant with it." Any of your teammate: "An axe!" You: "Yes! Very good!" Could you avoid your opponent's trapwords when you don't know what you can't say?

Categorys
ExplorationFantasyParty GameWord Game

Mechanics
Modular Board
Storytelling
Team-Based Game
175.pngTrek 12: Himalaya1 - 508+15 - 30 mins
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Trek 12 is a roll-and-write alpinism game, with progressive difficulty levels and more. To score points, you have to create chains of consecutive numbers from 0 to 12 and areas of a same number. A game is composed of 19 rolls of two six-sided dice, with one die having values from 1 to 6, and the other from 0 to 5. After each roll, the player must combine both die values to obtain the number to place. You can: Add the values of the two dice Subtract the value of one die from the other Multiply the value of the two dice Keep the higher value of the two dice Keep the lower value of the two dice Be careful as you may choose each of these options at most four times during a game. After placing your first number on the game sheet, you must place each subsequent number in a space adjacent to one already filled. You try to make chains and develop areas. Players also have access to several bonus elements to earn during a game. At the end of a game, numbers that belong to neither a chain nor an area give you minus points. The same applies if you have to place a number greater than 12... Trek 12 contains three different sheet pads to add narrative with three progressive difficulty levels. —description from the publisher

Categorys
AdventureDiceSports

Mechanics
Chaining
Dice Rolling
Once-Per-Game Abilities
Paper-and-Pencil
276.pngTrickerion: Legends of Illusion2 - 414+60 - 180 mins
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Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural. Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty Trickerion Stone, which is fabled to grant supernatural power to its owner. Using worker placement and simultaneous action selection mechanisms, the Illusionists and their teams of helpers — the Engineer, the Assistant, the Manager, and a handful of Apprentices – obtain blueprints and components for increasingly complex magic tricks, expand the team and set up performances by visiting the Downtown, Dark Alley, Market Row and Theater locations on the main game board depicting a late 19th century cityscape. The tricks are stored and prepared on the Magician's own Workshop game board, while the performances themselves take place at the Theater in the form of a tile placement mini-game with lots of player interaction. The performances yield Fame points and Coins to their owners based on the tricks they consist of. Fame points have multiple uses, but they also serve as a win condition - After turn 7, when the last Performance card is revealed, the game ends and the illusionist with the most Fame points wins. The game offers 48 different Tricks to be learned from the Optical, Spiritual, Mechanical and Escape categories, over 90 character abilities, and 40 Special Assignment cards that influence the actions taken at the various game locations. The base game can be expanded with two optional rule modules to add further strategic depth to the game. The "Dark Alley" expansion included in the base game adds a new location to the game. It also comes with 48 new Special Assignment cards, a new tier of Tricks, and 27 Prophecy tokens that can alter certain game rules turn by turn, giving the game additional variety.

Categorys
Post-Napoleonic

Mechanics
Action Points
Action Queue
Catch the Leader
Dice Rolling
Simultaneous Action Selection
Tile Placement
Turn Order: Stat-Based
Worker Placement
Worker Placement, Different Worker Types
263.jpgTriumph & Tragedy: European Balance of Power 1936-19452 - 312+240 - 360 mins
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Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5/8" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types. The game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace). You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital). If there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three). Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace. Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units), OR • Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR • Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels). Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production. Initially, the Axis economy is Population/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and • Industrial buildup (via Investment cards), with • Military buildups (with the nature of forces being built being unknown to opponents), • Technology advancement (also via Investment cards), and some • Military operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails. If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way. At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not. Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security. Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move). Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.

Categorys
EconomicNegotiationPoliticalTerritory BuildingWargameWorld War II

Mechanics
Area Majority / Influence
Area Movement
Campaign / Battle Card Driven
Dice Rolling
Hand Management
Movement Points
Secret Unit Deployment
176.jpgTrollfjord2 - 410+45 - 60 mins
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Trollfjord is the family strategy game where a solid wooden hammer meets a solid wooden tower! However, before that can happen you must populate the map with your trolls and strategically position them around the legendary rocky forts of the mountain ghost.. You strike the tower with the hammer, trying to knock out some rubble of different colours in order to collect the most valuable treasure tokens. But be careful! Do not knock out more rubble than your capacity allows, which is determined by the number of trolls you have around the cave. Although, there is some luck involved in the game, you may be surprised how much you are able to control. Through tactical placement of your trolls you may even join in on other players excavations, freeloading off their hard work. The decisions are made on the time track surrounding the game board. This time track introduces a novel system, consisting of two types of fields, which creates interesting and important decisions for the players: Either you move on the placement fields (for placing trolls on the board) or on movement fields (for moving trolls on the board).

