Games Seeking Reviews

The following games are being offered for review by their respective designers. Reviewers interested in contacting the designers may do so below. Designers' contact information will not be shared with reviewers unless the designer responds to the reviewer's email.

 
 

2016.A - Stuff By Bez

Description from the designer: Players take turns to swap a card, then predict where an arrow will travel to. It's critical to not only remember what the face-down cards are, but also consider what you're swapping, what cards you're giving to the other player, and what they could swap. Setup: make a 3x3 grid of cards. Both players see the middle 3. Each player looks at the 3 closest to themselves. The remaining 3 cards are given to the start player, along with the arrow. Each turn: the arrow is placed in front of the central card on the active player's side. the active player swaps a card on the table with one from their hand, then gives the 3 cards to the other player. the other player swaps a different card on the table. the active player predicts which side of the grid the arrow will exit on the other player chooses a different side cards are turned over, one at a time, to reveal the path that the arrow follows, until it exits the grid if either player predicted the exit side correctly, they get a point. First to 3 points wins the game.

 
 

AFFLICTION: Salem 1692 - DPH Games Inc.

The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness. AFFLICTION is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness. The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date. GAMEPLAY: Players will take turns placing a 'worker' to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board. REMOVE 2 ACCUSATIONS - Take 2 Accusation Tokens off of any Colonist. FIRST PLAYER TOKEN/PROTECTION - Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn. GAIN INFLUENCE/USE COLONIST ABILITY - Generate Influence and use the abilities of Colonists that you have in your Circle. ARREST - Spend Influence equal to a Colonist's adjusted Reputation to Arrest. SPECTRAL EVIDENCE - Use this token to prevent a Colonist from Generating Influence and using their Colonist ability. ACCUSE - Place accusation tokens to reduce Colonist's Reputations to make them easier to arrest. GAIN/REMOVE FEAR - Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists) BRING COLONIST INTO CIRCLE - Spend Influence equal to a Colonists Base Reputation and bring them into your Circle. Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary. END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the game, the game immediately ends. VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.


AFFLICTION: Salem 1692
 
 

Ambyria: Shroud of the Shadow Demon - Paw-Warrior Games

Ambyria is Paw-Warrior's debut game. A fantasy card game, Ambyria is a non-collectible strategy card game with a dash of luck and a pinch of chaos. Ambyria perfectly caters to the little voice in all of us that holds a grudge. With plenty of opportunities for revenge, you won’t have to listen to that voice for very long before it’s satisfied. Don’t be shy and show no mercy, as you will receive none in return! Playing as one of four heroes you collect the mysterious ember stones to defeat Ingduhl the Shadow Demon. Only the hero who collects the most ember stones will be able to defeat the Shadow Demon and save the world from his shroud. In either a fierce dual between hardened experts or a four-player frenzy, players amass ember stones by strategically using card effects and by collecting the cards in their emberscapes. Unique to Ambyria is the concept of an umbrella effect over your play area called the Mode, which will determine the tactic for your turn. Whether you need to gather more resources, or you need more time to play your cards safely, or if you are ready to claim your ember stones, your mode will be important on your path to victory.


Ambyria: Shroud of the Shadow Demon
 
 

Anomaly - Rocket Science Board Games

Anomaly is a 4x sci-fi board game about deep space exploration, resource management, space stations and combat which plays in 30-60 minutes.

The universe is vast, and vastly unforgiving...
Anomaly is a science fiction board game for 2-4 players about deep space exploration, resource management, space stations and combat. Take control of one of four alien races, each with their own unique abilities and tactics. At the helm of your civilization’s deep space explorer fleet you must explore the universe, expand your territory, exploit every resource and, if it comes to it, exterminate your opposition.

A 4X experience that plays in an hour.
Anomaly is designed as a full 4X experience that plays out within a time frame of 40-60 minutes. Anomaly offers high-grade components and a simple set of rules that allows for both tactical and strategic decision-making as well as fluid, immersive game play.

Dynamic win conditions
As you explore the universe, you will discover Anomalies that generate the win conditions for each particular game. Four unique player races, 6 Anomalies, 38 Upgrades and a random combination of 19 different space Sector tiles will grant you many hours of deep space exploration!

 
 

Apokalypsis - Nova Suecia Games

http://novasuecia.se/apokalypsis/home.html

It is 1600 BC and the Minoan island of Thera is prospering. Agriculture and fishing is abundant, culture and science flourish and the people live in peace and harmony. But with the prosperity follows pride. The people venture to challenge the Gods and the punishment is devastating. Volcanic eruptions and earthquakes, waves and storms, fall upon Thera and the island is slowly swallowed by the sea. The society breaks down and it is every man for himself in a desperate struggle to survive.

Apokalypsis takes the players back to the Ancient Greece. As the wrath of the Gods fall upon you, you must interpret the omens and foresee the cataclysms. You do this by choosing a secret omen card each turn. Once several omens point out the same part, the land tiles are turned into sea and all meeples on them perish. Move your meeples to safety, build bridges to span rifts and push away other meeples if necessary. In the end, only one will survive.


Apokalypsis
 
 

Arkham Nights - Dann Kriss Games

Arkham Nights is a party game set in the world of H.P. Lovecraft. Players are assigned characters randomly and form two separate groups, the Townsfolk and the Investigator(s). During the Day phase, each Investigator may ask one Townsfolk a question to help determine who is the hidden Cultist. The Investigator(s) may then choose to kill one Townsfolk if they wish. Some Townsfolk are Madmen who have an ability which is triggered when they are killed, others are Monsters who then challenge the Investigator who killed them. Next is the Night phase, when the Investigator(s) leave the room to discuss what they have discovered during Day. Meanwhile, the Townsfolk determine how they can best help the Cultist succeed. Some Townsfolk are Madmen who have an ability which is triggered if they choose to permanently reveal their character. Finally, the Cultist chooses to either use a Relic, or remove a Ritual token from Cthulhu (represented by the Moderator). If the final Ritual token is removed, the game ends with the Cultist and all the Townsfolk winning, living or dead. However, if the Investigator(s) managed to kill the Cultist during the previous Day phase, and the Cultist is still dead at the end of Night, the Investigators win and stop the ritual from completing.

 
 

Assassination - Rocket Science Board Games

The goal of a demagogue is to take out all opposition and ultimately rule over all. Command angelic and demonic agents for power and control!

Assassination is a fast paced card game of stealth, intrigue and dominance taking place in the world of Cataclysm.


Assassination
Players

2

Age

13 and up

Playtime

20 min



Contact Designer
 
 

Bad Decisions - Diamond Dust Dreams, Inc.

Bad Decisions introduces a new line of party card games from Diamond Dust Dreams Inc., the creators of Kitsune: of Foxes and Fools. Because of the MadLibs-inspired storytelling twist to this game, each prompt (Story) card can set up literally hundreds of different situations. The judge (called the Bard, in keeping with the storytelling theme) plays cards for whichever of the categories (Fool, Crisis or Bad Decision) come up in the first two blanks on that Story card; the other Players complete the story by anonymously playing a card from their hands to fill the final blank. The Bard chooses the winning Story ending, and passes the role of Bard on to the next Player to the left. Because you can't make the dumbest stories up, the cards in the core set have themes of bad decisions in headline news and technology, the latter being decided on by a vote of the kickstarter backers. Both themes are populated by hilariously wrong cards drawn from news stories and anecdotes researched from various online and print sources, or sometimes personally related to the creators of the game.


Bad Decisions
 
 

Battle for the Universe - Competitive Card Game - It's in Our Nature Games

Battle For the Universe is a competitive, two-player card game, where players construct decks to prove they lead the ultimate superpowered team in Slab City! The players choose Heroes, Villains, or anything in between, along with locations where they can square off to display their prowess or save the day.

Slab City Beatdown is the core set for Battle For The Universe, introducing players to a world in which the characters interact. Will Slab City be ruled by one Villain? Will the Heroes rescue enough civilians to save the day? What secrets are hidden in the city streets? The fate of Slab City is in your hands!

In this game, players will create a unit of 54 cards. They will choose a Base, which will detail the team the player has chosen. They will choose an Objective, which tells them if they are heroic or villainous, it also determines the goal in which they need to accomplish to win the game. They will create a 40-card play deck, with characters, objects, and one-shot single use action cards. Lastly, they will choose a 12-card Location deck to represent where the epic battles in Slab City will take place. Battle For The Universe has multiple paths to victory, and not all involve killing your opponent. Some players may opt to rescue civilians. Others may try to amass wealth or simply beat and bring opposing characters to justice. All of these goals are possible, and more. Battle For The Universe: Slab City Beatdown has over 300 cards in its base set to build your most powerful team!

 
 

Battle of Souls - No Limit Games, Inc.

