Vendor: Rio Grande Games
Type: Board Games
Price:
28.95
Designers |
Simone Luciani Daniele Tascini |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Expansion For |
Tzolk'in: The Mayan Calendar |
Accessory | Folded Space - Tzolkin and Tribes & Prophecies Expansion |
In Tzolk'in: The Mayan Calendar - Tribes & Prophecies, each player now becomes the leader of a particular tribe, each of which has a special ability that only that player can use. The game includes 13 tribes to provide plenty of variety, (You know that 13 is a spooky and magical number, right?)
With this expansion, the game of Tzolk'in: The Mayan Calendar is also influenced by three prophecies that are revealed ahead of time and fulfilled when the time is right. These prophecies give players other opportunities to score points, but they can also lose points if they don't prepare themselves for the prophecy effects. As with the tribes, the expansion includes 13 prophecies. (Woohoo, 13 again!)
This expansion also has new buildings and components that allow up to five players to compete.
Vendor: TwoMonkeyStudios
Type: Board Games
Price:
25.00
Each player has an identical set of ten Faction cards. With these, players will leverage Influence over Castles, alter the game board, and sabotage opponents’ strongholds. At the end of six Rounds, whoever has the most Power wins!
Castles are cards dealt face-down following the pattern on a Setup card -- these patterns have anywhere between 8 and 18 Castles. The Setup card also indicates which order the Castles are examined (determining who conquered the Castle).
Players have identical sets of six Influence cards, which are used (one per Round) to attempt to gain control of a Castle. Influence cards are played face-down in the Attack Phase, and revealed during the Conquer Phase. Conquering a Castles scores 1 Power, and maintaining control awards the amount of Power shown on the Castle card -- between 0 and 4 Power. With very few 3 and 4 Power Castles, these will be highly contested!
Conquered Castles have the additional benefit of providing bonus Influence against its immediate neighbors (up, down, left, right, and all four diagonals).
Additionally, players have four special cards:
--Swap cards can be used to change the orientation of the Setup and Castle cards, and can be used to switch two Influence cards (players can only affect their own Influence cards, and Castles that they control).
--The Saboteur card is used to prevent a Castle from using its Influence toward one neighboring Castle for one Round, and any player can play their Saboteur on ANY Castle.
--The Delay card is played to move a player to the end of the Turn Order queue, granting the benefit of seeing where everyone else played before they decide where to play their Influence card. But beware! Everyone has a Delay card, and they can all be used on the same Round!
Power is scored every round and is cumulative. The player (or team!) with the most Power wins!
A note on Team games:
Influence can be played free-for-all, but can also be played in teams, so long as the teams have an equal amount of Factions.
Vendor: Level 99 Games
Type: Board Games
Price:
13.95
Designer | D. Brad Talton, Jr. |
Publisher | Level 99 Games |
Players | 2 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Integrable with | |
Expansion |
Pixel Tactics: Seven Sisters Pixel Tactics: The Price Of Victory Pixel Tactics: Argent University |
Pixel Tactics 2 is a head-to-head game of tactical combat for two players. Each player has an identical deck of 25 cards, from which they draft a leader. The leader's abilities alter vastly the strategy and playability of every other card in the deck, making the game playable in 25 different ways.
In the game, players take turns placing cards and attacking. Each card can activate in various ways, taking on offensive capabilities in the front rows of the unit, or support powers in the back rows. Cards can also be played as orders – powerful single-time effects that can turn the tide of battle.
Play continues until either player's leader is defeated. A typical game is best of three or five rounds.
Pixel Tactics 2 takes place in the same world and uses many of the characters from Level 99 Games' BattleCON: War of Indines, but its gameplay is entirely unrelated.
Vendor: Level 99 Games
Type: Board Games
Price:
16.95
Designer | D. Brad Talton, Jr. |
Publisher | Level 99 Games |
Players | 2 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Integrable with |
Pixel Tactics 2 Pixel Tactics 3 Pixel Tactics 4 Pixel Tactics 5 |
Expansion |
Pixel Tactics: Seven Sisters Pixel Tactics: The Price Of Victory Pixel Tactics: Argent University |
Pixel Tactics is a head-to-head game of tactical combat for two players. Each player has an identical deck of 25 cards, from which they draft a leader. The leader's abilities alter vastly the strategy and playability of every other card in the deck, making the game playable in 25 different ways.
