Vendor: Queen Games
Type: Board Games
Price:
37.95
Designer | Jakob Andrusch |
Publisher | Queen Games |
Players | 2-4 |
Playtime | 30-45 mins |
Suggested Age | 8 and up |
Vendor: Indie Boards and Cards
Type: Board Games
Price:
14.95
Designer | Tony Boydell |
Publisher | Indie Boards and Cards |
Players | 1-5 |
Playtime | 90 mins |
Suggested Age | 10 and up |
Expands | Snowdonia |
Snowdonia: Jungfraubahn & Mount Washington consists of two new scenarios for Snowdonia that take players away from the damp North of Wales and transport them (and their shovels) to more frozen climes! New mechanisms for the use of dynamite, new weather (snow) and new trains combine to provide a different playing experience. Jungfraubahn is a scenario for up to four players, with the yellow fifth player pieces being used as dynamite; the Mount Washington scenario handles up to five players with an amusing take on the "Surveyor". (Let's just say: "Wheeeeeeeeeeeee!") This expansion is comprised of a rulebook and a single deck of 66 cards containing:
The german version by Lookout Games comes without a box and without a rulebook. It is given out in three shrinkwrapped card packages with 33 cards each.
It also includes the expansion:
Vendor: Stronghold Games
Type: Board Games
Price:
37.95
Designer | Anthony Rubbo |
Publisher | Stronghold Games |
Players | 1-8 |
Playtime | 20 mins |
Suggested Age | 10 and up |
The story thus far...
The life of a Strategic Space Sheep Commander isn't easy, especially if that Commander is assigned to the Lambda Sector. Centuries of peace had lasted throughout Lambda, the various Sheep Systems have settled their remaining differences, and the sector has seen a golden age of prosperity and scientific advancement. With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive. The ships outfitted with such operate both independently and synchronously with System bases to enable the crossing of vast distances in relatively short amounts of time. With this, the races of the Systems were brought even closer together. Commerce and cultural trade were at an all-time high, and families allowed their Sheeplings to roam free across the neighboring regions without fear.
All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as "Wolf". Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy's known history.
All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders' uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite "Shepherd" class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.
You are a Sheep.
You are a Defender in the Strategic Sheep Command.
You have trained all of your career for this moment in history.
You will issue Tactics to the Shepherd Fleet to direct the Rescue Mission.
You know how to defeat Wolf – "Ewe's The Force..."
Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.)
In Space Sheep!, on each player's turn, the player will play a card from her hand, allowing her to:
Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).
In Space Sheep!, one player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can't, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.
Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can't discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win.
Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).
Vendor: Paizo Publishing
Type: RPG
Price:
19.95
Designer |
Chad Brown Tanis O'Connor Paul Peterson Mike Selinker Gaby Weidling |
Publisher | Paizo Publishing |
Players | 1-6 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Expands | Pathfinder Adventure Card Game: Rise of the Runelords - Base Set |
Vendor: Baksha Games
Type: Board Games
Price:
34.95
Designer | Sean Scott Garrity |
Publisher | Baksha Games |
Players | 3-6 |
Playtime | 90 mins |
Suggested Age | 12 and up |
You have just finished your evil doctorate. Now it's time for you to return to a castle on the outskirts of the town where you grew up, to begin your tyranny in the name of revenge. Every bully that gave you a wedgie in school and every cutie who laughed at your advances will feel the wrath of the monster you are about to create...
Your goal in Good Help is to create the best monster that you can, then unleash it on the public – but don't take too long as the first player to have his monster destroy five buildings in town wins. Alternatively, you can set your monster on those of the other players, and if you have the last monster standing, you win.
To assist you in your goal – and to preserve your reputation in town – you'll hire assistants, then send them out to collect body parts, buy supplies and earn money. Your assistants can confront those of other doctors to try to steal away the gold, supplies or limbs they carry. Each assistant has at least one vice, however, and when moving about town they might be lured away by the prospect of beer, jewelry, dresses or sausage, selling or dropping everything they have to get their fix. Good help is indeed hard to find!
Vendor: Squirmy Beast
Type: Board Games
Price:
19.95
3Designer | Peter Vaughan |
Publisher | Squirmy Beast |
Players | 3-8 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Expansion | What the Food?! Special Edition Expansion |
What the Food?! is a fast-paced card game for 3-8 players capturing the experience of a classic cafeteria food fight! Pick up food, throw funny combos at your opponents and duck to avoid "humiliation" points from flying food impact.
In the center is a draw deck, with five food or other cards exposed at any one time to make up the "cafeteria floor". Players start the game with three standard actions and one special action unique to their character. Every round, each player chooses three of their action cards, and puts them in a stack representing the next three turns. The turns are then resolved at once, but in clockwise rotation to handle any timing conflicts. Players can gain additional actions during the game, and global school events occur, instantly causing random chaos.
When any player reaches 10 humiliation points, someone has "alerted the principal" and the fight is over at the end of that round. The winner is the person with the LOWEST humiliation score.
Vendor: 8th Summit
Type: Board Games
Price:
47.95
Designer | Wolfgang Kramer |
Publisher | 8th Summit |
Players | 2-6 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Expedition: Famous Explorers is an updated version of two award-winning Wolfgang Kramer games – Wildlife Adventure and Expedition – with a new theme: discovery and exploration. Players lead three expeditions to various locations by placing arrows on a map. When an expedition arrives at a location that matches either a location card held by that player or a public location, that player scores that card by placing it in front of him.
Expedition: Famous Explorers retains all the core rules of earlier versions of the game, but adds optional advanced rules that allow players to score additional points based upon purchasable Explorer and Event cards. Another game mechanism introduces Secret Locations.
Vendor: Asmodee
Type: Board Games
Price:
36.95
Designer |
Sebastian Bleasdale Reiner Knizia |
Publisher | Asmodee |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 13 and up |
You're the leader of a great nation which is currently expanding. Over the course of the seven decades covered by the game, you will have to invest in infrastructures and industries, provide your country with energy and finance the mercurial forces of research in order to remain competitive.
But prosperity has a price. You owe it to future generations to leave them a healthy world. Pollution lurks, but will you be able to limit it?
Prosperity has players building up their countries on a grand but abstract scale, with them needing to balance concerns over energy and ecology with the constant need for capital and the long-term goal of prosperity points.
The game starts with 24 tiles available, half on the energy side of the shared game board and half on the ecology side. Two tiles on each side are placed on levels 1-6, with the players each having two research markers – energy and ecology – that start at level 1. Each player has an individual game board with color-coded spaces for tiles, a pollution track, and tracks for energy and ecology. A stack of 36 tiles – with tiles arranged by decades: the six from 2030 on the bottom, then the five from 2020, and so on to the five from 1970 – is set up during the playing area.
On a turn, a player draws the top tile from the stack, then everyone resolves the symbol highlighted on the tile:
Once everyone has done this, the active player takes two actions, repeating an action if desired. The possible actions are:
Players have limited space for tiles on their individual boards, especially since the tiles and spaces are color-coded, but players can cover existing tiles, if desired, losing any benefits (or penalties) in the process. Some parts of the individual board are off-limits to new infrastructure until you first provide transport; toll roads, highways and even train systems have drawbacks of their own, but ideally you'll be able to build your way past those trouble spots without causing too much pollution.
When the final tile is drawn, that player finishes his turn, then everyone scores: twice for their energy and ecology levels, one for capital (with money being converted into prosperity points), once for research on both tracks (with points for those researching the most), and once for prosperity. Whoever tallies the most prosperity points wins!