Battle of Souls is a 2+ player trading card game. In Battle of Souls you deploy (summon) warriors of different ranks and warrior sects to drain your opponents soul points (life points) and win the game. The theme of the game carries alone with historical warriors such as Samurai, Mongolian, Roman etc.. In Battle of Souls, each player starts with 8000 life points which in our game is referred to as soul points. The objective of the game, or otherwise stated the win condition is to be the first player to reach 16000 soul points. This is done by dealing damage to your opponent from the attacks of your deployed (summoned) warriors. Each time your opponent takes damage of any type, including any cost to activate an effect, you gain that much SP (soul points) and vice versa. This mechanic insures that there will always be a definite victor and never a draw game. The second win condition is if one player runs out of cards to draw from their decks, they lose the game. GAME FLOW: Each player starts the game by drawing 5 cards from their deck to their hand. The first play to take a turn draws one additional card at the beginning of their turn. Each turn the player is able to deploy only one fighter (warrior, elite warrior, warlord, legendary warrior) to their side of the field. The first player to take his/her turn may not attack on that turn. The last player to draw is the first that can attack. The fighter cards are ranked in the following order, along with deployment requirements: Warrior > No special requirements Elite Warrior > Tribute a warrior that has 3 kill counters on it (kill counters are gained whenever a fighter destroys another fighter in battle) Warlord > Tribute an Elite Warrior with 5 kill counters on it Legendary Warrior > Tribute a Warlord with 7 kill counters on it, in addition to an Elite Warrior and Warrior on your side of the field. Equipment cards can be played face up or set face down to be used at a later time. Some are one time use and others are continuous Tactic cards are played face down on the turn you play them from your hand and may be activated by flipping face up on any turn after they were first played as long as the effect conditions are met (if any) Battlefield cards are played face up and only one Battlefield card can be active on the field at any time. If a Battlefield card is in play when another is played, the previous one is destroyed. FIELD LIMITATIONS: On the field, each player can have a maximum of 5 fighter cards in play 1 battlefield, and 6 total equipment or tactic cards PHASES: The game phases are as follows for each turn Draw phase > Player draws a card Ready phase > All fighters that are currently in rest position (This is the position a fighter is changed to after a successful attack) are switched to attack position Main phase > Player can deploy, special deploy, activate equipment, battlefield, or previously set tactic cards as well as utilize any effects whose condition is met. Battle phase > Player sends his/her warriors to fight Main phase 2: do the same as the first main phase with the exception of deploying a fighter if the player already did so during the first main phase. Special deployments are limitless and can be done any number of times up to the max allows fighters in play. End phase: player ends their turn and discards a card from their hand if they are carrying 7 or more cards in hand.

 
 

BattleGoats - CardLords

BattleGoats is a War-style card game where players alternate turns in card battle to determine a winner using the highest number value. Number values change as the game goes on. The person with the last card in play wins. Rules are easy to pick up and games play in as little as 5-30 minutes for groups of 2-6 players. How to play: 1. Each player gets a random Hero and recruits an army of goats to battle with. 2. To build an army, all players are dealt 8 additional cards from the deck at random. Any remaining cards are set aside and not used for that game. 3. With 9 cards in hand, each player lays them out face down in a 3x3 pattern to set up their battlefield. 4. The player that finishes laying their battlefield out the fastest gets to choose who attacks first. 5. To attack, select one of your cards, then choose any one of your opponent’s cards. 6. Both cards are flipped over and the higher number after any modifiers wins. Special abilities or modifiers are shown on the bottom of each card. If the numbers are equal, both cards are defeated. 7. After the attack is finished, the losing card is discarded and the winning card flips back over, then it is the next players turn. (Here comes the Memory effect into play, just remember where you can attack cards with a lower number on it.) The player with the last card in play wins.

 
 

Cake Duel - Sizigi Studios

Cake Duel is a fast paced two-player card game. Players play the role of opposing Sheepie generals in the grand tournament of cakes. Players start a round with three cakes each and take turns playing Sheepie cards to steal cakes from the other player. The first player to take all the cakes wins the round. The catch is that all cards are played face down, so any card can be bluffed as any other card, and all plays can be challenged. Experienced players can keep track of which Sheepie have been played and bluff strategically to strengthen their attacks. The standard deck contains 19 cards - 11 attackers, 7 blockers, and an unclaimable card which must be bluffed. The advanced mode introduces additional Sheepie to the deck, which allows for crazier plays (and bluffs).

 
 

Catalyst - Cherry Picked Games

Our world is crumbling. Demon armies have marched through their horrid portals on a genocidal campaign. As if the blood-thirsty monsters were not enough, a plague swept over the lands and claimed nearly every human left standing. Fate gave us control over the mysterious magical forces fueling the demon troops; those of us left may yet survive. Our civilization is ruined, our leaders are dead, and our hope is a fleeting dream.

Humanity needs a catalyst to change their course in this war. Join the tattered remains of our species in this long-form role playing game. Weave a rich story between a game master and a group of survivors in this alternate-present reality. Embody compelling characters with Catalyst’s classless character system. Engage in tense battles with our unique card-based combat. Attempt to save the world or just live to see the next day.

Players

4 - 6

Age

12 and up

Playtime

180 min



Contact Designer
 
 

CATS: a sad but necessary cycle of violent predatory behavior - DPH Games Inc.

This may look like a kid's game, but the experience is much more geared for teens and adults looking for a light, fun programing game. Cats all start with the same cards: (Catch, Stalk, Play, Steal, Taunt, and Eat). No luck of the draw here, it's entirely up to you! Get as many enjoyment points as possible and win the game! Plan and anticipate what the others will do so that you can claim birds from the back yard or from other cats. Each player targets another cat and a bird. They will then select their actions for the 2 rounds of play. All of the cards are revealed simultaneously, the actions are resolved and when the smoke clears, some cats may have birds and some may not. The birds will hang out at the bird bath, in the grass, on the fence or in the trees. The bigger birds will need to be stalked before catching them and you will have to time everything just right. Once you do catch your bird you will have a choice to either press your luck and play with the bird to double its enjoyment point value or to just eat it. The longer you play with it the greater the chance of it being stolen by another cat. Taunt cards allow other cats to distract you and cancel your actions, nothing is safe in this backyard! A basic rules set is included for younger players and beginners.


CATS: a sad but necessary cycle of violent predatory behavior
 
 

Charms: A Game of Insight - Studio 9 Games

Description from the publisher: Charms is a fun, easy to learn party game where each player takes a turn as the Quester by asking a question from the Quest Cards (or their own question). Everyone else finds their inner sage and tries to write the wisest answer based on the Quester's roll of the charms, their meanings, and where they land on the board. The Quester then picks the winning answer. The player with the most winning answers wins the game. Understand the game in 4 basic steps. 1. Draw a card, read a question to the group, and roll 9 random charms onto the board. Remove 'out of play' charms. 2. Use the KEY CARD to review charm meanings. Other players quickly write an answer to your question based on the charms, where they landed on the board, and what this could mean for you. 3. The answers are read aloud. You pick the one that best answers your question, and the author is revealed as the winner of the round. 4. Pass the charms to the left and play again until everyone has asked a question. The player who writes the most winning answers is crowned the Charms Champion of Insight!


Charms: A Game of Insight
 
 

ChronoSphere - Kind Fortress

Time has shattered, and you have to put it back the way it was — or at least close enough to how it was to fool your opponents. Bluff your way through history! ChronoSphere is a bluffing and historical trivia card game. Players play their cards into a shared circular timeline called the ChronoSphere. Players try to arrange the events and inventions shown on their cards in chronological order, using one half of the ChronoSphere for cards from the time period AD and the other for the time period BC. The first player to successfully play all of their cards is the winner. Players can challenge the plays of their opponents and force them to draw cards for invalid plays. A player can also win by completing a fully valid twelve-card ChronoSphere.


ChronoSphere
 
 

Collectors and Capers - Blue Heron Entertainment LLC

Welcome! You and your fellow collectors decided to take the treasures of the museum for your own personal collections. After making it past all of the guards, cameras and traps into the treasure vault of the local museum and now must steal the treasures before the other Collectors. To do this you must use information, deceit, and clever actions to make off with the treasures you want. You will find that this is truly a night of Collectors and Capers.

 
 

Collectors and Capers - Blue Heron Entertainment LLC

Welcome! You and your fellow collectors decided to take the treasures of the museum for your own personal collections. After making it past all of the guards, cameras and traps into the treasure vault of the local museum and now must steal the treasures before the other Collectors. To do this you must use information, deceit, and clever actions to make off with the treasures you want. You will find that this is truly a night of Collectors and Capers.

 
 

CON521: The Game Convention Game - CATTHULHU.com

Sell sheet for publishers: https://drive.google.com/open?id=0B9Mun4CYSZ63VncweU9jUkRZa1U

Players race to claim seats at 42 game events over the three days of the CON521 Gaming Convention. The events are represented by hexagonal tiles on a board showing the three levels of the Meepleton Convention Center, as well as four Hotels where the players start each day. Limited Stamina restricts the number of games each player can attend. Stamina refreshes daily. Claiming a seat at an event requires at least two turns: one to move to that event hex, and one to claim the seat by spending a Stamina. There is only one open seat per day at each Event. Each game event has a Type, such as Board Game or Cosplay, each with its own section of the board. With the area, the seven events of that Type are distributed randomly for every game. Each game also has a Theme, such as Zombies or Space Wars. There is one of each Theme in each Type, so those are spread across the board. Money is used to pay for hotel rooms and shopping in the Exhibit Hall for cards. Players can also buy food at Food Stop locations, which provides extra Stamina. Money does not refresh and the initial supply must last the entire convention. Exhibit Hall Cards give bonus actions or points. The Exhibit Hall is only open for certain hours each day. The Exhibit Hall also contains one Demo per game Type. These events do not have Themes. A Time Track advances one hour per round, from 8 am to midnight, and then from Friday to Saturday to Sunday. Victory is by accumulating the most 'Nerd Cred.' Nerd Cred comes from two main sources, scored at the game's end: 1. Event Types — The player who claims the most of each Type of event scores that many points (0 to 8, including Demos.) Two-way ties split the points. Ties of three or more players score no points. 2. Themes — All players receive Nerd Cred based on the number of events played in each Theme (0 to 7), according to a progressive scale. A few bonus points can come from Exhibit Hall Cards or unused money. The game includes a scoring sheet for easy calculation.

 
 

Conspiracy! - Shoot Again Games

We all know that conspiracies are real. They are trying to clone Hitler, role-playing is actually devil worship and the Reptilian overlords are watching our every move! The problem is that for some reason people ignore these obvious facts. That has to change, and quickly before it's too late! Conspiracy! is a game for two to four players. During the game players reveal conspiracies, each of which grant the player some special power. Additionally, players can work to discredit the insane conspiracies of other players (what nut jobs!) by leaking stories to the tabloid press. Points are scored for the conspiracies left at the end of the round and those that are accepted possibly true by the public double in value. The game ends when a player crosses one hundred points. The highest score wins.


Conspiracy!
 
 

Conspire - Cherry Picked Games

Control the world, one scene at a time.