Categorys
Action / DexterityFantasyMythology

Mechanics
Area Majority / Influence
Push Your Luck
Team-Based Game
Time Track
177.jpgTwilight Imperium: Fourth Edition3 - 614+240 - 480 minsAlready Requested
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Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy. No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate. A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways. After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points. —description from the publisher

Categorys
CivilizationEconomicExplorationNegotiationPoliticalScience FictionSpace ExplorationWargame

Mechanics
Action Drafting
Area Majority / Influence
Area-Impulse
Dice Rolling
Follow
Grid Movement
Hexagon Grid
Increase Value of Unchosen Resources
King of the Hill
Modular Board
Tech Trees / Tech Tracks
Trading
Variable Phase Order
Variable Player Powers
Variable Set-up
Voting
277.jpgTwilight Struggle213+120 - 180 mins
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"Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..." – John F. Kennedy In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing. Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war. Components (original edition): 228 full colour counters 22"x34" full colour map 103 event cards 2 six-sided dice 1 24-page rulebook 2 full colour player aid cards Components (2009 Deluxe edition and after) 260 full colour counters 22"x34" mounted map with revised graphics 110 event cards 2 six-sided dice 1 24-page rulebook 2 full colour player aid cards TIME SCALE: approx. 3-5 years per turn MAP SCALE: Point-to-point system UNIT SCALE: Influence markers NUMBER OF PLAYERS: 2 DESIGNER: Ananda Gupta & Jason Matthews MAP, CARD, & COUNTER ART: Mark Simonitch A deluxe edition, published in 2009 includes the following changes from the basic game: Mounted map with revised graphics Two double-thick counter sheets with 260 counters Deck of 110 event cards (increased from 103) Revised rules and player aid cards Revised at start setup and text change for card #98 Aldrich Ames Upgrade kit for the owners of the previous version includes the following: Mounted Map with revised graphics New card decks Updated Rules & Charts

Categorys
Modern WarfarePoliticalWargame

Mechanics
Action/Event
Advantage Token
Area Majority / Influence
Campaign / Battle Card Driven
Dice Rolling
Events
Hand Management
Simulation
Simultaneous Action Selection
Sudden Death Ending
Tug of War
278.jpgTzolk'in: The Mayan Calendar2 - 413+90 mins
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Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots. During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.  The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

Categorys
AncientCivilizationEconomicFarmingMythology

Mechanics
Bias
End Game Bonuses
Turn Order: Claim Action
Worker Placement
151.jpgUBOOT: The Board Game1 - 412+30 - 120 mins
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U-BOOT: The Board Game is a fully cooperative, real-time tabletop game of WW2 submarine warfare, designed by Iron Wolf Studio. It allows 1 to 4 players to assume the roles of the Captain, the First Officer, the Navigator, and the Chief Engineer on board of a type VIIC U-boat. The game is driven by a companion app, allowing for an unprecedented level of realism, as well as a challenging enemy A.I. which will push your skills to the limit. The action unfolds both on the strategic and the tactical scale, always demanding teamwork, efficient crew management, and quick situation assessment. Each of the four roles entails unique responsibilities, encouraging the players to develop an efficient communication scheme and use genuine navy terminology. The Captain oversees the completion of mission objectives, supervises action point costs, and is responsible for the crew's morale. The First Officer operates the companion app, manages the flow of information, and takes care of the crew's health. The Navigator steers the submarine by setting its course and depth, but also updates all the essential information on the strategic, and the tactical map. Last, but not least, is the Chief Engineer, who is responsible for the engines, repairs, as well as other mechanical implements on board of the U-boat (such as the ballast tanks, weapon systems, etc.). At the same time, each of the four officers commands his own group of crew members by issuing orders within a worker placement system. The idea behind the companion app is to deliver a real-time, realistic gameplay experience. To that end, the app features the most essential instruments of the u-boat (such as the periscope, the hydrophone, and the Enigma, among others). Rest assured, however, that the vast majority of gameplay traditionally takes place on the game board, with the instruments revealing otherwise hidden information, and the app requiring only certain data (such as the U-boat's course, speed, etc.) in order to generate an adequate A.I. response of the enemy force. It is also responsible for all the ambient sound effects, thus immersing the players even deeper into the claustrophobic interiors of the type VII C. But fear not! With open & play being a design priority, you will be launching torpedoes in no time, thanks to streamlined rules, video tutorials, and variable difficulty levels for each player. From quick skirmishes, through full combat missions, to an all-out campaign, UBOOT: TBG will let you conduct submarine operations in all major naval theatres of the 2nd World War. Success of these missions hinges on the completion of various tasks delegated to the crew by the Oberkommando der Kriegsmarine (German Navy HQ), which include patrol duty, ambushing convoys, laying mines in enemy waters, and many more! Each mission will require the players to adopt various strategies and different play styles in order to successfully complete it, and the companion app will generate a detailed report at the end of each game session (evaluating player efforts, and possibly awarding decorations, promotions, etc.). That is, if the U-boat makes it back home... The stage is set and the crew is awaiting your orders. Do you have what it takes to command the Kriegsmarine's finest? Hunt or be hunted, as you brave the stormy seas of the greatest conflict in history! —description from the creator