In the game, players take turns placing cards and attacking. Each card can activate in various ways, taking on offensive capabilities in the front rows of the unit, or support powers in the back rows. Cards can also be played as orders – powerful single-time effects that can turn the tide of battle.
Play continues until either player's leader is defeated. A typical game is best of three or five rounds.
Pixel Tactics takes place in the same world and uses many of the characters from Level 99 Games' BattleCON: War of Indines, but its game play is entirely unrelated.
Integrable with
Vendor: Level 99 Games
Type: Board Games
Price:
35.95
Designer | D. Brad Talton, Jr. |
Publisher | Level 99 Games |
Players | 2-6 |
Playtime | 45 mins |
Suggested Age | 13 and up |
In Disc Duelers, players control a team of 3-5 characters, which are drafted during the initial set-up. Each of the 52 characters is represented by a card and a disc. The card shows ratings for movement and attacks, plus a special ability. The game can be played on any flat surface, although a four-foot-square table is recommended. Players place everyday objects on the table to act as terrain.
On his turn, a player activates a character. He may then move and attack by flicking the corresponding disc. A moving disc that hits terrain suffers no damage, but hitting other discs causes one damage to the active character. An attacking disc suffers a point of damage if it hits terrain and causes a point of damage to another character if it hits its disc. Knocking a disc into terrain or off the table inflicts an additional point of damage. A character is eliminated when it takes five points of damage. A character's ratings determine how many times it can move and attack each time it is activated. Optional item cards, if used, can be acquired during play and provide additional actions.
Disc Duelers includes several play options, including classic elimination, point capture (points scored for eliminating a character, but that character returns to action), soccer or volleyball with a neutral disc representing the ball, and a race.
Vendor: Level 99 Games
Type: Board Games
Price:
22.95
Designer | D. Brad Talton, Jr. |
Publisher | Level 99 Games |
Players | 3-8 |
Playtime | 30 mins |
All was peaceful in the idyllic land of Indines until a powerful artifact, the Belt of Beatdown, was discovered by the villainous Wardlaw O'Brien. With the belt, O'Brien was able to absorb the bar-fighting powers of the greatest fist-fighters across the world. O'Brien scheduled a world-wide pub crawl and invited all the greatest fighters in the land to take part. Can you become the greatest fist-fighter in the World of Indines by fighting your way through seven rounds, punching and gouging your way to supremacy?
At the start of 7-Card Slugfest, each player chooses one of eleven characters and takes a set of seven cards associated with that character. In each set, four cards are simple punches – doing a variable amount of damage – while three also have special effects. At the beginning of each round of the game, players shuffle their deck and place it face down in front of them. A stage card is flipped over to show the rewards for first, second and third most KO points earned this round.
When someone yells fight, the players simultaneously start picking up cards from their decks, looking at them, then playing them on another character. Whenever a player runs out of cards, they take a drink token from a common supply. Their character's stamina is ten, plus or minus the value of that drink token. When everyone has played his cards, the next step is to resolve the stacks of cards played on characters, applying damage in the order it was dealt. If a character's stamina is equalled or exceeded, the character who achieved the knockout earns a KO point. If a character survives all the punches aimed at him, then he receives the KO point. Players can also score two KO points for knocking out Boris, a non-player character. KO points are turned into gold according to each round's stage card, and the player with the most gold at the end of seven rounds wins.
Vendor: Funforge
Type: Board Games
Price:
49.95
Designer | Eric Zimmerman |
Publisher | Funforge |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Send out the scouts! Position the Flagship in tactical orbit! And reconfigure that Battlestation into something new! Your fleet of loyal ships, powered by the might of quantum probability itself, carries your empire to the far-flung stars. How will history remember you? As a ravenous destroyer? A clever tactician? A dauntless explorer? Command your armada, construct world-shattering technologies, and rally the remnants of humanity for a final confrontation.