Conspire is a hidden-role storytelling game. Its gameplay is divided into three phases: Genesis (focusing on world-building), Exodus (letting your group act out characters in this world), and Revelation (giving you time for reflection and revision before the next round). Your group determines the pocket universe the game is set in for that session. Everyone creates roles for each other to play in the upcoming story. These character archetypes are privately given goals to achieve. Roles are distributed randomly and secretly. Players then adopt a character befitting their role and try to achieve their goals through diplomacy and storytelling. Since many objectives conflict, players obfuscate their true motives to get others’ support. After the story has concluded, the goals and roles are tweaked to keep things fresh and mysterious and a new round begins.

Aside from storytelling and persuasion, the primary mechanic during the discussion phase is ‘influence’. Every player gets three influence tokens to spend which make anything about the world true. These must not contradict existing facts or remove agency from players, but can still drastically alter reality. The world of Conspire quickly becomes unique, bizarre, and wonderfully twisted.

Think of Conspire as a back-room meeting between powerful Illuminati-style leaders. Everyone has the power to shape the world and control humanity. The powerful and greedy have the opportunity to rise even further, using their wit and words to manipulate the rest of the group. Authority is easy to gain and lose, with victors growing complacent and underdogs striking from the shadows.

Players

4 - 12

Age

12 and up

Playtime

30 min



Contact Designer
 
 

Control Alt Deceit - Control Alt Deceit

Control Alt Deceit - A Game of Lies, Betrayal and Questionable Business Strategies - is a 3 to 5-player card game set in the early '80s.

You attempt to take your tiny business into the world. Unfortunately, you're not the only one... and only one player can dominate the market.

Your friends will try to sabotage your progress, bankrupt your business and build a better business faster. Get ready.

Players

3 - 5

Age

10 and up

Playtime

40 min



Contact Designer
 
 

Cosmoclasm - Nova Suecia Games

http://www.novasuecia.se/cosmoclasm/home.html

The fate of the solar system is at stake as several cosmic factions struggle for supremacy. As a commander of a star fleet, it is your duty to position your forces at the right time at the right planet and claim it for your faction. Beware, the strongest faction will claim the entire planet and there is no space for runners-up in the solar system.

Cosmoclasm is a tense fight for supremacy over twelve planets of a solar system. The players take on the roles of star fleet commanders, maneuvering four different weapon systems and attempting to obtain local superiority. They do this by playing cards to increase their strength or pass to immediately assess the strength balance. Each majority allows the placement of a battle station and most battle stations claim the entire planet. However, each battle station influences several planets so a tactical loss around one planet may very well turn into a strategic victory in the solar system. To win Cosmoclasm, you must know which cards to play and which to keep to be able to win the decisive majorities.


Cosmoclasm
 
 

Daimyo's Fall - Axis Mundi



Daimyo's Fall is a multiplayer deck­building game set in the Japanese Middle Ages when the country was ruled by feudal lords known as Daimyos.
The Daimyo of Yamashiro domain has mysteriously died, and his treasure lies in his palace. As well, because of some unknown sorcery, the Daimyo’s palace is deserted, and all the men in his domain have disappeared, leaving wives and daughters alone. Recruit the best ninja and samurai warriors to conquer the dead Daimyo's palace and seize the treasure.

Deck building full of interaction
Choose a Hero, then build your deck from over 60 different cards to fulfill your Hero's specific conditions called Loot Conditions. When Loot Conditions are fulfilled, you can take a treasure card, which grants you endgame points and powerful effects.
At the same time, slow down the other players by blocking their cards and knoking down their heroes through duels.

Ninja or Samurai
In Daimyo’s Fall, every card has a class: ninja or samurai, with their own characteristics and weak points. Each of them has specific bonuses and skills, and only by mastering all of them you will dominate the battlefield. Every turn you will have a lot of combo possibilities, choose the right one and win!

Features
- No more multiplayer games of solitaire! Daimyo's Fall is developed focusing on interaction and strategy! Experience a competitive, asymmetrical deck-building game developed by veteran players.
- High skill cap. Before mastering all the game's possibilities you're going to play more than a few games.
- Change your victory conditions: You can buy more Heroes or change the Hero you started with during the game to have more Loot Conditions. Part of the strategy is to change your Loot Conditions adapting them to the flow of the game and looting more treasures!
- "Sale/return" system: each card has a "sale" value and/or a "return" effect you can activate by sending your cards back to the Domain.
- A colorful art style will introduce you to a story of betrayal, liberation, and hope set in the Sengoku period. Enjoy a deep backstory with more than 40 different characters, each with unique personalities, backgrounds, and motivations. The team has focused especially on history, philosophy and folklore of Japanese Middle Ages.

Players

2 - 5

Age

14 and up

Playtime

45 min



Contact Designer
 
 

Dead Man's Doubloons - Geek Fever Games

The piratyest pirate game ever conceived!!

Here's a helpful getting started video: https://youtu.be/NDF1vcNdlUk

Dead Man’s Doubloons is an action packed board game for 2 to 6 players, playable in 30 to 45 minutes. Each player takes on the role of a legendary pirate ship captain, hell-bent on winning the race to endless riches of buried treasure.

As the game begins, pirate ships skirmish with one another and navigate coral reefs surrounding the mysterious island, searching for map fragments and pillaging whatever they can along the way. Captains advance their landing party along the path toward the buried treasure, encountering perilous obstacles and foes at each step. One savvy Captain will ultimately manage to find and dig up the buried treasure.

All Captains then return to their vessels to engage in final battle on the high seas. Defeated vessels become ghost ships, but may still emerge victorious. Map fragments, gold doubloons, and precious jewels can all be stolen, as can rival ships! Once enough 'Captain Actions” have been taken, the game ends and the richest Pirate is the winner!

Unique Elements:
* Wage war on two fronts: Pirate ships skirmish and plunder in the waters surrounding the mysterious island, while simultaneously your Captain leads a landing party dueling rival pirates and searching for buried treasure. The two modes of gameplay are highly intertwined.
* Innovative Treasure Map system creates frantic moments of swashbuckling piracy.
* Once the buried treasure has been dug up, each Captain returns to their vessel for a final round of death-match on the high seas, where you must hold on to what you’ve got, and plunder everything else you can!
* EVERYTHING can be stolen in this game: Doubloons, Map Fragments, Jewels, and even other Ships!
* Visually stunning, fast gameplay, innovative, simple yet deep, caters to a wide audience.

 
 

Dead Wasteland: Zombie Survival Card Game - Dodeca System Games

Civilization has fallen and the dead have risen. Zombies roam the wastes of our once great cities. The remnants of humanity have to fend for themselves, scavenging what they can while avoiding the horde. It's everyone for themselves as they look to survive the Dead Wasteland.


Dead Wasteland: Zombie Survival Card Game
Players

2 - 4

Age

8 and up

Playtime

20 min



Contact Designer
 
 

Defend the Village - Vortex Games & Publishing

Defend the Village is a Cooperative Deck-Building game in which 1-5 heroes team up to save a village under distress from low-life bandits and hard-hitting villains! You take turns buying new weapons, potions and helpful items while also fighting off bandits before they destroy all six of your battlegrounds all the while praying you have enough strength to destroy all 5 villains! Do you and your fellow heroes have what it takes to defeat these villains and save this innocent village? Only time will tell… Each player is dealt a random Hero with their own stats and ability. Each player also starts with the same starting hand. On each players turn they will reveal a card from the bandit deck and then spend the cards from their hand to purchase new items, or fight a Bandit or Villain. Easy to learn, tough to survive.


Defend the Village
 
 

Dogs - Gray Mass Games

In Dogs, each player owns a kennel and want to turn it into the largest and most comfortable shelter for ​​dogs. Each game round is divided into three phases:

In Phase 1 players move their vehicles (trucks) through two different scenarios of the board, Field and the City, collecting stray dogs, rewards will be worth it, and abandoned dogs of various breeds who need medical care and food, but yield valuable points at the end of the game.

In Phase 2 players select special cards and perform important actions in five places: the City, the Warehouse, the Pet Shop, Veterinary Clinic and Trade Show Dogs. The number of players who can use each location in the round is limited, and therefore, choosing the right action is essential to bring good results kennel player. In addition, there are four types of resources in the game (money, gasoline, ration and medicines) and is essential to keep them under control and avoiding penalties disorders.

In Phase 3 players feed the dogs in their stalls, pay the salaries of assistants and kennel organize the board for the next round.

Upon completion of a certain number of rounds, the kennel with the highest score wins the game!


Dogs
Players

2 - 4

Age

10 and up

Playtime

60 min



Contact Designer
 
 

Dost Thou Deceive Me?! - Dodeca System Games

In the game of Dost Thou Deceive Me?!, you and your fellow heroes compete to tell the best tales of your adventures abroad. From a deck of cards players will get the details of their latest adventure. They are then tasked with telling the story of that adventure, creating a memerable story the other heroes will remember. But sometimes the truth isn't as valuable as a good tale -- heroes are allowed to exagerate, shade the truth, and out-right lie about what they did, all for the sake of a good story. Just don't get caught in the lie lest the heroes call you out and kick you out of the tavern.


Dost Thou Deceive Me?!
Players

3 - 6

Age

8 and up

Playtime

20 min



Contact Designer
 
 

Dr. Potomos' Incredible Escape - Andrew Stackhouse

Help Dr. Potomos build an incredible machine and escape from the zoo. First you'll have to find her enclosure and buildings to ransack for parts, but don't get caught by your zookeeper!


Dr. Potomos' Incredible Escape
Players

2 - 4

Age

6 and up

Playtime

20 min



Contact Designer
 
 

Dragon Dodge - Hidden Creek Games

In the magical game of Dragon Dodge, two teams of wizards put their spellcasting to the test in an ever-changing arena where dragons move at your command. Players collect and use Element Spell cards to move the dragons and their team’s two wizards across the arena, as well as Tile Spell cards to rotate, move and add tiles to the arena. The two dragons are controlled by both teams in turn. Whenever a player moves a dragon they remove the tile that it came from, thus shrinking and changing the layout of the board over the course of the game. A wizard is eliminated if a dragon moves onto the wizard’s tile. Play continues until one team is eliminated and the surviving team wins.