Categorys
MiniaturesNauticalReal-timeWargameWorld War II

Mechanics
Action Points
Cooperative Game
Simulation
Solo / Solitaire Game
Variable Player Powers
Worker Placement
102.jpgUgg-Tect2 - 88+45 mins
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In Ugg-Tect, first released as Aargh!Tect, players work in teams to construct fabulous – well, let's say "functional" – structures out of materials lying around them. All the players are cavemen, however, so you have only rough blocks with which to build and you can communicate only through primitive gestures and sounds. Ugungu! When you're the architect on your team, you see a building plan that shows how the blocks should be placed in the finished design. To get the builders on your team to do the heavy work, you must tell them which piece to use – through gestures like stomping your feet or raising your arms above your head – and what to do with it. "Manungu" tells them to put the piece at the front of the structure, while "Manungu manungu" means to put it at the back. Moving pieces left or right, up or down, laying them down or rotating them – lots of details need to be conveyed with only a few commands and your trusty (inflatable) spiked club. When you give a command and your team performs well, tap them on the head once to show approval. Hit them twice, though, and they know they messed up and need to pay better attention. I said, "Karungu!!" (stomp stomp stomp) The fastest – and most accurate – architect/building team will carry the day...

Categorys
HumorParty GamePrehistoricReal-time

Mechanics
Acting
Pattern Building
Team-Based Game
Tile Placement
228.jpgUnfathomable3 - 614+120 - 240 mins
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The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship's chapel, signs of a strange ritual littered around the corpse. Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship. If you're a human, you need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship's four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group's resources is harder than you think, especially when you take crises into account! At the end of each player's turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as "Food Rationing", call for a choice that could potentially put the ship's passengers or resources at risk, while others, such as "Hull Leak", call for a skill test in which failure could have disastrous consequences. During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled, then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans' efforts, so you have to stay on your toes at all times. —description from the publisher

Categorys
DeductionFantasyHorrorNovel-based

Mechanics
Area Movement
Hand Management
Hidden Roles
Team-Based Game
Traitor Game
Variable Player Powers
229.jpgVersailles 19191 - 413+60 - 120 mins
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On November 11, 1918 an armistice halted the killing field that was The War to End All Wars. To make peace, Woodrow Wilson (United States), David Lloyd George (United Kingdom), and Vittorio Orlando (Italy) were hosted by President George Clémenceau (France) in Paris, and sat down to write what would become the Versailles Treaty. The treaty was signed on June 28, 1919, after six months of acrimonious debate and bargaining between the great powers. Versailles 1919, created by designers Mark Herman and Geoff Engelstein, allows you to experience this piece of history as one of the four leaders with a national agenda that must be satisfied. As one of the Big Four, you sit in a conference room gaining influence on the issues present in the room. In the waiting room sit other issues and personages who are waiting their turn to make their case to meet regional aspirations such as self-determination. Will you support Ho Chi Minh's attempt to free Vietnam from French colonialism? Help Prince Feisal establish a new nation in Mesopotamia or Chaim Weitzman create a Zionist state? Work with T. E. Lawrence to reduce unrest in the Middle East or with Ataturk in Anatolia? As France, you are concerned with containing future German aggression while aligning with the British on reparations to pay for the destruction of the war. The British, however, would like to see Germany restored as a trading partner while preserving their empire against the global aspiration for self-determination. Italy wants territorial concessions from the former Austro-Hungarian empire. Lurking in the background is the threat of Bolshevism. Towering above it all is President Woodrow Wilson with his fourteen points that set global expectations soaring, ultimately ending in disappointment when the U.S. does not join the League of Nations. Versailles 1919 introduces a new card-bidding mechanism in which you use your influence to settle issues aligned with your agenda while keeping domestic constituents in support of your actions. You need to balance the need to demobilize your military forces while simultaneously keeping regional unrest under control. All of these decisions are set against the backdrop of regional crises and uprisings. The player who writes more of the treaty prevails in this contest of wills and national agendas. Can you save the world from the rise of nationalism? Can you make a better world while satisfying your domestic electorate? Play Versailles 1919 and relive making the flawed peace that was the Treaty of Versailles.