In Quantum, each player is a fleet commander from one of the four factions of humanity, struggling to conquer a sector of space. Every die is a starship, with the value of the die determining the movement of the ship, but also its combat power - with low numbers more powerful. So a [ 6 ] is a quick but fragile Scout and a [ 1 ] is a slow but mighty Battlestation.
Each type of ship also has a special power that can be used once per turn: Destroyers can warp space to swap places with other dice and Flagships can transport other ships. These powers can be used in combination for devastating effects. You're not stuck with your starting ships, however: using Quantum technology, you can spend actions to transform (re-roll) your ships. Randomness plays a role in the game, but only when you want: Quantum is very much a strategy game.
You win by constructing Quantum Cubes - massive planetary energy extractors. Each time you build a new one, you can expand your fleet, earn a new permanent ability, or take a one-time special move. The board itself is made out of modular tiles, and you can play on one of the 30 layouts that come with the game or design your own. The ship powers, player abilities, and board designs combine to create a limitless set of possibilities for how to play and strategies for how to win.
With elegant mechanics, an infinity of scenarios, and easy-to-learn rules that lead to deep gameplay, Quantum is a one-of-a-kind game of space combat, strategy and colonization that will satisfy both hard-core and casual players.
Quantum won the 2012 Game Design Award at the IndieCade Festival of Independent Games, as a prototype game with the title Armada d6.
Vendor: Funforge
Type: Board Games
Price:
21.95
Designer | Antoine Bauza |
Publisher | Funforge |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Expands |
The Tokaido is ready to unveil a few more treasures for the most faithful Travelers: cherry trees in full bloom, luxurious bathhouses, good luck charms, calligraphy, legendary objects, and even clandestine gambling rooms are now part of the journey! Tokaido: Crossroads, an expansion for the game Tokaido, will open up new doors and many new possibilities to make your journey even richer and more strategic.
Vendor: Funforge
Type: Board Games
Price:
27.95
Designer | Antoine Bauza |
Publisher | Funforge |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Expands |
The Tokaido is ready to unveil a few more treasures for the most faithful Travelers: cherry trees in full bloom, luxurious bathhouses, good luck charms, calligraphy, legendary objects, and even clandestine gambling rooms are now part of the journey! Tokaido: Crossroads, an expansion for the game Tokaido, will open up new doors and many new possibilities to make your journey even richer and more strategic.
Vendor: Gale Force Nine
Type: Board Games
Price:
11.95
Designer |
Aaron Dill John Kovaleski Sean Sweigart |
Publisher | Gale Force Nine, LLC |
Players | 1-4 |
Playtime | 120 mins |
Suggested Age | 13 and up |
Expand | Firefly: The Game |
Firefly: The Game - Breakin' Atmo introduces fifty new cards to the game: 25 job cards and 25 supply cards. New jobs present new challenges for captains and their crews with payouts based on their skill levels. The additional supply cards offer new resourceful crew members for hire and specialized gear to help you pull off the big scores.
Vendor: Gale Force Nine
Type: Board Games
Price:
49.95
Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over "full burn" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins.
Game description from the publisher:
In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.
Vendor: Assa Games
Type: Board Games
Price:
28.95
You are a flagship commander of one of the great galactic superpowers, navigating the fringe of the known galaxy in an effort to claim and colonize the many bountiful star systems in the region. Expansion can be achieved through rapid peaceful occupation, but you must also use the military resources at your disposal to seize enemy outposts and to protect your own. Although this is new territory for you and your competitors, a variety of alien species are native to the newly-charted sectors... earning their loyalty will go a long way towards deciding who will be the master of the Galaxy's Edge!
Your overall objective in the game is to score the most points at the game's end. Points are mainly earned for building colonies in the many star systems of varying value. Bonus points can be won by earning the loyalty of various alien species while satisfying their specific requirements.
Throughout the game you will need to support your colonization efforts with military strategy, which in turn will allow you to conquer valuable opposing colonies and thus score more points. Obtaining—and keeping—alien loyalties will be an important factor in determining a winner, and the diverse Event cards can be used to further your goals in a number of ways.