Dragon Dodge
 
 

Drink! - Cherry Picked Games

Drink! is an easy icebreaker for your house parties. It gets people laughing and chatting. The game keeps your brain moving and your eyes peeled as you joke around with friends and goad them into downing more and more of their beverages. Drink! brings all the fun of a game without slowing down the party. The rules of Drink! are simple. Every player draws a card from the game box. On that card is an action or phrase they should watch for. Whenever someone does what the card says, the card holder commands that person to “drink” (take a sip of their beverage). They can wait a few seconds or trick people into performing their action, if they want to be cunning. If anyone can guess what the card says, they keep that card for the rest of the night and can still call out that rule. If they guess wrong, they must drink. If you lose a card, you get a new one. The winner is whoever has the most cards at the end of the party.

 
 

Dungeon Brawl - Tableflip Games

You and your fellow adventurers have defeated the dungeon boss... but now you don't agree on who deserves what treasure. Choose your class, design your deck, pick your treasure and destroy your former friends in this Deck Constructing, Take-That, Free-For-All.

Players

3 - 5

Age

13 and up

Playtime

20 min



Contact Designer
 
 

Eminence Grise - Blue Heron Entertainment LLC

The regent is dead, the court is in chaos! As one of the heads of eight noble houses, plan and scheme to either be the regent with your rightful crown or the shadowy Eminence Grise with all of the power!

Players

4 - 8

Age

14 and up

Playtime

45 min



Contact Designer
 
 

Eriath - Diesel Games

The year is 2145 and civilizations on Earth have developed unimaginable technological advancements that allow travel, career opportunities and adventures beyond the restrictions of our atmosphere. Adventurers are blasting through the open space transporting goods and passengers in state of the art space ships. Unfortunately, the Eriath isn't one of those.

Wanting to get your own piece of the action, you and your inexperienced crew, scrounged all your money together and purchased the Eriath, a beat-up, first generation hauler that was scheduled for scraps. As you and your rookie crew set into the vast open space to deliver your cargo and live the space dream, disastrous events start occurring throughout the ship. You must scramble to extinguish fires, fix hull breaches, and make difficult decisions that will affect you and your crew. Will you have what it takes to survive?

You must scramble to extinguish fires, fix hull breaches, and make difficult decisions that will affect you and your crew. Will you have what it takes to survive? Probably not, but you'll have a blast trying.

Gather up to five of your friends and struggle to keep your cargo safe from pirates, your crew safe from alien abduction, and to keep this ship from completely falling apart.

Eriath is a cooperative survival game. You and the other players are challenged throughout the game in order to keep the ship from falling apart. You will need to strategize and coordinate your actions to extinguish fires, combat aliens and pirates, fix hull breaches and more. Use your character's strengths to overcome the many obstacles that you face.

Each playable character has their own special abilities and characteristics. In addition to those, a strength and weakness card are drawn to modify gameplay for each character. Overcome the weaknesses by working together as a team in order to win the game.

Multiple disaster cards will be drawn at the end of each turn, throughout the game causing the players to scramble to put out fires, fight Aliens and Pirates, restore power and more. Do you like a challenge? Then Eriath is the game for you!

There are so many ways to lose Eriath, but only one way to win. You must survive!

Players

2 - 6

Age

8 and up

Playtime

30 min



Contact Designer
 
 

Farmers' Market Rally - Woodchuck Studio

Farmers’ Market Rally is a set collection game of seasonal local produce and high scores, and is for two to four people, aged eight and above. The game is set at your local farmers’ market, where you’ve met up with some friends to search for items on your shopping list, sale items that are at their seasonal peak, and collect anything else that looks good this week.

Players

2 - 4

Age

8 and up

Playtime

20 min



Contact Designer
 
 

Hallux Rigidus - InfiNate to Elevate

Each person plays the role of a character that returns to Hallux Rigidus to gather evidence and discover the identity of the villain causing the horrors that plague this small community. Once the identity and location of the villain is discovered, the players travel to that location in an attempt to overcome and banish the villain back to the netherworld. The first player to successfully accomplish this (and retain his or her sanity) is the winner! Movement: At the beginning of each turn characters may move to any adjacent space from their present location (not diagonally). Characters are not required to move and may remain in the same space as long as they desire. A character may never enter a river space and may only cross the river by using the bridge (in the center of town). Certain character abilities and possessions may allow a character to move more than one space at a time; however, a character is not required to use their full movement capability. For example, if a character has the bicycle (Move +2) he or she may move up to three spaces each turn or not at all. Looking at Evidence Chits: After movement is completed if a character is in a building which contains an evidence chit he or she may look at that chit. Care should be taken not to reveal the chit to other players. The suspect or location found on that chit should then be secretly marked off the list found on the character growth chart. The letter on the space should also be noted so players can keep track of where each piece of evidence was collected so they don't keep revisiting the same location. Certain character abilities allow characters to view more than one evidence chit per turn. The same procedure should be used for each evidence chit examined. After a character has visited all the evidence locations, the suspect and location not marked off will reveal the solution to the mystery. A free copy of the rules can be downloaded from: https://www.thegamecrafter.com/games/hallux-rigidus/download/53F6EBF2-B008-11E5-9DCA-B3D72AC3EA67


Hallux Rigidus
 
 

Hallux Rigidus; Thunder Bridge - InfiNate to Elevate

Setup Each tile has two sides, the top is a normal bridge section. The flip side is a broken bridge section. Lay 16 to 20 tiles in a row (side by side), with the dark edges being the sides. The broken bridge tiles may not be facing up on the first three tiles (from the left) and may not be placed next to one another. Following this guideline place as many broken tiles face up as you wish, across the table; representing the span of the Thunder Bridge. Each player chooses a token and places it on the second tile from the left (so there is one open tile behind the tokens – to their left). Starting The Game The oldest player takes the die and rolls it, then play continues clockwise. He or she may move (to the right) the number of tiles the die displays, or may help other players move (to the right) by offering to share the number displayed with another player(s). You may not end your turn on a broken tile. You must roll a number large enough to leap across (or fall into the chasm below -ending the game; everyone a loser). Once each player has rolled the die and moved appropriately, one person (the youngest) rolls the die representing Thunder Bridge; the roll of a 1 or 2 causes two tiles to fall away into the chasm. The roll of a 0 or 3 causes one tile to fall into the chasm (remove them from the play area). Any player tokens on the lost tiles fall into the chasm below - ending the game; everyone a loser. Continue playing until everyone is safely across the bridge (or any player is lost into the chasm). Winning The Game The first player to get off the last bridge tile to the right (while assuring everyone else is safe) wins the game.

 
 

Heroes of History - Bradan's World

Do you remember how thrilled you were in history class, reading about legendary figures of ages past so you could present an exciting and engaging book report or term paper? We can't, either.

Instead, what if history could be fun? What if you could give George Washington a cannon and have him blast William Sherman into the next dimension? What if, rather than just reading about Annie Oakley's sharpshooting skill, you could actually GIVE her a rifle and have her snipe your opponent until s/he begs for mercy?

Now you can. You've heard of American History X? Well, this is American History Y -- as in Yuge battles! Heroes of History is an expandable card game that lets players use real-life people, weapons, battlegrounds, and items to battle each other for supremacy. Each card features professionally-drawn pictures of historical figures such as Tecumseh, Clara Barton, and Deborah Sampson; locations such as Saratoga, Little Bighorn, and Fort McHenry; and items such as the Winchester and Ben Franklin's Lightning Rod. It's a fun way to learn -- or an educational way to have fun.

Game play is simple. Each player takes turns drawing cards and playing Characters to the Trench. Players can also play Supply cards that have some temporary effects. They can also equip weapons to characters and play Battleground cards that give bonuses to all Characters in play for the player that has summoned them. Players begin with 50 State Points and take turns attacking each other until one player is reduced to 0 or a player runs out of cards to play.

Future sets will include Heroes from history as well as from mythology. What would happen if Thor faced off against Washington? What if Washington had Mjolnir and Thor had a bayonet? Only you know the answer to that.

Players

2 - 6

Age

8 and up

Playtime

20 min



Contact Designer
 
 

Hipster: Teenage Wasteland - Dodeca System Games

Hipster: Teenage Wasteland is a fully self-contained, complete game that you can play on its own, or mix in with the original Hipster for even more fun. Featuring new cards, new options, and new ways to win the game, Teenage Wasteland is more of everything you love about Hipster in one stand-alone set. Get Teenage Wasteland and get in on the fun.


Hipster: Teenage Wasteland
Players

2 - 4

Age

8 and up

Playtime

20 min



Contact Designer
 
 

Iconoclasm - Nova Suecia Games

http://novasuecia.se/iconoclasm/home.html

Fire, water, earth, air and spirit are the elements, of which worlds are created. It is your duty to unite them into a world in balance. Beware, if the balance is disturbed, the elements will clash and the unity break until only one element dominates the world. But perhaps that is what you secretly desire?

In Iconoclasm, the players represent ancient gods that create a world together. Elements are placed, units are formed and the world is in balance. But each unit is dedicated to one element only and soon they begin to clash. The iconoclasm has started and it will not end until only one element dominates the world. Iconoclasm is a simple and yet tactically deep game where the players take turns to place element tokens on the game board. Once formed in units of seven, the icon of the strongest element is placed in the unit. However, as more units are formed, the elements will clash, leaving one unit is destroyed and the other weakened. At the end, only the strongest unit will prevail and one element become the one and only. Will it be your element or will it be eliminated from the world? Play Iconoclasm and find out!