Categorys
NegotiationPoliticalWorld War I

Mechanics
Area Majority / Influence
Auction/Bidding
End Game Bonuses
Events
Negotiation
Simulation
Solo / Solitaire Game
Sudden Death Ending
Track Movement
230.pngWar of the Worlds: The New Wave212+30 - 60 mins
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War of the Worlds: The New Wave is an asymmetrical deck-building game with a playing board for two players. The game events unfold several years after the original "War of the Worlds" story by H.G. Wells. The extraterrestrial invasion is occurring once again, but this time the Martians have arrived on a giant spaceship that lands in one of the backwater districts in Scotland. During the game, one player commands the alien forces, and the other one leads the UK self-defense units. The main objective of the invaders is to completely annihilate the population of Great Britain, while the opposite side needs to deal enough damage to the Martian army. The game is played with two asymmetrical decks of cards, a playing board, tokens, and miniatures.

Categorys
MiniaturesNovel-basedScience FictionWargame

Mechanics
Area Movement
Deck, Bag, and Pool Building
Hand Management
Open Drafting
66.jpgWe Rate Dogs: The Card Game3 - 68+30 - 60 mins
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They’re good dogs, Brent! In the fast-paced card game for 3-6 players We Rate Dogs: The Card Game, based on the massively successful Twitter account WeRateDogs™, good dogs compete to be the very best! Choose your favorite pups to enter a competitive dog show and use cards to improve their rating, bring down the competition, or cause chaos for a puptastic good time! Only one dog can be named the Goodest Dog, but not to worry: no dog will ever be less than a 10/10! HOW TO PLAY: Each dog has a set of six scored categories (none less than 10/10) and an overall “Goodness” score. After adopting dogs from the shelter, players join a dog show and, when one of the six categories is chosen for judging, send their best doggos into the ring to compete. Players can then play event cards for any number of game-changing results, including lowering or increasing a certain dog’s rating number, changing the judging category, distracting dogs out of the competition entirely, swapping dogs with other players, and so much more! Each judging round includes three chances to play event cards, so players can strategize and play for the long or short term—the dog with the highest rating at the end of the judging round will go to the winner’s circle! Once the Winner’s Circle is full of good dogs, there is one final judging round for overall Goodness—but event cards can still provide chaotic and unexpected results before one dog is finally named the Goodest Dog! —description from the publisher

Categorys
AnimalsCard Game

Mechanics
Take That
304.jpgWe're Doomed!4 - 1013+15 mins
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We're doomed! The world is coming to an end! We must act now to survive!!! Players are the most powerful leaders in the world working alongside up to nine others to build a starship. Time is short! The goal? Build and be on a starship that escapes a dying world — or betray everyone to ensure your own survival. No seats on the starship are guaranteed. We're Doomed! is a quick, timed, panic-inducing game of international collaboration, retaliation, diplomacy, conspiracy, and blowing each other up for fun! It is not the 11th hour. It is the final hour. Do we have time? How many seats will be available? Who will get a seat? Will the ship even get completed? During the Action Phase, players take one action in turn order to produce or steal either Resource or Influence tokens. Resource tokens are used to build the escape ship. The bigger the ship, the more players can escape to victory at the end of the game. Influence tokens determine who boards the ship first at the end of the game. Each civilization is better at one of the standard actions. During the Contribution Phase, there is no turn structure. Players can negotiate as they pledge their Resources to building the escape ship by contributing Resource tokens. The player who contributes the most Resources is awarded 1 Influence and gets to draw the event card for that round. Each card is one of one hundred unique and ruthless event cards that change the game drastically — introducing new restrictions, secret missions, ethical dilemmas, physical challenges, robots, aliens, lizard-people and more. The player who drew the event card then takes an action, starting the next Action Phase. The game continues in this fashion (actions, contributions, event) until time is out! After 15 minutes, play stops. Time to board the starship. Who gets in first? The players with the most Influence board the ship first. Once full, the ship launches and the remaining players are left behind to die. Beware! Resources can also be used to nuke a player, completely eliminating them from the game, so watch the other players’ Resource token stockpiles! Witness humanity at its worst and finally come to terms with the truth you have known all along — we're doomed!