Vendor: PLAYTHISONE
Type: Board Games
Price:
24.95
Designer | |
Publisher | PLAYTHISONE |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors |
|
In UGO!, players try to found a mighty kingdom. Eagerly they expand their empire with more and more countries – but only the areas that are well maintained by farmers shall ensure that a truly flourishing kingdom will be founded.
UGO! puts a unique twist on a trick-taking game. The starting player plays a card from hand, then in clockwise order the other players play a card of the same color, if possible, while playing a different color otherwise. The one who plays the highest card takes all the others. In a tie, the player who follows suit wins. If none of the players followed suit, than the first one wins.
The winner places the cards on his kingdom cards, starting from left to right and sorted by color. If you have nothing on your kingdom cards yet, you can sort the cards from left to right in any order. However, if you do have cards already on your kingdom, you must place them on top of the other matching colors (countries). As soon as you have placed the cards and started a new game round, you may not change them anymore. The winner of the game round is also the starting player of the next one.
Vendor: Nevermore Games
Type: Board Games
Price:
30.95
Designer | Ben Rosset |
Publisher | Nevermore Games |
Players | 2-4 |
Playtime | 45 mins |
Suggested Age | 10 and up |
London, 1873 – The Royal Academy of Space Exploration has announced its intention to launch a mission to Mars by year's end. In its quest to claim, fully explore, and map the great red planet, the Academy is holding recruitment competitions for various positions on the crew. A position central to the crew's mission, the Astronautical Engineer must be resourceful and efficient in his construction of various mechanisms and ship maintenance.
In Mars Needs Mechanics, players represent engineers and tinkerers from all over the Empire who have come to compete for this prodigious opportunity. Starting the game with only 30 cogs (currency), players will utilize unique game mechanisms that emphasize timing to collect sets of components and build steampunk mechanisms aimed at earning even more cogs. At the end of the competition, the engineer with the most cogs will earn his place as Astronautical Engineer on the crew of the H.M.S. Victoria VII.
Vendor: Treefrog Games
Type: Board Games
Price:
53.95
Designer | Martin Wallace |
Publisher | Treefrog Games |
Players | 2-5 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Honors | 2013 Golden Geek Best Thematic Board Game Nominee |
A Study in Emerald is a game for two to five players based on the award-winning short story of the same name by Neil Gaiman. In this stylistic mash-up of Sherlock Holmes and H.P. Lovecraft, the worst has already happened and the world is now ruled by the Old Ones. However, a secret war is being fought to free mankind from their servitude. The game A Study in Emerald fleshes out this core idea by including historical figures from the late nineteenth century, most being persons involved in the anarchist movement of the time.
Deck-building forms the core of the game. You use influence cubes to bid for the right to draft cards and take control of cities. Each player has a secret identity, either a Restorationist fighting against the creatures or a Loyalist attempting to defend the status quo. Which side you are on determines what you score points for. An additional twist is that the performance of other players on the same side as you can stop you from winning if they are doing particularly badly, so you really want to know who is on which side. More specifically, when the game ends – and this can result from multiple causes, such as a marker on the War or Revolution track hitting 15 or the assassination of a Restorationist player agent – then the sides compare their scores; which side has the lowest score automatically loses, then the player with the highest score on the remaining team wins the game.
The game takes around ninety minutes to play and is more complex than most, so more suitable for the experienced gamer.
The short story the game is based on can be found here:
https://www.vaibhavhospital.com/mediafiles/exclusive/shortstories/emerald.pdf
Vendor: Fantasy Flight Games
Type: Board Games
Price:
41.95
Designer |
Tom Jolly Lukas Litzsinger Christian T. Petersen |
Publisher | Fantasy Flight Games |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 14 and up |
Expansions |
"The cost of victory is blood, the cost of defeat is everything." –The Empire at War
Set amid the constant warfare of the Old World, Warhammer: Diskwars is a game of ferocious, fast-paced tabletop battles for two to four players. At the heart of the game's conflicts are its disks, which represent heroes and units from across the Old World. During the game, you activate these disks, flipping them end over end to move them across the battlefield, position them to attack, and interact with terrain and other disks it overlaps. When one disk covers another disk, the disk on top is considered to be "pinning" the disk below it; this prevents the pinned disk from activating, and at the end of the round, overlapping disks must fight one another. By maneuvering carefully to pin your opponent's units, you can strike them down, seize control of the battlefield, and win the day!