Iconoclasm
 
 

IDENTECO Core Rule Book - Humanoid Games

IDENTECO is a tabletop RPG about how individual and corporate marketing can influence the world in positive or negative ways. The game is inspired by the cyberpunk works of William Gibson, Phillip K. Dick, and Neal Stephenson. Films like Ghost in the Shell, Total Recall, and Blade Runner, where players engage in elaborate deception, tactical combat, and hack their way through the grid to survive in “The Static Age.” IDENTECO emphasizes much of the social influence and its effect on people through its roleplaying and damage system. Corporations control almost every facet of life around the world. Everyone from the lowest punk on the fringe to the highest-paid government officials are beholden to the whim of the Corps. Many feel like it’s their only way to make it in the world. Through carefully crafted marketing and slick branding, the Corps don’t “force” their will onto people they “enforce” their worth in people’s minds. Others see past the fancy graphics and carefully manipulative words to find something they consider more “real.” These people try to live outside the prison the Corps have created for humanity. They inhabit the space between the Corps and the cities. They prefer to survive—and if they’re lucky thrive—in the shadow of the very giants they swore off. IDENTECO is built on an entirely new D20-based system. Players who are familiar with some of the most-popular fantasy games will understand the base concepts, but will be interested to see how the rules are expanded to a modern setting.

 
 
 
 

In A Bind Expansions - Stuff By Bez

In A Bind Expansions contains 3.5 expansions that can be combined with the In a Bind base game in whatever combination(s) you like. The expansions are: 22 wild cards: Someone will make up part of the card, as in a Mad Lib, when it's played. 10 speech-based triggered binds: You need to say something whenever anyone draws. 10 physical triggered binds: You need to perform a movement whenever anyone draws. 12 communal (physical triggered) binds: These either apply to everyone, or to everyone but the person playing the card, depending on whether you're playing 'Fast & Furious' or 'Slow & Sadistic'.


In A Bind Expansions
 
 

In A Bind Junior 2015 - Stuff By Bez

Funny poses and animal noises. Each card has an instruction: e.g. 'one finger touching ear' 'this card on a shoulder' 'whenever you draw, trumpet like an elephant' If you forget to do one (or can't), you get a warning. 3 warnings and you lose. The goal is survival! After the critical acclaim of In A Bind+expansions, that game is being remade for a much younger crowd. Bright colours, simplified instructions and some modified triggered binds. As well as the default mode, there are also rules for team-based or co-operative play.


In A Bind Junior 2015
 
 

Infusion - 808 Games

A deckbuilding game where you control sci-fi versions of classic literary characters. Players begin the game with a unique Hero. Each Hero starts with 10 Epic cards specific to that Hero. Players then Recruit Reinforcements from a shared pool of cards randomly chosen at the start of the game. Recruits help you Enlist additional Reinforcements and help you Run Missions. Missions give Reward Points and whoever has the most Reward Points when the game ends wins!.

Players

2 - 4

Age

8 and up

Playtime

30 min



Contact Designer
 
 

Kitsune: of Foxes and Fools - Diamond Dust Dreams, Inc.

Kitsune (pronounced kit-soo-nay) are Japanese fox-spirits, known for tricking unwary mortals. We come to know them through traditional tales, wherein they do this for many reasons: purely for fun, to devour mortals or steal their souls, and so on. But this card game is about kitsune who play tricks to punish mortal fools for their foolishness, sometimes teaching them a lesson in the process. By correcting mortal foolishness, the foxes earn their tails. Those who gain all nine tails of the mythical spirit fox earn their place among the kitsune elders. This is a game of luck and tactics, where each player takes the role of a fox trying to earn his or her tails. Some cards represent the foxes; others, the tricks they can play in their schemes, the fools they must teach lessons to, and the consequences that befall foxes who fail. Suitable for ages 13 and up, Kitsune: of Foxes & Fools is relatively family friendly, but does include some themes suggestive of violence, sexuality, drug use, and a few cards have mild rude language. It's about teaching lessons to profoundly foolish individuals, after all. The box comes with 15 fox cards, 70 fool cards(35 uniques),100 tricks(40 uniques), 60 consequences(30 uniques), 70 double-sided fox-fire tokens, 70 tail tokens, 2 d10, and 1 rule booklet.


Kitsune: of Foxes and Fools
 
 

Lords of Spell and Stone - Casual Dragon Games

Lords of Spell and Stone is a worker placement game set in medieval times. Players train their people, dig moats, build towers and walls, buy herbal components, and cast spells in an attempt to earn the most victory points at the end.

 
 

MajiMonsters Core Rulebook - Late Knight Games LLC

MajiMonsters is a Monster catching role-playing game. In a world where Monsters have ravaged the land, you take the role of a human who has the mystic power to bind these monsters to your own command and direct them in combat.


MajiMonsters Core Rulebook
Players

3 - 8

Age

10 and up

Playtime

60 min



Contact Designer
 
 

Maximum Apocalypse - Rock Manor Games

Maximum Apocalypse is a flexible and cooperative roguelike board game where a group of survivors attempts to survive one of many apocalypse scenarios. It is currently in development. The game is highly flexible and expandable and features several different types of apocalypses ranging from Zombies, Nuclear Holocaust, and Alien Invansions. Players take on the role of a survivor and work together in their group to survive the monsters of the world by playing cards, scavenging locations and battling roaming monsters. Can you survive the Zombie Apocalypse? Will you starve in the Frozen Wasteland? Find out in Maximum Apocalypse.


Maximum Apocalypse
 
 

MetaCheckers: Kangaroo [Second Edition] - DreamGames

This is CHESS, played with CHECKERS.
The checkers move like chess pieces — based on the roll of a special pair of dice — with the goal of capturing the opponent’s king checker.
This game has FIVE options for playing and FOUR options for opening layouts.
With a special KANGAROO DIE, a whole new level of fun is added.
Games typically take about 10 minutes to play. Two players per game.
For more information: www.metacheckers.com.

Players

2

Age

6 and up

Playtime

10 min



Contact Designer
 
 

Midnight Legion: The World Reborn - Studio 9 Games

Game System The Midnight Legion is a highly advanced, color illustrated gamebook trilogy in the style of the classic Choose Your Own Adventure series, but with MUCH more control over your character and world—think of an advanced version of SORCERY or LONE WOLF, with deeper character generation. An interactive story is combined with combat, strategy, puzzles, diplomacy, stealth and role playing elements. Collect information, knowledge, and goods from the world around you to advance your character. 2-player Version In this variation, one player reads the entries like a game master to another player who experiences the world of Midnight Legion. All the rolls for the encounters are handled by the reader and the player handles all of his or her character's dice rolls. This is also a good way for the game master player to introduce the game to someone who doesn't know all the rules. Game Play You must choose whether to complete your objectives using combat, stealth or sixth sense and diplomacy. You can solve the puzzles that unlock the base’s secrets using logic, or you can try to recover your lost memories for clues. Choices Whatever you decide, your actions change the world around you and determine the encounters you face next. Every game you play will be different – and you will need all of your skills to survive. Theme of The World Reborn: More than four centuries have passed since the Devastation engulfed the Earth. The species that remained were fused and reborn in the alchemy of atomic fire. Now their diverse descendants have claimed the planet. You are an agent of the Midnight Legion, tasked with preserving life and rebuilding civilization. Only one other agent remains, and she is somewhere ahead of you, racing for your last remaining base. Unless you can reach it before she does, she will seize the command center and use its ancient weapons to unleash a second Devastation. This time, if she succeeds, nothing will survive. Your chase will lead you to new creatures, lost technologies and possibly even the clues your adversary leaves behind. But beware—there are no established paths across this constantly shifting land, and nothing is what it seems.


Midnight Legion: The World Reborn
 
 

Mingle & Murder - Nova Suecia Games

http://www.novasuecia.se/murder/home.html
https://www.youtube.com/watch?v=c_5tUv6JD_s

Splendid party, wouldn’t you say? Aunt Agatha has invited her near and dear to her mansion for a weekend in the countryside. However, it is not long before valuables start disappearing and suddenly one of the guests is found murdered. Will the Inspector find the murderer before he or she strikes again? Will the Doctor keep the guests alive until the party is over? Or will the victim haunt the murder and get revenge? This party will indeed be the talk of the high society.

Mingle & Murders is a party game in several respects; it can be played by up to 10 players and it encourages the players to play the roles of English nobles on a dinner party. It's also full of hidden objectives where each player try to mingle from room to room and steal the valuable items that interest them the most before someone else does. However, it won't be long before guests start to be found dead. The murdered players are left to witness the rest of the game from the side but they will do so more intensely than the living players. Why? Because they want to trace their murderer and get back on him or her!

Mingle & Murder is a fun and quickly played game for big player groups. Following their secret objectives, the players move from room to room and leave a card of their own. At the end of the round, their hands are refreshed with cards from the rooms they've visited. They may find a valuable item but they may also fall vicitim of a murderer. This creates a tense tactical game atmosphere where the players must carefully watch each others' moves and draw conclusions. Where do I have the greatest chance of finding what I'm looking for? Which players act the most suspicious? And most important: who dunnit? Those are questions you must answer to survive the dinner party!


Mingle & Murder
 
 

Moonshine Run - Games by a Madman or Two

The year is 1932. The Japanese have attacked Shanghai, America has a bobsledding team, the five day work week has begun, and Prohibition is in full swing. All in all it is a good year and tonight you have to collect the White Lightning. These Tennessee Mountains are full of moonshiners waiting for you to transport their shine. Now all you have to do is brave the dangers and make it back. You are not alone and, although others might not be as brave as you are, some might be smarter. You have to get more shine then they do and buy back the farm.

Moonshine Run is a game about both luck and guts, where each player is racing down the mountain to deliver their Moonshine to their customers. Along the way, they can pick up more Moonshine Jugs and different Items that may help them out. However, there is also hazards up on the mountain that could cause the player to lose their turn and any Moonshine Jugs they have collected.

There are seven rounds during a game of Moonshine Run. Each round, a player pays Moonshine Dollars to access Road Card. Each road card if flipped as it is drawn. A play may come across some Moonshine Jugs, Item Cards or Hazard Cards. It is up to the player to decide when enough is enough and to call it quits.

This is a fast, press your luck game where you must know when to stop.


Moonshine Run
Players

2 - 4

Age

14 and up

Playtime

30 min



Contact Designer
 
 

No Honor Among Thieves - Carpe Omnis Games

In No Honor Among Thieves you are a criminal mastermind with a crew of miscreants under your control, competing with other gangs to prove who’s the richest and cleverest thief in a city of rogues. Working alone is difficult, but working together with other players leaves you open to treachery by your so-called allies--or gives you the chance to betray them, and take it all for yourself. An unspoken code of honor exists among the thieves of this city, but that won’t last past the first betrayal, and once that uneasy trust is gone the game becomes more dangerous as players gain access to underhanded abilities that couldn’t be used while the thieves’ code of honor was intact.

Players

3 - 5

Age

14 and up

Playtime

90 min



Contact Designer
 
 

Now What: Additional Notes for Aspiring GODs - Dodeca System Games

While There’s a Game in this Book teaches you how to play, Now What? is specifically designed to show you just how much leeway this system really provides. Want to make a new class? Not a problem. Interested in designing new powers? Sure thing. Maybe you want to make new Attributes? Well, we don’t encourage it, but you certainly can. Now What? will take you step-by-step through the character creation process and show you how it works, how it can be broken, and give you options for new things you can try out.


Now What: Additional Notes for Aspiring GODs
Players

2 - 15

Age

8 and up

Playtime

60 min



Contact Designer
 
 

Objective: Vietnam - Recon Games LLC

Objective: Vietnam is a cooperative, competitive game where players work together to win Objectives by battling the NVA forces. Secretly bid cards to help your team (or not) but be careful. When 10 cards are in the War Weariness pool the game wins.


Objective: Vietnam
Players

1 - 6

Age

14 and up

Playtime

30 min



Contact Designer
 
 

ORE-SOME - One Free Elephant

Ore-some is a strategic game of mining, looting, ramming and sabotage in an Old West mine.
Guide your cart around a randomly generated mine filled with copper, silver and gold. Fill your carts with ore and keep it there long enough to hand in your contracts.
Your opponents have dynamite, oil cans, hidden springs, an adorable dog and more to try and get in your way, but then so do you, if you can find them!


ORE-SOME
Players

2 - 4

Age

8 and up

Playtime

40 min



Contact Designer
 
 

Pests! - Spontaneously Combustible Games

Pests! is a competitive game for 2-6 players. Game mechanics include card drafting, modular board, variable player powers, and an action point allowance system. Play time is 45-75 minutes.

You play as an Exterminator who specializes in the elimination of a particular type of Pest: Flying Bugs, Creepy Crawlies, Winged Beasts, Vicious Vermin, Unwanted Guests, or Spooky Specters. You’ve been hired to clear your type of pests out of a house, but when you arrive, you discover that the house has other types of infestations. The homeowner’s hired several other exterminators, each with a different specialty, and only the first to complete their job will get paid.


Pests!
 
 

Pirate's Code - Hybridge Games

Attempt to become captain as you fight, betray, and compete with other players as you sail your way across the sea toward ultimate treasure.


Pirate's Code
Players

4 - 6

Age

8 and up

Playtime

45 min



Contact Designer
 
 

Pizza World - Andrew Haigh Games

Players are master pizza makers looking for the finest ingredients in a market. Each player is given several shopping lists of ingredients to collect. Unfortunately with a limited number of ingredients in the market, getting the ingredients you need may not be easy, especially if another player got there first.
Pizza World is a game about completing as many personal and shared shopping lists as possible, some 'take that' elements and remembering where you last saw an ingredient - although they might not be where you thought. Make friends, or not, as you compete for the ingredients you need.

Unique/Game features
- Set collection - shopping lists
- Memory of where tiles are - they are turned face down when a shopping list is claimed
- Optional - Take that cards can also clear and turn face down tiles

Working on TableTop Sim and VASSAL (further along with this)


Pizza World
Players

2 - 6

Age

8 and up

Playtime

30 min



Contact Designer
 
 

Planetary Strike - Claim To Fame Games

Planetary Strike is a mind-bending game of space-age strategy where civilizations from all regions of galaxy have clashed in an epic battle. Each civilization deploys a fleet of 18 color-coded vessels in an attempt to capture another civilization's planet, while defending your own planets.


Planetary Strike
 
 

Plunder! - Epic Teddy Games

Plunder! is a fast-paced card game with a lot of 'take that' action. Your goal is to steal treasures and pirate crew members from your fellow pirates by playing cards to attack other players and to defend yourself from attacks. The game has a simple card-playing mechanic at its core, but outside of your turn you can play reaction cards. These influence cards played by other players. Play them at the right time, so you can benefit from the other pirates' actions!

 
 

Prohibition - Andrew Stackhouse

You are the leader of a Gang in New York at the dawn of Prohibition, the Constitutional ban on the sale or transportation of alcoholic beverages. Your job is to increase the Prestige of your Gang by expanding your Turf and completing devious Schemes. The gang with the most prestige at the end of the game will earn a seat at the Atlantic City Conference: the meeting where crime in America was first organized, laying the groundwork for the syndicates that controlled most illegal activity in the United States for the next 40 years. Gaining prestige will require stacking up Gs that you can “earn” through Extortion and bootlegging: the illegal production, importation, and sale of Booze. Gangs competing for turf, and control of the bootlegging market will invariably engage in Conflict. This will require recruiting a reliable force of Goons to do your bidding and protect your Stash. If you are sharp, you will use devious Tactics to help your cause… or hurt your opponents. However, everything you do will generate Heat. The more heat you generate, the more often, and more severely, the Feds will intervene against you. You may have to spend some of your Stash generating goodwill among the people you terrorize to make them happy, and reduce your heat. In a pinch, you can always Bribe the corrupt Feds, and pay them off to look the other way. Good luck!

 
 

Prophecy - Rocket Science Board Games

Prophecy is a fast, fun and highly strategic card game for two players about fulfilling three prophecies before the Four Horsemen of the Apocalypse are unleashed!

Build your deck to unleash your favorite chain combos, but beware: each time you buy a card from one of the four available guilds, a stronger card is available for your opponent, and if either of you buys the last and strongest one in any pile a Horseman appears - If all Four Horsemen are revealed both players lose!

LEARN TO PLAY IN MINUTES,
PLAY UNTIL ARMAGEDDON!


Prophecy
Players

2

Age

10 and up

Playtime

30 min



Contact Designer
 
 

Psychological Warfare - DPH Games Inc.

The twisted half hour card game. A mental battle where you try to thwart your opponents while attempting to meet your own needs. All games incorporate psychology, this one takes it head on. You will be using Backhanded Compliments, Clever Insults, Paranoia, Stress and Phobias to manipulate scores in a direction that you choose. It has a twists and multiple tactics, counter-actions that keep the game fresh and replay-able. Each player scores on four categories; Freedom, Fun, Power and Belonging. Victory points are awarded for having the highest score in a category at the end of the game. The number of points awarded are dependent on the Archetype that the player is using. Players will spend Mental Energy to perform actions which will lower/raise scores, have an effect on themselves or other players, or block other players from affecting them. Defense Mechanisms will help protect you, but as you perform actions you build up Psychological Baggage. To rid yourself of the baggage, you must go to Therapy. But Therapy also causes you to lose your Defense Mechanisms. Psychological Warfare is a balancing game with a number of key decision points each turn. Which cards to discard to create energy, which cards to play, which scores to change, how to combine actions and much more.


Psychological Warfare
 
 

Rampaging Jotunn - Lost Cog

Rampaging Jotunn is a two-player strategy game that pits players in a competitive contest of tactics and supremacy.

Each player controls three villages and two Viking armies. Both use their armies for defense as well as to destroy their opponents villages. Players are always keeping a watchful eye for the ancient threat looming above them all, the Jotunn rampaging across the island destroying everything in sight.

Players use cards to move their armies or to influence the Jotunn and direct him toward their opponents armies and villages. The player with the last villages on the board wins!


Rampaging Jotunn
 
 

ROBOT RISE! - Happy Harpy Games

The Ministry of Discord, an international alliance of archvillains, has an opening for a new member. Each player in ROBOT RISE! is a mad scientist hoping to earn that coveted seat (and win the game) by eliminating all the other players. The 110-card deck contains dozens of unique cards, including: - Secret Bases: Protect these from being destroyed by opponents - Giant Robot Parts: Assemble a giant robot to attack your enemies or defend against attacks - Raid, Freeze Ray, and Mind Control are nuisance attacks that reduce your opponents' effectiveness - Defense Cards: The best offense is a good defense...sometimes. - Spy Attack! - Disasters! - And many others... Need part of a Giant Robot to carry out an attack? Call for a temporary alliance with one of your opponents. After all, the enemy of your enemy can sometimes be useful. Gameplay consists of playing a card (if you can), following through on the implications of that card, and then ending your turn by drawing a card. The game ends when there is one player remaining.


ROBOT RISE!
 
 

Savage Planet: The Fate of Fantos - Imp House

Savage Planet: the Fates of Fantos is a tableau building game with co-operative and competitive elements for 2-6 players. Each player is a Citadel (city-state) of Fantos. They must hire mercenaries (called Legacies) using Shards from their Citadel Bank. Once hired, Legacies can be tasked to harvest more shards, go to war with a neighboring Citadel or be nominated as the savior of Fantos for Tribute. Legacy may also play Labor cards from the Citadel's hand using their own shard currency. Every time a player chooses to harvest shards from the Trove, they must reveal a new card from the Trials Deck. Life on Fantos becomes increasingly difficult as Zodraz unleashes plagues, summons cosmic creatures and forces dissent among the Citadels. Resolve them together, as a planet, or watch as rival Citadels struggle to survive. Plan wisely and make every turn matter because Zodraz is lurking in the Trials deck. When the Cosmic Warden is drawn, judgement is passed (scores are tallied) and the game is over.

 
 

Solar Echoes FREE Demo, Operation: Flash Strike - Corefun Studios, LLC

Operation Flash Strike includes everything new players and a Mission Controller (GM) need to run the Flash Strike Mission. This adventure is designed to introduce new players to the Solar Echoes setting and gameplay mechanics with a learn-as-you-play approach.

In this short mission, players must stop an illegal arms deal, prevent the high-tech weapons from ending up in the hands of criminals, and interrogate key individuals for valuable intel.

47 pages containing the basics needed for play, including:

“Operation: Flash Strike” Mission for beginning level players
8 pre-made characters, with stats, skills, talents, and equipment
Blank character sheet and character sheet pdf entry form
Character sheet explanation
Phase Cards
Full-color character map icons
Map key and full-color, 3-page battle map


Solar Echoes FREE Demo, Operation: Flash Strike
Players

2 - 8

Age

8 and up

Playtime

60 min



Contact Designer
 
 

Sub Terra - Inside the Box

Description from the publisher: A 1-6 player cooperative game of terrifying cave escape. Players take the role of amateur cavers attempting to escape an unexplored network of subterranean tunnels, before the lights flicker out or the darker things beneath the Earth catch up to them... In Sub Terra players spend their turn exploring and revealing the tunnel system around them, attempting to survive the various perils of the cave, from floods and cave ins to gas leaks and scree. Players each have a role which gives them specialist abilities, such as an Engineer with dynamite to blast a new route or a Scout to find a route more easily. New tiles are placed from a randomised stack of cave features, which determines whether you'll be hit with a dead end or a range of new options. At the end of each turn, players face the reality of their situation, with a hazard card drawn to determine what danger causes them damage or cuts off their way out of the horror below. These cards are finite, and when they run out, your torches flicker and the air feels tight, and your chance of survival diminishes quickly.

 
 

Superbeings Jumbo Card Game - Alienplay Games

In the Battle Universe, the Alliance Wars between Nlife(natural life made up of Humans and Aliens) and Alife(artifical life made up of Androids, Beasts and Clones) continues to rage on.

Furthermore, Xlife(spiritual divine creatures known as Xpets) have been summoned by the HA Masterbeings to intervine as Alife led by Andromeda will not stop until they control all worlds of Nlife. Superbeings from all corners of the universe have taken their sides, it's the rise of the Superbeings Battle Universe!

Superbeings is an all-new relaunch of the anime-styled Humaliens Trading Card Game released in 2003 by AEG with a completely new design and storyline by creator Rick Medina.

Impressive 4.75" x 6.75" Oversized Cards
If you have collected just 1 oversized card from a popular card game out there and ever wondered about playing an entire set of them, now you can. Superbeings Jumbo Card Game will be the first card game entirely designed with awesome oversized cards for players ages 10 and up.

Why Play The Superbeings Jumbo Card Game?
Simply put... Superbeings is an impressive strategic Jumbo Card Game set in an immersive storyline, centered on a futuristic Superbeings Battle Universe that will absolutely capture your imagination. Every Superbeing has a story that's flavored on every card, along with their Superpower, main Attack and Invincibility Effect to get you into the game.

Also, as a 2-4 player Living Card Game and Deckbuilder, the 120-card Battle Universe Core Set is a completely self-contained game experience, there's no expensive packs to buy, just great value in a full set purchase that has infinite replayability right out of the box.

Furthermore, while we don't like to mention names "cough - Pokemon TCG, cough - Yugioh TCG" the game is targeted at all of you (10+ and adults) who've played these games and would like to experience another cool choice powered by big cards and a unique Superbeings Battle Universe!

So What Else Is Cool About Superbeings?
Superbeings features a 6-Super Team concept of playing with multiple frontline attackers and multiple backline reinforcements with the objective to win by 1 of 3 ways; (1) by knocking out your opponent's entire frontline, or (2) knockout a total of 5 Supers, or (3) knockout 15 rank points worth of Supers.

In addition, the game uses a variety of D6, D12 and D20 dice rolling mechanics for establishing turn actions, attacks and more. So if you like dice rolling, you'll expecially like Superbeings and how it differs from Pokemon and Yugioh's card only mechanics.

Finally, the game plays big! So the traditional 2-player heads-up game is the easiest to start with and is the preferred play style. But when the opportunity for a massive 4-player game is called upon, there's an entirely different feel to the game when 4 players do battle to win it all!

Stunning Full Bleed Card Artwork
All the double-sided Superbeing and front-side Battle cards have been designed with border-to-border full bleed artwork. No traditional card borders will be used on Superbeings except for the back of the Battle cards where the Superbeings logo will be shown. As such, be prepared to hold some awesome cards in your hands, vividly printed and absolutely striking to play.

Superbeings Level Of Difficulty
The Superbeings Jumbo Card Game is a player vs player battling game at its roots and can be best described as a cool alternative to the popular Pokemon and Yugioh trading card games and is targeted at players ages 10 and up. If you’ve played either Pokemon or Yugioh you’ll find Superbeings has card effects that are similar in difficulty to these games with its own unique big game feel.


Superbeings Jumbo Card Game
 
 

The 12 Towers - Crosswinds Gaming

--Introduction-- The 12 Towers is an RPG board game for 2-6 players. The objective is to take control of all. Active Towers, and/or eliminate the opposing players. Players take the role of “Keepers”, powerful rulers that control a Tower, and its surrounding territory. Throughout the course of the game, Towers will be gained, lost, or even destroyed. Controlling Towers will involve combat, diplomacy, and teamwork. However, it may also involve treachery and deception.
While the objectives of the game are clear, it is entirely up to the players to decide how they play the game individually. Some may be aggressive and charge head on, while others might focus on defensive actions. In the end, when players interact, they are in complete control of their own fate. Not only do you bring a strategy to the game, you bring your personality as well.

--Brief Overview of the game-- Players: 2-6 Game Type: PvP, RPG, Exploration, Board Control Game Board: 32 x 32 Inch Dodecahedron (13 pieces) Movement Style: Set space amount (Can be increased or decreased) Game Components: - 12 Keeper Figurines - 12 Tower Figurines - 12 Colored Die - 576 Game Cards - 6 Tracker Sheets - 12 5x7 Tower Cards Game Run

Time: Easy/2 Players - 30/60 Minutes
Medium/4 to 6 Players - 45/90 Minutes
Hard/8 to 12 Players - 120/180 Minutes

--Game Board-- The board for The 12 Towers uses a hexagon battle grid. Players can explore, battle, cast spells, set up walls and defensive structures, and even set traps. There is no limitation to where you can go, or what you can do. It is important to know what the different colored spaces and regions do. Remember, the rules are for a standard game, and players have the freedom to alter these rules and regulations to better suit their needs.

--Towers-- Each Tower in the game has a unique theme, as well as it’s own strengths and weaknesses. Remember, it is important to explore options, and try out other Towers. You may have a favorite Tower, or discover a useful combination that can turn the tides of battle, and become an intimidating force! Your Tower is the home of your Keeper, and it’s surrounding territories belong to you and your citizens. Whether you’re the Brutal Orc King of the Fire Tower, or the Undead Lord of the Black Tower, your Keeper is the King of it’s territory. As you play the game, you’ll gain control, or lose Towers. Be sure to use strategy and planning when you take over the board.

--Power-- Power is the heart of The 12 Towers. Power is a simplified number that represents everything that you are; Health, Mana, Currency, Influence, everything. Almost everything in the game effects Power. Whether you are taking damage from weapons, or casting spells. All players begin the game with the same amount of Power. The standard starting amount is 2000. This number is them divided between your Keeper, and your starting Tower. This number can be adjusted to use needs, or accommodate additional players.

--Cards-- The core version of The 12 Towers contains 576 cards. There are 2 types of cards; Items, and Events. Items are cards you can equip, use, cast and break. Event cards are primarily used to give the players an advantage, as well as set the stage for role playing, and gives life and scenery to the game. Events are the main source of gaining more item cards.


The 12 Towers
 
 

The Dangerous Sea - Dangerous Games

The sea is mysterious and unforgiving, but it hides the treasure you seek.

Explore an uncharted world that's different every game in your epic quest to collect 5 Rune Stones before anyone else. Will you charge forward blindly, risking sudden destruction, or will you look before leaping, diligently navigating around the dangers you discover? Will you go it alone, swiftly gathering Rune Stones before anyone else, or will you take on a crew and attack your friends to steal from them?

Take to the seas and be the first to collect 5 Rune Stones!


The Dangerous Sea
Players

2 - 4

Age

12 and up

Playtime

35 min



Contact Designer
 
 

The Hackers Guild - Games By Ray LLC

Do you have what it takes to accomplish the impossible? The year is 2020 and the world's governments are still trying to overcome the devastation of the worldwide market crash of 2017. After a number of studies, it was revealed that the core cause of the crash was due to corruption in government and the lack of unity amongst the government leaders. As a result, they are now pushing for a single, worldwide government run by machines. The company providing the machines boasts that 'It's not possible for a machine to become corrupt, and as such, they will always make the best decisions for the fate of mankind.' However, a small number of people see this for what it really is - an attempt to enslave mankind. Known as the Hacker's Guild, these rag tag freedom fighters are branded as criminals, and as such, are living the lives of fugitives from the law. All reasonable attempts to convince the powers that be that they are making a huge mistake have failed. The only option remaining appears to be the destruction of the program from the inside out. There is only one problem: hacking the company's network is said to be impossible. Despite this, more and more of the common people are joining in the cause. Time is running out for the guild as they strive to find someone capable of performing the impossible: hacking the evil company, destroying their machines and saving humanity from slavery Game play In this a cooperative worker placement game, players use a combination of dice and cards to accomplish the following six objectives: 1. Destroy offsite backups 2. Delete design plans for the machines to be used to rule the world and enslave mankind 3. Destroy any existing machines 4. Destroy manufacturing facilities 5. Find proof of the conspiracy 6. Find bank information and donate all available funds to charity All six objectives need to be completed for victory. Players lose as a team if they are unable to complete all 6 in the 15 turns they have been allotted. Players start with one die and 30 seconds to complete hacks, but can purchase upgrades that will max out at 5 dice and 150 seconds. They also can purchase hacking tools that will give them additional help in achieving the needed hacks. Each tool takes a certain amount of space, and the players have a finite amount of room, 4 x 4 to begin with and upgradable to a maximum of 8 x 8, so they will have to choose which tools to use carefully. Random events add another twist to the game play making this a fun game for all ages.


The Hackers Guild
 
 

The Pitch Deck - Two Brothers Games

A party card game about pitching eclectic products to consumers and taking the business world by storm! Describe your ideas with a combination of Product cards and Properties in order to meet the demands of Problems that exist in the world. Your fellow entrepreneurs are your consumers, so choose the best way to engage them in your product, no matter how crazy!

Players

3 - 10

Age

10 and up

Playtime

15 min



Contact Designer
 
 

The Queen's Path - Nova Suecia Games

http://novasuecia.se/regina/home.html

Gustavus II Adolphus is dead and the kingdom is without a King. A heavy responsibility lies on the shoulders of the young Queen Christina, only six years old. Sweden is engaged in the Thirty Years’ War, the Estates are dissatisfied with Chancellor Axel Oxenstierna’s influence, the breach between Protestants and Catholics is wider than ever and the exploratory spirit of the age gives rise to new art and science. As a representative of one of the many factions around the Queen, it is your duty to enlighten Christina and show her the true path. But beware, the other representatives will not shrink from using any means to stop you!

Gustavus II Adolphus is dead and the kingdom is without a King. A heavy responsibility lies on the shoulders of the young Queen Christina, only six years old. Sweden is engaged in the Thirty Years’ War, the Estates are dissatisfied with Chancellor Axel Oxenstierna’s influence, the breach between Protestants and Catholics is wider than ever and the exploratory spirit of the age gives rise to new art and science. As a representative of one of the many factions around the Queen, it is your duty to enlighten Christina and show her the true path. But beware, the other representatives will not shrink from using any means to stop you!


The Queen's Path
 
 

The Refuge - A Race for Survival - B&B Games Studio

The Refuge is a survival strategy board game for players who love zombies. Objective of the game is simple, the first one to reach the finish line is the winner. It is fun, easy to pick up and difficult to master. Players decide on their turn to draw a card, move your character or use a card.

Up to 6 players can play the game. What is your strategy? Do you keep pushing forward defeating all zombies in your way? Do you let others fight for resources while you sneak your way to safety?

The Refuge offer a variety of strategies for different types of players. Oh and remember you need the key to reach the finish line.

Players

2 - 6

Age

13 and up

Playtime

10 min



Contact Designer
 
 

There are Monsters in this Book - Dodeca System Games

There are Monsters in this Book is a collection of creatures, a book of beasts, a folio of frights! Within these pages you’ll find over 80 monsters, lurkers, creatures, and foes. Not just basic humanoids, but sharks, dragons, mollusks, and slimes. Need a vampire? We’ve got three. How about lycanthrope? Four of those. Okay, but not phoenixes? We’ve got six, and we’ll even throw in a thunderbird for good measure. Whether you’re on land, sea, or in the air, we have beasts for you to fight.


There are Monsters in this Book
Players

2 - 15

Age

8 and up

Playtime

60 min



Contact Designer
 
 

There's a Game in this Book - Dodeca System Games

There's a Game in this Book is a tabletop RPG designed to be fast, fun, and fully customizable. Create any character you want, play any way you desire. There's a Game in this Book was written with enjoyment as the number one goal. We've all played in fantasy RPGs. We know about dragons and elves and dwarves, temples and palaces and ruins. We've searched for the Lost Sword of Some Civilization in the Haunted Tunnels of Endless Dungeon Crawl. We understand that just playing the same old world gets boring. There's a Game in this Book proposes something different, a world where political intrigue is just as important as fighting. Wound a man with your vicious taunts. Seduce your way into the royal chambers. Wow a crowd with the musical prowess of your armpit. Navigating the world is up to you, but as long as you're enjoying yourself, there's no wrong way to do it.


There's a Game in this Book
Players

3 - 15

Age

8 and up

Playtime

60 min



Contact Designer
 
 

Trash Pandas - Red Rook Games

Description from the publisher: In Trash Pandas, players are raucous raccoons, tipping over trash cans for food (and shiny objects). Players push their luck to acquire more cards, but must stash them in order for them to count as points at the end of the game. When the deck runs out, the game ends and players compare their stashes to see who has the majority for each card type and score points accordingly. The player with the most points, wins! Turn sequence: The active player rolls a die in the hopes of gaining the benefit of the roll result. With each roll, the player decides to keep rolling or stop and activate the dice results. However, with each additional roll, the odds of busting (getting a duplicate result) increase further and the player risks losing the progress they've made that round. When activating the dice results, the player will be drawing cards, stealing cards from other players, and stashing cards. Cards in hand may be used for their listed ability, but only count as points when stashed.


Trash Pandas
 
 

True Story - Jay Crow Publishing

True Story is an adult card game where players share either true stories from their past, that are too extraordinary to believe, or concocted tall tales to deceive their friends.

Players

2 - 8

Age

21 and up

Playtime

30 min



Contact Designer
 
 

Wibbell++ - Stuff By Bez

Wibbell++ is a game system - a deck of cards, each with two letters, one of 6 borders, and 1-5 dots on the bottom. When first released, everyone will receive rules for 3 games: Wibbell (the fastest wordgame in the west, 10-30 minutes, 2-7 players); Phrasell (the party game of inventing little phrases, 20-30 minutes, 3-8 players); and Faybell (a letter-based storytelling activity, 20-30 minutes, 2-5 players). Wibbell (the 'flagship' game), is a speed-based word game, which involves shouting out words the contain particular letters. As you collect more cards, the game becomes more difficult until the end of the round. Round handicaps give the game some more strategy and gives everyone else a chance to catch up.

 
 

Wizard's WARdrobe - Game Point

Description from the publisher: In Wizard’s WARdrobe, you take the role of an apprentice wizard who has busted in to the Grand Wizard’s magical WARdrobe to battle other wizards for epic loot.

Each player starts with 99 Hit Points, two learned spells in hand, and a wizard inventory playmat with 8 color & number-coded body locations for items (2 feet, 2 body, 2 hands, 1 head & as many accessories [trinkets or familiars] as you want). During your turn you allocate 3 actions to cast spells, use items, and grab items from the 8 face-up WARdrobe piles. The more powerful the effect, the more actions it costs, so keep an eye out for boots and familiars that can give you extra actions.

Gear Up! The more items you are wearing, the harder you are to hit. The innovative hit roll system supports the theme nicely: When a wizard deals damage to other wizards, they roll an 8-sided hit die and refer to the hit location on each affected players’ playmat. If the wizard has an item in that location, it is moved to the junk pile and no damage is dealt. If the wizard does not have an item in that location, then the damage is rolled and dealt to the wizard’s HP.

Throw Down! There is a vast repertoire of offensive and defensive effects in the base game (over 200 cards), with more to come in the preset expansion boosters. Once your wizard is suited up with synergetic buffs, you are ready to use your spells and items to attack your opponents and defend yourself. The last wizard standing wins!

Wizard’s WARdrobe is quick to set up and very easy to learn: the game pieces laid out almost teach the game itself. It is fast-paced (you can start slinging right off the bat) yet still highly strategic (with dozens of spells and 8 WARdrobe piles to choose equipment from, there are many lines of play).

So far, in the hundreds of private and public playtests at conventions and stores, almost every game has been unique and exciting. The few games that weren’t we used to refine the game to its current 5th version, which is running super smooth, fun, and balanced.

 
 

Wolf & Hound - Ninja Star Games

Wolf & Hound is a partnership card game of protecting your flock of sheep from evil wolves. In Wolf & Hound, you become a shepherd of French Alps where wolves are becoming a problem as they chase your sheep away from your pasture. It is up to your reliable hound to go find the lost sheep and bring them back to your pasture. Each turn you will play a card which will control the movement of the wolf or the hound. Where these wolf or hound move to will determine the fate of your sheep. If there is a wolf in your pasture at the start of your turn, then the wolf will chase away one of your sheep. If there is a hound in your pasture, then the hound will bring back the lost sheep. Move them wisely to protect you and your partner’s sheep, and chase away your opponents' sheep!


Wolf & Hound
 
 

Zipang Portable - Engine-ID

Zipang Portable is a fast-paced "pick one, play one" card game, beautifully designed by Japanese artists with gorgeous ukiyo-e style cards. Players will dive into the greatest battle of the 17th century. Become Sengoku heroes vying for the Shogun's power in this compact game which is easy to learn, but hard to master.

Players

2 - 6

Age

8 and up

Playtime

15 min



Contact Designer
 
 

Zoophoria - JLS Games

Welcome to Zoophoria, one of the top zoos in the world! Our Director is retiring after spending his entire career dedicated to building our zoo. To ensure we keep our place amongst the best in the world, we are conducting a global search for our new Director. You are invited to take part in our one week challenge; where you will demonstrate your skills by assembling the best habitat in the zoo and attract more visitors than your competition.. The winner will be hired as the new Director of Zoophoria.

A game of Zoophoria takes place over seven rounds, representing one week. Players start with four animals, three employees and two secret targets. Each day, a new selection of animals, employees, buildings, food supplies, targets and more will be available. Players will compete for three items from those available as new additions to their habitat. Strategy and planning must be used to create a habitat that can manage the daily food, virus and trash production. If the growing collection of animals is fed and remains healthy, and the habitat is kept clean, visitors will come to enjoy the zoo.

Over 75 unique animals from around the world are available for use in your habitat. Build structures to create themed exhibits containing mammals, reptiles, birds, endangered species and more.

Over 60 unique employees and buildings are available to provide assistance. Upgrade or add a new Keeper to produce more food. Install trash cans and recycling bins to keep the zoo clean. Enlist Veterinarians to ensure animals don’t get sick. Add restaurants, photo spots, souvenir stands or other guest services to attract even more visitors.

The player who attracts the most visitors to the zoo will win the challenge and earn the title, Director of Zoophoria.

 
 

Age, players and play time icons licensed under the Creative Commons Attribution 3.0 Unported License.
They were created by Lorc and are available free at http://www.Game-Icons.net.