Categorys
Card GameCivilizationNegotiationParty Game

Mechanics
Auction/Bidding
Player Elimination
Variable Player Powers
Voting
90.jpgWingspan1 - 510+40 - 70 minsAlready Requested
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Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez. You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth: Gain food tokens via custom dice in a birdfeeder dice tower Lay eggs using egg miniatures in a variety of colors Draw from hundreds of unique bird cards and play them The winner is the player with the most points after 4 rounds. If you enjoy Terraforming Mars and Gizmos, we think this game will take flight at your table. —description from the publisher From the 7th printing on, the base game box includes Wingspan: Swift-Start Promo Pack.

Categorys
AnimalsCard GameEducational

Mechanics
Contracts
Dice Rolling
End Game Bonuses
Hand Management
Once-Per-Game Abilities
Open Drafting
Set Collection
Solo / Solitaire Game
Turn Order: Progressive
178.jpgWizard's Quest2 - 612+180 mins
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A Heroic Fantasy Wargame wherein Peacemaker the Wizard, tired of eons of conflict over rulership of the island kingdom of Marnon, sets up a quest competition to choose the rightful ruler and end all bloodshed forever. The map portrays the island of Marnon divided into 36 numbered territories and 8 bordering castle spaces. Orcs are placed in approximately 1/3rd of these spaces, then players place their Men in the remaining spaces. An opposing player places your 3 Magic Items around the map for you to find later. The first player to collect all three of their own treasures is the winner. Each turn, Orcs around the board repopulate and then frenzy, indiscriminately attacking nearby Men. The Dragon flies around and eats Orcs and Men. Peacemaker the Wizard visits a region and bestows prosperity, and also enforces peace there that turn. After all this, each player may petition the Wizard for a card, receive reinforcements, and then carry out an attack campaign. Players forces include Men and two 'superpower' counters: Hero and Sorcerer. Garret J. Donner later took his concept of objects moving semi-randomly and sometimes under partial control of the players (The Wizard and The Dragon) and designed the game Dragonhunt around it. Avalon Hill Complexity rating - 2

Categorys
AdventureFantasyWargame

Mechanics
Area Movement
Dice Rolling
Simulation
Variable Phase Order
231.jpgXCOM: The Board Game1 - 414+60 - 120 mins
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Game description from the publisher: You are humanity's last hope. In XCOM: The Board Game, you and up to three friends assume the roles of the leaders of the elite, international organization known as XCOM. It is your job to defend humanity, quell the rising panic, and turn back the alien invasion. Where the world's militaries have failed to stand against the alien invaders, you must succeed. To do so, you must make strategic use of the resources available to you. You must launch Interceptors to shoot down alien UFOs, assign soldiers to key missions, research alien technology, and use that technology to defend your base — all while trying to keep the world from collapsing just long enough that you can coordinate one final mission to repel the invaders for good. One of the more notable aspects of XCOM: The Board Game is the way that it incorporates a free and innovative digital app into the core of its gameplay. This digital companion will be available both as a downloadable app and as an online tool. The app's primary function is to coordinate the escalating alien invasion, randomly selecting from one of five different invasion plans. Each invasion plan represents a general outline that the alien commanders will use to coordinate the arrival of new UFOs, plan strikes against your base, and respond to your successes or failures as it seeks to conquer Earth. The app manages all of these tasks and heightens the game's tension as it forces you to respond in real-time. Then, after you move quickly to coordinate your response, you engage the enemy in the untimed resolution phase and feed the results to the app. Based upon these results, the app launches the invasion's next strikes. Additionally, the app teaches you the rules, controls the information that your satellites provide you, and tracks the progress of your resistance efforts, even as it allows you to enjoy the game at any of three levels of difficulty: Easy, Normal, or Hard. The use of this app does more than simply streamline your play experience and track your turns in real-time; it also permits a uniquely dynamic turn structure. While the variety of game phases remains the same from round to round, the order in which you and your friends must play through them may change, as may the number of a given phase. As a result, while you'll want to know where UFOs appear before you deploy your Interceptors, the alien invaders may be able to disrupt your satellite intel and force you to deploy your Interceptors on patrol with limited or no knowledge of the UFOs current whereabouts. Similarly, you may be forced to think about the costs of resolving the world’s crises before you know how many troops you’ll need to commit to your base defense. The effect of the app is to immerse you deep into the dramatic tension at the core of XCOM: The Board Game, and it ensures that the game presents a challenging and cooperative (or solo) experience like no other. Just like the XCOM department heads that you represent, you'll need to keep cool heads in order to prevail.

Categorys
Real-timeScience FictionVideo Game Theme

Mechanics
Cooperative Game
Dice Rolling
Hand Management
Push Your Luck
Variable Player Powers
179.jpgXibalba2 - 412+30 - 60 mins
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Imagine a world in which our technologic enhancements yield the powerful diesel-driven machines of the early 20th century. A world in which the discovery of an alien resource has changed the industrial evolution forever. Where the military arsenals have never been used to incite a world war, but for the very survival of mankind. It is the year 1948 and the world as we know it has ceased to exist. Welcome to Xibalba, where the remains of civilization fight for their very survival in an inter-apocalyptic dieselpunk world. In Xibalba, players gather resources, expand their bases with soldier, civilian, and structure cards, weaken their opponents by attacking and raiding them, and enter the contended ark to loot Paragon in order to win the game. Xibalba is designed for two to four players. A second copy of Xibalba allows games of up to eight players! Game features: 8 appealing player factions to choose from Clever combinations of dice and card gameplay Adjustable game duration New strategic possibilities with each game A unique dieselpunk setting Atmospheric full color artworks High replayability Xibalba is played in a turnaround sequence with players rolling dice to determine their resources and attacks and then taking their actions by purchasing cards, performing attacks and loot for Paragon. The first player who reaches a certain amount of Paragon (defined upfront) wins the game. Thus the victory conditions are adjustable, the game duration can vary by a lot.

Categorys
Card GameDiceFantasy

Mechanics
Action Points
Area Majority / Influence
Dice Rolling
Worker Placement
289.jpgZombie State: Diplomacy of the Dead2 - 513+180 mins
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The world is too late. The virus known as MV1 has gone global. You, the leader of your people, have moved quickly to consolidate your local governments in hopes that you are not too late to carve some chance of hope out of what appears to be none. Rushing to develop effective technologies and retrain your military against this new threat proves difficult but is your only chance at salvation. Resources will prove important and become continually scarce as MV1 continues to sweep through your territory. Do you have what it takes to keep your people alive? Or, better yet, can you eliminate the threat of the walking dead from your territory completely? Many technologies lay at your disposal if you test them successfully, but the true strength of these technologies lie in the versatile combinations that you choose to use. Will you rely on military strength, physics and science, or research medicine to find a cure? Perhaps your survival lies in utilizing combinations of these technologies. Either way your fallen countrymen have only one form of diplomacy and that is that they are at peace only when they are feeding. Feeding on you and your people and spreading the deadly MV1 viral infection. Welcome to The Zombie State: Diplomacy of the Dead. Game Play: You are the world leader of a group of nations. Each turn zombies feed and randomly spread throughout your territory, quickly reducing your population and increasing the number of zombies. At the beginning of the game you have no technologies or military that are effective against the viral threat on a worldwide scale. Each turn you must maximize the use of resources to draft and use military, test technologies, and then strategically use these successfully tested technologies. As the game progresses, outbreaks and the spread of zombies makes the game more difficult through a loss of population, resources, and freedom to act. However, if you have been an effective leader you will have developed effective technologies that you may use to try and eliminate the threat from your territory completely. Otherwise leaders will find the game ends with the total conversion of their population into the walking dead.

Categorys
Industry / ManufacturingMedicalZombies

Mechanics
Action Points
Area Majority / Influence
Area Movement
Dice Rolling