Warhammer: Diskwars has been updated to its new setting within the Warhammer world and features flexible rules for hero-centric army-building. Additionally, whereas the original Diskwars was a collectible game, Warhammer: Diskwars has moved away from the blind buy model, and the Core Set includes everything you need to play the game: a host of terrain cards, objectives, command cards, and more than sixty disks for the game's four races.
Vendor: Privateer Press
Type: Board Games
Price:
74.95
Designer | Will Schoonover |
Publisher | Privateer Press |
Players | 2-6 |
Suggested Age | 14 and up |
LEVEL 7 [Omega Protocol] picks up right where LEVEL 7 [ESCAPE] left off. The Subterra Bravo facility has been thrown into chaos through the players actions in [ESCAPE], and now the government has sent in a top-secret, highly-trained special forces unit to shut down the facility and eliminate everything remaining in the base.
In [Omega Protocol], one player takes on the role of the Overseer while two to five other players take on the role of the elite Special Ops team. The Overseer's role in the game is to control all of the alien denizens and challenges the players face throughout the game. The players are trying to achieve specific scenario-based objectives by exploring a map that's laid out at the start and fighting off the hordes of aliens that the Overseer sends their way.
Gameplay is based around adrenalin, which is the currency that the soldier players use to perform actions. They generate adrenaline to do things such as move, attack, and perform special actions like activating an objective space. That generation also has a negative effect for them, as that adrenalin transfers to the Overseer player, who then uses it to spawn aliens, create new threats, and hurt the soldiers' chance of success during the scenario. The more actions the Special Ops players take, the more resources the Overseer player has to work with.
Characters in [Omega Protocol] are represented by miniatures, and each Special Ops and alien character has different attributes, powers, and customizable skills and equipment.
Vendor: IELLO
Type: Board Games
Price:
32.95
Designer |
Aureliano Buonfino Lorenzo Silva Lorenzo Tucci Sorrentino |
Publisher | IELLO |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Honors | 2013 Golden Geek Best Family Board Game Nominee |
Expansions |
Steam Park: Play Dirty Steam Park: Robots |
As owners of a fantastic steam park, you're to build gigantic, coal-powered rides to attract as many visitors as you can – but building attractions won't be enough. You'll also need to manage your employees, invest in advertising in order to attract and please the different kinds of guests visiting your park, and, above all, keep the dirt that your park produces under strict control!
Steam Park is an easy-to-learn game with two difficulty levels: one for the less experienced gamers and a more strategic one for those who want a more exciting challenge. In this management game, you'll have to build your own amusement park and make it the largest and most profitable in the region. By constructing the three-dimensional, wonderful rides designed by Marie Cardouat, you will see your park grow right before your eyes. Choose your strategy! Build Stands to attract more Visitors, or Toilets to keep the Dirt under control. Whatever decision you take, take it quickly: The less time you spend planning, the more time you'll have to maintain your park. Thanks to a clever, original action-choosing mechanism, winning in Steam Park is as much a matter of being the best as of being the fastest!
Vendor: Lock 'N Load Publishing
Type: Board Games
Price:
57.95
Designer |
Larry Bogucki Jonathan Martel Chris Orszak Hal von Hofe |
Publisher | Lock 'N Load Publishing, LLC |
Players | 2-4 |
Playtime | 150 mins |
Suggested Age | 14 and up |
In Warparty, players take command of the heroes and armies in a fantasy world beset by conflict. An alliance of Dwarves and Men are pitted in a battle of survival against the evil hordes of Goblins and the nefarious Undead. To win, players recruit massive armies, build cities, develop technology, and conquer territory in an effort to defeat their opponents by ultimately capturing their homeland. Beyond the mere battling of armies and world conquest, players direct the development of heroes to explore dungeons, battle fierce creatures, and gain valuable treasure and spells that can be used to turn the tides of war against their foes.
Player turns are broken into three phases: