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UK Games Expo 2019 - Iain's Expo List

Board game reviews, articles, interviews and top 6's - For everyone

Image Name & Info Priority & Preorder Notes
Sanctum DEMO
Players: 2 - 4 Playtime: 60 - 120 min Age: 12+ Published: 2019
Publisher: Czech Games Edition (2-148) Rating: 1068
Designer(s): Filip Neduk
Categories: Adventure, Dice, Fantasy, Miniatures
Mechanisms: Dice Rolling, Press Your Luck, Variable Player Powers
Sanctum, once a great city, is now the last beacon of light in a world shrouded in darkness. The lands surrounding the city are home to the demon horde lead by the Lord of Demons. It's up to a handful of heroes to rise up, battle through the horde, banish the evil that plagues the world, and restore the realm to its former glory. Sanctum is an epic adventure competitive game for 2-4 players that's inspired by the hack & slash genre and converted into a modern board game. As one of the heroes, you embark upon a quest to rid the land of a demonic invasion, fighting your way through countless enemies and gearing up to face the Lord of Demons himself. In the process of venturing deeper into the land, ever so much closer to the Demon Lord, the heroes have to improve their equipment and adapt their combat tactics to face the increasing difficulty of combat. The seemingly simple dice-throwing mechanism turns out to be a tactical delicacy once you realize that equipping the correct gear is a crucial part of surviving in these hostile lands... —description from the publisher
20 Second Showdown
Players: 5 - 20 Playtime: - Age: 10+
Publisher: Big Potato (1-382) Rating: 704
Categories: Party Game
For Sale
Welcome to the ultimate showdown – your team versus their team in a fast and furious game of ridiculous challenges. Flip the timer, read out your challenge and race to complete it as fast as possible. Once you’re done, flip the timer back over and read out a new challenge to put the other team in the hot seat. The first team to run out of sand loses the round and must reset the timer, whilst the winners parade around like the heroes they are.
Arkosa DEMO
Players: 1 - 4 Playtime: - Age: 13+
Publisher: Toon Hammer (2-449) Rating: 627
Demo arranged
Players: 1 - 2 Playtime: 10 - 20 min Age: 8+ Published: 2016
Publisher: Wren Games (2-624) Rating: 718
Designer(s): Janice Turner, Stu Turner
Categories: Card Game, Print & Play, Puzzle, Science Fiction
Mechanisms: Cooperative Play, Hand Management, Modular Board, Press Your Luck
For Sale
Designer: Janice Turner, Stu Turner
Assembly is a quick, 2-player cooperative or solo, puzzle card game that fits in your pocket.
Using the Command Cards in your hand Draw, Swap, and Rotate Room Modules around the ship until they sit on their matching Blueprint where you can lock them into place to build a ship and escape.
No two games will ever be the same because of a variable setup, several role cards and the optional use of malfunctions activating on locking that force you to change your strategy. Also, 2-player games add limited communication into the mix and the optional use of sign language instead of verbal communication.
Assembly: Glitches EXPANSION
Players: 1 - 2 Playtime: 10 - 20 min Age: 8+ Published: 2018
Publisher: Wren Games (2-624) Rating: 672
Designer(s): Janice Turner, Stu Turner
Categories: Card Game, Expansion for Base-game, Puzzle, Science Fiction
Mechanisms: Cooperative Play, Hand Management, Modular Board, Press Your Luck
For Sale
Designer: Janice Turner, Stu Turner
The computer is evolving and learning new ways to stop you escaping. The Glitches expansion contains:
-10 Glitch cards, increasing game difficulty.
-4 new Malfunction sets, mixing up gameplay.
-2 new role cards, increasing variation.
Assembly: Re-Sequence & Override EXPANSION DEMO
Players: 1 - 2 Playtime: 10 - 20 min Age: 8+ Published: 2020
Publisher: Wren Games (2-624) Rating: 872
Designer(s): Janice Turner, Stu Turner
Categories: Card Game, Expansion for Base-game, Puzzle, Science Fiction
Mechanisms: Cooperative Play, Hand Management, Modular Board, Press Your Luck
Players: 2 - 4 Playtime: 20 - 40 min Age: 13+ Published: 2019
Publisher:  Rating: 1530
Designer(s): Daryl Andrews, Erica Bouyouris
Categories: Abstract Strategy
Mechanisms: Area Control / Area Influence, Grid Movement, Hand Management
From majestic Maples to ancestral Oaks, players nurture their trees aiming to thrive over the course of a year in a beautiful National Park. In the spring, players carefully grow their trees, scoring as hikers enjoy traveling the trails in summer. When autumn comes, leaves fall in the ever-changing direction of the wind, guided to cover the terrain and other players’ leaves. Points are awarded in winter for the most coverage of each region in the park. Gain your ground in the park to be victorious in Bosk!
Chronicles of Crime: Welcome to Redview EXPANSION
Players: 1 - 4 Playtime: 30 - 90 min Age: 14+ Published: 2018
Publisher: Lucky Duck Games (1-628) Rating: 1050
Designer(s): David Cicurel, Ghislain Masson
Categories: Adventure, Deduction, Expansion for Base-game, Murder/Mystery
Mechanisms: Cooperative Play, Storytelling, Time Track, Variable Player Powers
For Sale
Designer: David Cicurel, Ghislain Masson
Some strange things have started to happen in the small town of Redview. For weeks now, animals have been disappearing. When Wookie, Richy's dog, disappears as well, 6 friends get together to try to find him.
Welcome to Redview is family friendly. No murders, but instead strange things are happening in a small town in Maine, USA, in the 80s. Since you play the role of kids, there are no scientific contacts you can call to help you. Instead, you will need to use your strength, agility and wit to get to your objectives!
D6 Dungeon
Players: 2 Playtime: 10 - 20 min Age: 10+
Publisher: Mleeg Boardgames (1-1185) Rating: 578
Designer(s): Richard Massey
Categories: Adventure, Dice, Exploration, Fantasy, Fighting, Maze
Mechanisms: Dice Rolling, Hand Management, Route/Network Building, Tile Placement
Description from the publisher: The Dice Dungeon is a race to be the first to find a route through a perilous dungeon. A brave adventurer, you will encounter monsters from terrible dragons guarding hoards of gold to pesky little orcs, ancient, undiscovered treasure chambers, cursed glyphs. Lots of stuff. As you explore you also come across the items you need to get through and learn spells that can alter the very corridors in front of you. But beware; you are not the only one in the dungeon and your opponent will have a very different view of what it looks like… You begin the game with an empty grid of thirty-six square holes (the Dungeon Waffle), plus a bag of thirty-six Dungeoneering Dice. The Dungeon Waffle is placed between you and your opponent, so each of you can see a different side of it. You then take it in turns to draw a die from the bag, roll it and use whatever you roll to either add to the dungeon map, alter the dungeon map or add to your resources. Your aim is to score more experience points than your opponent over one or more games. During a game you try to map out a route on your side of the waffle from one edge to the other, and collect weapons and equipment to deal with whatever you might encounter on the way. When adding to the dungeon map you will change the map seen on both sides of the Dungeon Waffle, hopefully helping your route, while hindering your opponent’s.
Namiji DEMO
Players: 2 - 5 Playtime: 30 - 45 min Age: 8+ Published: 2019
Publisher: Funforge (1-686) Rating: 770
Designer(s): Antoine Bauza
Categories: Travel
Mechanisms: Point to Point Movement, Set Collection, Time Track, Variable Player Powers
Namiji features gameplay similar to Tokaido. The action spaces are laid out on the game board in a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action, so players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. What players are doing on the track differs from what they do in Tokaido.
Prisma Arena DEMO
Players: 2 - 4 Playtime: 30 - 60 min Age: 8+ Published: 2019
Publisher: Hub Games (2-211) Rating: 634
Designer(s): John Fiore, Rory O'Connor
Categories: Adventure, Fighting, Science Fiction
Mechanisms: Action / Movement Programming, Area Movement, Grid Movement, Variable Player Powers
The Seed of Hope can only be activated when heroes are able to harness the power of light. This is the only way that the Harbinger Despair can be stopped... will you rise to the challenge? Prisma Arena is the speedy, sneaky, skirmish arena battle game where you and your trusty Moh'Kon spar against fellow trainees to improve your abilities, level up and become more and more powerful. Each game will bring you closer to improvement, each victory bringing you ever closer to the unique characteristics required for a Prisma Guardian. Featuring fully customisable character models, you will get to represent yourself in this inclusive, easy to understand game. Each round, players will activate their Avatar and Moh'Kon by selecting either basic Move, Strike or Blast actions. They can also chain into more elaborate actions by playing Combo Cards which allow for extended moves. Knocking an opponent out of the Arena will score you points, and the first to 20 triggers the end game. Victories will improve your character, quickly bestowing special powers and abilities that will show everyone just how unique you are. Only through regular training will you develop the skills you need to take on the great Harbinger Despair - can you control the power of light and save your world?
Players: 2 - 4 Playtime: 45 - 90 min Age: 12+ Published: 2019
Publisher: Quality Beast (1-282) Rating: 833
Designer(s): Janna Ullrich
Categories: Educational, Science Fiction
Mechanisms: Area Movement, Cooperative Play
Designer: Janna Ullrich
Quantified is a co-operative board game set in a world in which everyone's behavior is constantly surveilled and analyzed. A player's behavior results in a social credit score, determining their position on the social ladder. Players start from different positions on the social ladder, as refugee, unemployed or employed, with unequal access to human rights. The goal of the game is to make all rights accessible to all players and to fight the implementation of totalitarian policies.
During a typical turn, players can move around the city, add non-player-characters to their network, attempt to solve so-called rally cards (initiatives that support human equality), attempt to prevent so-called threat cards (automatic, constantly approaching negative effects, such as invasive amendments, correction camps or totalitarian laws), or even simply work an official or illegal job. The trick is that not every action can be taken by every player. For example, those without the right to movement take longer to cross the city, while those without the right to free speech can't share their rally cards with others — and even the actions you can take must be taken with care as all actions leak personal data. If too much data is leaked, the players may have to face behavior analysis cards that negatively impact their collective game state!
Ultimately, by solving enough rally cards or working their way up the social ladder, every player should have access to all four human rights. Once this is done, the players win! But if three totalitarian laws come into effect before then or the threat deck runs out, the players collectively lose.
Sensor Ghosts DEMO
Players: 1 - 2 Playtime: 10 - 25 min Age: 8+ Published: 2020
Publisher: Wren Games (2-624) Rating: 774
Designer(s): Janice Turner, Stu Turner
Categories: Abstract Strategy, Card Game, Puzzle, Science Fiction, Space Exploration
Mechanisms: Action / Movement Programming, Cooperative Play, Grid Movement, Hand Management, Modular Board, Press Your Luck
A cooperative moving maze double puzzle game for 1-2 players. Set immediately after Assembly, will you get to Earth alive? Story: You have escaped both the virus ridden space station and the clutches of the station’s computer. You must now make your way back to Earth in the midst of a large meteor storm but something seems to be messing with your sensors. Did you build the ship incorrectly or has the computer somehow got on board and is now trying to thwart your escape? And can you collect a sample enroute to assist with the creation of the vaccine? —description from the publisher
The Board Game Book
Players: 1 - 0 Playtime: - Age: 8+
Publisher:  Rating: 637
Players: - Playtime: - Age: - Published: 2019
Publisher: Big Potato (1-382) Rating: 690
Categories: Party Game, Trivia
For Sale
Blockbuster is charging back into our lives as a brand new, super-simple party game for anyone who’s ever seen a movie. You don’t have to be a movie buff to play and the rules are simple. Two teams play head to head with one aim in mind: to be the first to collect a movie from all eight genres. The game includes a mixture of challenges such as a beat-the-buzzer round, movie quotes and a little bit of charades so that you can reenact iconic scenes from all of your favourite movies – Titanic, anyone?
Core Space
Players: 1 - 6 Playtime: 45 - 180 min Age: 14+ Published: 2019
Publisher: Battle Systems (1-1034) Rating: 844
Designer(s): Colin Young
Categories: Miniatures, Science Fiction
Mechanisms: Cooperative Play, Dice Rolling, Modular Board
Core Space is a science fiction miniatures board game. Each player takes control of a band of Traders trying to make a living in a dangerous galaxy, all the while hunted by the Purge, a semi-sentient race of humanoid machines whose sole task is to harvest worlds. A game of Core Space takes place on a detailed 3D board. Your Traders must explore the area, fulfil their objectives, salvage what they can and then escape back to their ship, spending their earnings on desperately-needed repairs. The exciting campaign system will track your crew from game to game, developing their skills, upgrading their equipment and telling their story. This core set accommodates 1-2 players, but the game supports up to 6 players using additional Trader crews, available separately.
Worth checking this out I think
Dice Summoners
Players: 2 Playtime: 30 - 60 min Age: - Published: 2018
Publisher: Decking Awesome Games (-236) Rating: 721
Designer(s): Eoin Costelloe, Ciara Costelloe, Brian O Moore
Categories: Card Game, Dice, Fighting, Mythology
Mechanisms: Card Drafting, Deck / Pool Building, Dice Rolling, Take That
Dice Summoners is a two player duel using cards and dice. It's aimed at players who want a light competitive card game with high replayability. The game has an engaging strategy using dice based action selection and an extensive variety of cards. Immerse yourself in it's mythological theme as players deplete their enemy’s health to win the battle. Summoners begin the battle with basic creature and spell cards. Creatures will gift the summoner with worshipers in the form of blue and red dice. The more creatures you summon, the more dice you will gain. Summoners build their army using the occult symbols on the dice. These symbols gain and activate spells, creatures, auras and curses from a common pool of cards. Spells are powerful actions like summoning mythical creatures and casting fireballs. Creatures can be used against an enemy to attack and defend. Auras can strengthen a summoner’s army while curses hinder an enemy. Deplete your enemy’s health to eliminate them and win the battle. Each turn is split into 2 stages: gain and combat. In the gain stage, the player gathers the dice earned by their creatures. They then roll these dice. In the combat stage, players can use the actions available to them on their cards in any order. These actions are cast, ability, and defend. When using these actions they must match the dice symbols or types of creatures on the card. They may end their turn at any moment during the combat stage. Play then continues to the next player. The game ends when one player's hp goes to 0 or below. That player is eliminated. The remaining player wins and is declared the greatest summoner. -description from designer
I haven't actually played this yet!
Players: 2 - 5 Playtime: 45 - 60 min Age: 10+ Published: 2019
Publisher: Triple Ace Games (1-102) Rating: 770
Designer(s): Miles Ratcliffe
Categories: Animals, Exploration
Mechanisms: Card Drafting, Press Your Luck, Set Collection, Worker Placement
Description from the publisher: Exploriana is an exciting game of exploration and discovery set towards the end of the 19th century. The players control the destiny of intrepid explorers setting out on expeditions to far off regions of the world. Fantastic animals, beautiful orchids, glittering treasures, lost explorers, maps and more all await discovery. However, fame and fortune will only come to those brave enough to trek into the untamed wilds. Exploriana is played over several rounds, each split into a number of phases. Each round, players recruit explorers, ranging from photographers and detectives to scholars, medics and more. They then decide which of three far flung regions of the world they wish to send their explorers; South America, Africa or The Far East. Those explorers then lead expeditions into the deep jungles, endless savannah and mist swathed mountains of these strange new lands. Exploration is a dangerous pursuit, perils lurk around every corner waiting to doom an expedition to failure! Explorers rely on their skills and wit to get them through, but if their expedition runs into too much trouble they could become lost, perhaps never to be seen again! The players must decide just how far to push their luck and see if fortune really does favour the bold!
Home on Lagrange
Players: 2 - 5 Playtime: 20 - 50 min Age: 14+ Published: 2018
Publisher: Grizzly Games LTD (2-484) Rating: 546
Designer(s): Jordan Anderson-Hyland, Callum Badger
Categories: Movies / TV / Radio theme, Science Fiction, Space Exploration
Mechanisms: Card Drafting, Storytelling
For Sale
Designer: Jordan Anderson-Hyland, Callum Badger
Home on Lagrange is a strategic card game set on the high frontier of outer space. Players compete with one another to construct fully functional space stations, built from an assortment of modules, which are yours to fill with a wide array of inhabitants, technologies, and other unknown curiosities. Will your station be a bastion of education, where technological advancement is strived for daily, or a recreational stronghold, where the late night get down reigns supreme? It's up to you to choose your own space adventure!
Homebrewers DEMO
Players: 2 - 5 Playtime: 45 - 60 min Age: 14+ Published: 2019
Publisher: Greater Than Games (1-852) Rating: 725
Designer(s): Matthew O'Malley, Ben Rosset
Categories: Dice, Economic
Mechanisms: Dice Rolling, Set Collection, Trading
Homebrewers is an engine-building and dice-trading game. Your dice represent the actions you can take, such as buying ingredients, participating in monthly events, adding flavors to your recipes, and of course, brewing beer! Homebrewers is played over eight months (eight rounds). Each month, you meet with the homebrewing club one weekend (trade phase) and take actions the other weekends (action phase). You'll be crafting your own unique beer recipes in four categories (Ale, Porter, Stout, and IPA). Each time you brew a particular recipe, your quality level for that recipe increases. You gain reputation in two main ways. First, by moving up the quality tracks for the four beer categories in order to win medals at Summerfest and Octoberfest, and second, by crafting your recipes to meet the particular tastes of a panel of judges at Octoberfest. At the end of eight months, if you've gained the most reputation as your club's best brewer, you win!
Horticulture Master
Players: 3 - 5 Playtime: 45 - 60 min Age: 10+ Published: 2018
Publisher: MOZI Game (1-174) Rating: 522
Designer(s): Lin Yen-Kuang
Categories: City Building, Farming, Puzzle
Mechanisms: Card Drafting, Hand Management, Tile Placement
For Sale
Designer: Lin Yen-Kuang
Yuanming Yuan, the garden of gardens was constructed throughout the 18th and the early 19th century in China. It's a summer palace for the royal family of Qing Dynasty. It was not only a masterpiece of the traditional Chinese garden but a combination of the western mansion. However, the garden was destructed during the Second Opium War. The building architecture and numerous art and historical treasures vanish or lost from the destruction.
There’s a lovely melody in nature world, but only a few people can hear it! These people we call them ""Horticulture Master"", and different plants passing through their hands can be transformed into a beautiful garden. Also, they learn to handle them with water, air, sun and other specific elements. Then they can build a unique garden.
In Horticulture Master, players try to take on this role. Each player takes three actions, and they can collect elements, exchange elements for tools, and build their own garden. When someone finishes the board, the game ends. The player who has the most points wins.
Players: 1 - 4 Playtime: 40 - 60 min Age: 10+ Published: 2018
Publisher:  Rating: 746
Designer(s): Bill Lasek
Categories: Animals
Mechanisms: Action / Movement Programming, Grid Movement, Hand Management, Take That
As a koi fish, you spend your days (turns) swimming to and fro by playing a number of movement cards, with the goal of gobbling up as many dragonflies and frogs as you can every day. Each movement card has from two to four programmed moves — straight, turn, rotate any direction and leap over a space — with some moves being mandatory when played and others being optional. Your tranquil koi pond begins with some decorative stone and a few lily pads, but you will also receive natural beauty cards in your hand that allow a player to add more lily pads, cherry blossoms, ornamental stone and frogs — which both enhances the beauty of the pond and causes turmoil beneath the still waters for the other koi. Lily pads are great as they spawn dragonflies every turn, each of which is worth 3 victory points when eaten. Cherry blossoms ripple the surface of the water as they land, causing all living things to scatter in the opposite direction — and if you play the blossoms wisely, right into your mouth! Stones prevent fish from entering a space and are best placed to block an opponent's path to a meal. Frogs are delicious 1 VP meals all their own, but they also eat dragonflies in adjacent spaces, so often they are placed to deprive opponents of their dinner. As the weather changes and a new event card is revealed for the day in KOI, so must your strategy change. At the end of seven days, the game comes to an end, with the best-fed fish being declared the winner. Be wise, be quick, or go hungry. Persevere and you shall succeed. Also features a solo play mode, where you must outscore a programmed AI opponent, with adjustable difficulty settings.
Letter Jam DEMO
Players: 2 - 6 Playtime: 30 - 60 min Age: 8+ Published: 2019
Publisher: Czech Games Edition (2-148) Rating: 973
Designer(s): Ondra Skoupý
Categories: Card Game, Deduction, Party Game, Word Game
Mechanisms: Cooperative Play
Letter Jam is a 2-6 player cooperative word game, where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it’s only visible to other players and not to yourself. At the start of the game, each player receives a set of face-down letter cards that can be rearranged to form an existing word. The setup can be prepared by using a special card scanning app, or by players selecting words for each other. Each player then puts their first card in their stand to face the other players without looking at it, and the game begins. The game is played in turns. Each turn, players simultaneously search other players’ letters to see what words they can spell out (telling the others the length of the word they can make up). The player who offers the longest word can then be chosen as the clue giver. The clue giver spells out their clue by putting numbered tokens in front of the other players. Number one goes to the player whose letter comes first in the clue, number two to the second letter etc. They can always use a wild card which can be any letter, but they cannot tell others which letter it represents. Each player with a numbered token (or tokens) in front of them then tries to figure out what their letter is. If they do, they place the card face down before revealing the next letter. At the end of the game, players can then rearrange the cards to try to form an existing word. All players then reveal their cards to see if they were successful or not. The more players that have an existing word in front of them, the bigger their common success is. —description from the publisher
Players: 2 - 4 Playtime: 60 min Age: 10+ Published: 2018
Publisher: Hall or Nothing Productions (1-1016) Rating: 644
Designer(s): Mark Chaplin, Toby Farrands
Categories: Bluffing, Fighting, Horror, Science Fiction
Mechanisms: Action Point Allowance System, Hand Management, Partnerships, Point to Point Movement, Secret Unit Deployment, Variable Player Powers
Designer: Mark Chaplin, Toby Farrands
Racing against the self-destruct timer, the players must search their labyrinthine ship for weapons and supplies to load onboard the escape shuttle, whilst one player as the lifeform ruthlessly tears the crew apart one by one...
MegaCity: Oceania DEMO
Players: 2 - 4 Playtime: 45 - 60 min Age: 8+ Published: 2019
Publisher: Hub Games (2-211) Rating: 977
Designer(s): Jordan Draper, Michael Fox (II)
Categories: Action / Dexterity, City Building, Science Fiction
Mechanisms: Area Control / Area Influence, Modular Board, Tile Placement
WELCOME TO THE FUTURE OF CITY BUILDING! GOLD COAST, AUSTRALIA, 2100. Construction of the first oceanic MegaCity begins. Tackling overpopulation and rising sea levels has become the planet’s number one priority. Advances in technology enable us to build towering superstructures on immense floating platforms. You are the next generation of architects called upon to design and build these marvels of structural engineering. Race to collect contracts, construct beautiful buildings and vie for awards as a unique MegaCity emerges each time you play. It’s a competitive business where prestige points are everything! A combination of dexterity and light strategy, MegaCity: Oceania is the city building game in which you actually build a unique city every time. Players create a brand new MegaCity by collecting Building Tiles, Building Pieces and Contracts. However, this is not a co-operative game - you are battling to score Prestige points based upon the contracts you complete. Players can also gain bonus Prestige points by creating tallest buildings, using a single material, and placing monuments in Parks. At the end of the game, Awards are handed out that contribute to the final score, and points are lost if players have any pieces left over in their personal supplies. Whoever has the highest total is declared the winner, and the finest architect in your new MegaCity. Players build when it's not their turn, meaning this is a game with little downtime. A combination of dexterity, light strategy and creativity make MegaCity a truly unique experience - a city building game where you actually build a brand new city every time you play!
Mini Rogue DEMO
Players: 1 Playtime: 10 - 60 min Age: 10+ Published: 2016
Publisher:  Rating: 858
Designer(s): Paolo Di Stefano, Gabriel Gendron
Categories: Adventure, Fantasy, Print & Play
Mechanisms: Dice Rolling, Press Your Luck, Role Playing
Mini Rogue is a nine-card game in which a single player delves into a deep dungeon to get the famous ruby called The Og's Blood on the bottom floor. The player must choose how to spend their resources in order to be powerful enough to confront ever more difficult monsters. Random events and encounters make every playthrough a unique experience.
Mob Sitters DEMO
Players: 3 - 8 Playtime: 15 - 30 min Age: 12+ Published: 2019
Publisher: East Street Games (2-320) Rating: 679
Designer(s): Paul Brook
Categories: Bluffing, Card Game, Humor, Mafia, Party Game
Mechanisms: Card Drafting, Deck / Pool Building, Hand Management, Memory, Press Your Luck, Take That
Earn a fortune in babysitting's toughest job! Mob Sitters is a party game for 3-8 players where you play as greedy babysitters working for various mobster bosses! In your turn you play various cards to either earn extra money such as doing jobs for the mobster boss or stealing items from their home. Should cards still be around on your next turn, you 'bank' them and put them in your safe pile. However, if someone wants to dob you in, you could face a very uncertain future, locked up in prison. Or worse, 'disposed of' by the Boss! After 5 rounds of playing and resolving cards, players total up the value of cards in their 'Boss' piles. The player with the most is disposed off by the boss and is out of the game. Next the remaining players total up the value of cards in their 'Cops' piles. The player with the most is sent to Jail and is out of the game. The remaining players total up the value of cards in their 'safe' piles. The player with the highest amount wins the game! —description from the publisher
Mr. Face
Players: 3 - 6 Playtime: 20 min Age: 9+ Published: 2018
Publisher: Oink Games (1-1018) Rating: 630
Designer(s): Jun Sasaki
A card with many lines written. You will make your face according to what you drew from it. It can be a self-taken photograph, or it can be made by combining various pieces. Pieces are limited, but depending on your creativity, you can make a look that surprises everyone. Win it if everyone can hit the subject line! Can you describe your feelings well "face"? —description from the publisher (translated)
Players: 3 - 6 Playtime: 20 - 50 min Age: 8+ Published: 2019
Publisher: Pegasus Spiele (2-204) Rating: 581
Designer(s): Ludovic Gimet
Categories: Party Game
For Sale - normal release isn't until Origins
Designer: Ludovic Gimet
In Nobjects, a die and a card that shows six topics determine what you need to draw for other players to guess, but you're not drawing with pencils, chalk, or other materials. Instead, you draw solely with your fingers on the table, creating a picture with invisible lines that others try to put together in their heads to guess. Whoever recognizes the term will then become the artist for the next round.
Oathsworn: Into the Deepwood DEMO
Players: 1 - 4 Playtime: 90 - 120 min Age: 13+ Published: 2020
Publisher: Shadowborne Games (1-821) Rating: 749
Designer(s): Jamie Jolly
Categories: Adventure, Card Game, Fantasy, Fighting, Mature / Adult, Miniatures, Mythology
Mechanisms: Action Point Allowance System, Cooperative Play, Deck / Pool Building, Dice Rolling, Hand Management, Hex-and-Counter, Modular Board, Pattern Recognition, Press Your Luck, Role Playing, Variable Player Powers
Oathsworn is 1-4 player grand coop RPG/Dungeon Crawler/Boss Fighter. The game is set in the Deepwood where a Free company (the Oathsworn) fights for humanities survival against unnatural horrors and the Deepwood itself. Each gaming session sees the players participate in a 'fighting fantasy' style game book where the story unfolds to an inevitable encounter. The encounters are multi phase scripted boss fights on the game board where players have to outwit and outplay the AI driven monsters and enemies. As the sessions unfold the group is taken into a deep legacy campaign where they gain levels, loot and new allies to join them in their journey. Oathsworn boasts a unique push your luck combat system of exploding dice and integrated hit and damage rolls where players are always having to decide between hitting harder and potentially missing the attack. This coupled with a euro style cool down and action point system makes for a vibrant and engaging play session. —description from the publisher
Is there any mechanic it doesn't have?
Robot Royale
Players: 2 - 4 Playtime: 10 - 30 min Age: 7+ Published: 2018
Publisher: East Street Games (2-320) Rating: 718
Designer(s): (Uncredited), Paul Brook
Categories: Abstract Strategy, Fighting, Puzzle, Science Fiction
Mechanisms: Area Enclosure, Grid Movement, Modular Board
Robot Royale is a tile-based strategic combat game for 2-4 players. Players aim to claim victory through moving and positioning their robots and rotating tiles to trap and destroy their opponents, scoring points each time they do. Robot Royale has core mechanics that are easy to learn and quick to play, but is also robust enough to have tactical depth and encourage competitive play. The game has a very high replay value due to the interchangeable tile layouts and the choices made during play. In Robot Royale, each player controls a robot who is seeking to hunt down opposing robots and destroy them, claiming victory. This is achieved simply by drawing line of sight to an opposing robot during their turn. The arena however is designed to make this difficult, 16 square tiles each comprised of four spaces with walls and falling floors restricting the robots' movement. Players move their robot in straight lines and rotate tiles to change the layout of the arena to their advantage, creating routes to allow them to destroy another robot or limiting an opponent’s possible moves and trapping them. Another feature of the arena is that once a robot leaves a space it falls away leaving a space that cannot be occupied. As the game progresses these spaces reduce the robots’ possible moves, forcing them together into a final showdown. A game of Robot Royale is won when a player reaches their goal, three points in an average game. —description from the publisher
Roll for Adventure
Players: 2 - 4 Playtime: 30 min Age: 10+ Published: 2018
Publisher: KOSMOS (1-602) Rating: 837
Designer(s): Matthew Dunstan, Brett J. Gilbert
Categories: Fantasy
Mechanisms: Cooperative Play
The old kingdom is in danger. Enemy armies are attacking from all directions thanks to the Dark Lord, who seeks to bring eternal darkness across the land. The only chance the players have in Roll for Adventure is to band forces to collect the fabled power stones to complete the magical amulet. If they succeed, they'll save the empire and win the game. However, should even one area fall under the control of the Dark Lord, the players lose the game immediately.
Six Gun Showdown DEMO
Players: 2 Playtime: 2 - 10 min Age: 10+ Published: 2019
Publisher: Redwell Games (2-610) Rating: 711
Designer(s): Tom Lovewell
Categories: American West, Card Game, Dice, Memory, Real-time
Mechanisms: Memory
Players take the part of a gunslinger in a Wild West shootout in a card and dice game mixing strategy, memory, fast reactions and raw nerve. Six Gun Showdown comes with six characters with their own unique dice and set of 15 cards. Players can play single 1-on-1 duel, or for more than 2 players it is suited to knockout tournament play or a series of duels in a round robin format. In a duel, players choose six cards from their deck (15 at the start of the game) and lay them face down in front of themselves. Players then enter the staredown where they take alternate turns to choose then turn over a face down card, revealing either a Modifier card or a Draw card. The reveal of a Draw card indicates the player is entering the shooting phase by drawing their gun to shoot at their opponent, and can then prevent their opponent revealing their next card by touching one of their opponents cards before their opponent chooses their next card (which ought to be a Draw card if they want to shoot too!). The shooting phase is affected by whether one or both players get to resolve their shots (determined by reactions speeds to touching cards after a Draw card is revealed). If both players managed to reveal a Draw card, they compare speed values(total from Draw and Modifier cards), with highest value shooting first. Players hit their opponent with a shot by rolling their dice and adding this to their accuracy value (total from Draw and Modifier cards), requiring a total of 6 and higher or "hit" symbol. Then, at the end of each round, players discard the cards they revealed in the round and can choose their next six cards from any of their remaining cards. Players score 1 point for hitting their opponent, with a bonus 1 point if they revealed their Draw card second. Play lasts for 3 rounds (4 only to resolve any ties after 3) and the player with the highest score wins. —description from the publisher
Players: 2 - 6 Playtime: 10 - 15 min Age: 6+ Published: 2019
Publisher: YAY Games (1-343) Rating: 683
Designer(s): Andrew Harman
Categories: Action / Dexterity, Bluffing, Card Game, Party Game
Mechanisms: Pattern Recognition
SNAGGIT is a speed reaction game with a whisker of bluff. SNAG (verb) to catch, grab or seize quickly. Can you be the quickest to snag as many cards as possible before the game ends. Cards have a unique animal picture, a movement icon (one of 5) and a habitat icon. In each turn there is a challenge. For match challenges you use the icons to snag cards that are the same as or different to habitat or movement. In call out challenges you need to be quick witted. Shout out as you snag cards with the 'biggest', 'quickest' or 'strongest' attributes. This is not just about size or speed but anything that is correct. So a scorpion has the strongest poison compared to a cow, horse, dragonfly and snail. SNAGGIT is quick, easy and socially interactive for all ages. —description from the publisher
Players: 3 - 5 Playtime: 10 - 20 min Age: 14+ Published: 2018
Publisher:  Rating: 683
Designer(s): Michael Brown (III), Robert Crowter-Jones, Hai Mac Duy, Sean Micklethwaite
Categories: Bluffing, Card Game, Mafia
Mechanisms: Hand Management, Simultaneous Action Selection
Snitch is a fast-paced game with social deduction and semi co-operative mechanics where players try to win the most money. Each round one player selects the number of cards (characters) that must then be matched from the groups' cards (characters)- these are drawn from the deck and the players negotiate which cards (characters) they will contribute. Each player contributes one card towards the pattern. If the players collectively complete the required pattern, everyone wins - if not, the group loses. Winners gain loot, the losers gain nothing - with the amount of loot determined by the number of cards matched. After 8 rounds, the winner is the player with the most loot. There's always a chance though that one player was the Snitch - trying to make the group fail in order to win by themselves! The Snitch causes others to miss out on the loot, and steals some of their existing loot. Being the snitch at the right time is key to winning the game! Players have a limited number of Snitch cards - when will you Snitch on your friends? When will they Snitch on you?! Everyone has to Snitch at some point...
Almost backed this
Stworze International Edition
Players: 1 - 5 Playtime: 90 - 180 min Age: 12+ Published: 2018
Publisher: Underworld Kingdom (1-898) Rating: 669
Designer(s): Grzegorz Arabczyk
Categories: Adventure, Ancient, Fantasy, Mythology
Mechanisms: Area Movement, Card Drafting, Commodity Speculation, Secret Unit Deployment, Variable Player Powers, Worker Placement
Stworze is an adventure/tactical board game that takes you on a journey to the world of Slavic mythology inhabited by Stworza – magical creatures that live in the world of people and participate in their everyday lives. Stworza can be merciful, but must not be disregarded! They are also prone to punish people with their anger. In Stworze game, the players take on the role of one of ten Stworza and carry out various missions to increase their influence on the Realm. The Stworze that will first conduct all missions from its Mission Deck will be victorious. Each mission requires the performance of actions, while each action requires the performance of specific activities on the board. These activities are meant to increase the influence of the given Stworzeon the Realm and, consequently, to make the player its sole Caretaker. When performing an action, the players can decide whether to help or harm the people. They can also carry out a mission or send the people to raid the dens of other Stworza. Moreover, the choice of a particular action brings all Stworza closer to the activation of an Event – such as Forfather’s Eve or Koliada. Changes in Stworze International Edition: New Action : Duel Rest and Lair actions now become one action New way to end a Mission Removed some minor rules and: new rulebook 10 Stworze resin miniatures in the box Over 200 individual illustrations
Sushi Roll
Players: 2 - 5 Playtime: 20 min Age: 8+ Published: 2019
Publisher: Gamewright Rating: 1355
Designer(s): Phil Walker-Harding
Categories: Dice
Mechanisms: Dice Rolling
Rice and dice! Roll with your favorite Sushi Go! characters in Sushi Roll, a dice-based version of the best-selling card game! Load up the conveyor belts with savory sushi dice —­­­­ then pick one and pass the rest! Earn points for winning combos like two tempura or a set of sashimi. Grab a menu to re-roll your dice or use chopsticks to swap with an opponent. And be sure to save room for pudding at the end! —description from the publisher
Players: 2 Playtime: 20 - 60 min Age: 12+ Published: 2017
Publisher: Greater Than Games (Fabled Nexus) (1-852) Rating: 357
Designer(s): James Ernest, Patrick Rothfuss
Categories: Abstract Strategy
Mechanisms: Grid Movement, Route/Network Building
Demo, but will be for sale at the expo at various retailers
Designer: James Ernest, Patrick Rothfuss
Patrick Rothfuss first introduced Tak in the second installment of the Kingkiller Chronicle, The Wise Man’s Fear. However, the rules were not introduced in the book, because at the time there were none! Ernest and Rothfuss have brought Tak to life in an elegant two-player abstract strategy game reminiscent of classics like Go and mancala.
Players: 3 - 6 Playtime: 30 min Age: 10+ Published: 2019
Publisher: Brain Games (1-940) Rating: 987
Designer(s): Alex Cutler, Matt Fantastic
Categories: Action / Dexterity
Mechanisms: Partnerships
Three monkeys have started a construction company, and the building blueprints are coming in quick! Now the monkeys have to work together to complete their blueprints before time runs out. The game of 'TEAM3 GREEN' is played in teams of three players, with each player taking on the role of one of the three monkeys: the monkey who can't speak, the monkey who can't see, or the monkey in the middle. The monkey who can't speak is the only one who can see the the blueprint card with the outline of the structure that their team must build, but they are not allowed to talk. They can communicate only in gestures. The monkey in the middle must interpret the gestures of the monkey who can't speak and relay them to the monkey who can't see so that they can build the structure. The monkey who can't see is the only one who can touch the pieces, but they must play the game with their eyes closed. They are responsible for building the structure, based on the directions given to them by the monkey in the middle. Each version of TEAM3 comes with a different set of blueprints and a mini expansion.
Treasonable Doubt
Players: 1 - 4 Playtime: 40 - 80 min Age: 14+ Published: 2020
Publisher: Braincrack Games (1-836) Rating: 508
Designer(s): Brian Compter
Mechanisms: Area Control / Area Influence, Secret Unit Deployment, Worker Placement
Designer: Brian Compter
Chaos has erupted on the island of Intrepigo! In the midst of political
chaos, factions must secretly deploy agents under cover of night, to
enact their plans, complete missions, and take control of this sleepy
island nation.
Vadoran Gardens
Players: 2 - 4 Playtime: 20 - 40 min Age: 8+ Published: 2019
Publisher: The City of Games (1-730) Rating: 837
Designer(s): Frank West
Categories: Card Game, City Building, Territory Building
Mechanisms: Hand Management, Tile Placement
Attention Acolytes! Old V’Sheel, the High Priestess of the Vadoran Gardens is retiring, and maybe one of you will take her place. Go out into the gardens, study her lessons in Life, Nature, and Wisdom to prove yourself worthy of such an honor. Vadoran Gardens is a tile-placement card game set in The City of Kings universe. Players take the role of young Vadoran acolytes training to be priests in the Cyrrus Order and must complete tasks whilst exploring the Temple Gardens. One game of the Vadoran Gardens consists of ten rounds, and in each round your acolyte tries to learn a valuable Vadoran lesson. Each player, in order, selects a Pathway card from the pool and places it on their personal Garden Pathway, representing your journey through the Temple Gardens, and your quest for knowledge! Match the symbols on your Pathway card to your current lesson whilst focussing on feeding the animals, studying ancient relics and maintaining the gardens to succeed! —description from the publisher
Wildlands: Map Pack 1 – The Warlock's Tower & The Crystal Canyons EXPANSION
Players: 2 - 4 Playtime: 30 - 60 min Age: 14+ Published: 2018
Publisher: Osprey Games (1-297) Rating: 417
Designer(s): Martin Wallace
Categories: Expansion for Base-game, Fantasy, Miniatures
Mechanisms: Area Movement, Hand Management
Wildlands: Map Pack 1 – The Warlock's Tower & The Crystal Canyons adds a new double-sided game board to the Wildlands base game that features new opportunities and obstacles; this board can be used in conjunction with any faction expansions. Here's an overview of each side: • The Crystal Canyons: Most of the rumors about the Crystal Canyons agree that when the Darkness broke, the crystals still in the earth either corrupted or became inert. That hasn't stopped survivors seeking out the place where the first arcane crystals were found, delving into the mines that once fueled the empire. This board makes full use of the rules for high and low ground. The majority of spaces are high ground, looking down at the low ground of the canyon below. Using this terrain to your advantage will be key if you hope to claim victory. • The Warlock's Tower: Few know the truth of the great warlock and the powerful spells he once wove. They say that the tower sank below the waves when he died long ago. Now it has risen once more — what could that mean? When playing on this board, players need to be aware of the trickery that the warlock's magic allows. Dotted around the map are four portal spaces, each counting as adjacent to each other for the purposes of movement and area attacks. Stranger yet is the Tower, a single space at the center of the board that seems to be the epicenter of the powerful magic of the area. While no character can start the game here, it contains one of the four portal spaces on the map and gives characters here line of sight to every other space on the board, making it a tempting space for a ranged character to take position, but one that will certainly leave them vulnerable to attack. —description from the publisher
Wildlands: The Adventuring Party EXPANSION
Players: 2 - 4 Playtime: 30 - 60 min Age: 14+ Published: 2019
Publisher: Osprey Games (1-297) Rating: 392
Designer(s): Martin Wallace
Categories: Expansion for Base-game, Miniatures
Some see them as heroes, bringing hope to the Wildlands. Others regard them as a menace, a band of criminals that must be stopped at all costs! Never shying away from danger, a bold adventuring party has joined the fray. This band of hardened wanderers in Wildlands: The Adventuring Party can replace one of the existing factions, with their unique healing ability keeping them in the fight even when hope seems lost, or they can take to the battlefield using the "Encounter" rules to steal crystal shards and attack anyone who gets in their way. In more detail, when using the adventuring party as a faction, the player controlling them does not assign map cards to their individual characters. Instead, they choose five cards to pass to the player on their right and keep the other five face down. When revealing a character, the player can choose any location they have a map card for, discarding that card. They also bring a new action to the game: heal. Exclusively available to Thom the Cleric, this action allows the player to remove one damage token from a character in the same or an adjacent space. When used as an encounter, the adventuring party is set up on the board at the start of the game, then at the end of each player's turn the top card of the adventuring party deck is revealed, with the character whose artwork is displayed taking an action. Which action is taken depends on the character and the relative board state. As the game progresses, the troublesome band makes their way around the board, attacking your characters, stealing your loot, and generally causing chaos.
Wooly Whammoth DEMO
Players: 2 - 4 Playtime: 20 - 30 min Age: 8+ Published: 2019
Publisher: Smirk & Dagger Games (2-408) Rating: 662
Designer(s): Rebecca Bleau, Nicholas Cravotta
Categories: Humor, Prehistoric
Mechanisms: Hand Management, Modular Board, Simultaneous Action Selection, Take That
To feed your prehistoric clan, your tribespeople must force Mammoths over the side of a cliff. Just be careful that you don't sink into a tarpit, get stomped by a Mammoth — or run right off the cliff yourself in the process. This "Guts-style" game has you trying to outthink your opponents and maneuver them into harm's way...until "WHAMM!", one tribe emerges victorious. Wooly Whammoth features identical eight-card hands, each card showing a number of spaces that must be moved — but it is the total number, adding all the cards played that hand, which determines just how far ALL the cave people will run. Some have modifiers to slow down or speed up your cave person alone - and quickly getting out of sync with the others is how you will survive and send them over the edge. Getting two spaces from the edge is how you will earn Mammoth Meat as the wooly beasts plunge to the valley below — and it take six Meat tokens to win. BUT to refill your hand, you must eat a Meat, in a lovely balancing act. Your two-piece modular board becomes elongated after every successful hunt, changing the conditions and lengths individual players have to go to score a Mammoth. Of course, the other way to win is to eliminate all four of your opponents' tribespeople by forcing them into tar pits, crushing them under CHARGING mammoths, or sending them flying over the cliff. It's a think, double-think, guts game of prehistoric survival! —description from the publisher
1565, St Elmo's Pay DEMO
Players: 1 - 2 Playtime: 30 - 40 min Age: 10+ Published: 2019
Publisher: Hall or Nothing Productions (1-1016) Rating: 749
Designer(s): Tristan Hall
Categories: Card Game, Renaissance, Wargame
Mechanisms: Hand Management
Relive the Greatest Siege in History! A vendetta spanning decades reaches its terrible and bloody crescendo! Suleiman the Magnificent's 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence, and changing the course of European history forever... 1565, St Elmo's Pay is an asymmetric, competitive, tactical card game, and successor to the award-nominated 1066, Tears to Many Mothers, with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo. Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins. Note on title: When, after a relentless show of strength, the small fortress of St Elmo's finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further, lest they suffer the same fate. Instead, the Maltese forces chose to fight with 'the spirit of St Elmo's'. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted 'St Elmo's Pay' - an expression they still use today to mean 'no mercy.' —description from the publisher
3 Laws of Robotics DEMO
Players: 4 - 8 Playtime: 30 - 45 min Age: 13+ Published: 2019
Publisher: Floodgate Games (2-336) Rating: 851
Designer(s): Benjamin Kanelos
Categories: Bluffing, Card Game, Deduction, Party Game
Mechanisms: Partnerships, Voting
3 Laws of Robotics is a lively deduction game for 4-8 players in which you know everyone's information except your own! Each round, you ask a single question to try to figure out who is on your side, being sure to obey the laws as they're added. Ask the right questions, find your team, and boot up victorious in 3 Laws of Robotics!
A game, wherein you blether...
Players: 4 - 6 Playtime: 25 - 60 min Age: 10+
Publisher: Stuff By Bez (1-T3) Rating: 627
Designer(s): Behrooz Shahriari
Categories: Humor, Party Game, Real-time, Word Game
Mechanisms: Acting, Voting
Designer: Behrooz Shahriari
Improvise a strange blether, trying to use one word from every card before the time runs out.
After everyone has blethered 4 times, there will be a final blether-off, when the best bletherer is communally decided!
Alice in Wordland DEMO
Players: 2 - 7 Playtime: - Age: 10+
Publisher: Drawlab Entertainment (1-467) Rating: 553
Before There Were Stars... DEMO
Players: 3 - 6 Playtime: 40 - 60 min Age: 10+ Published: 2018
Publisher: Smirk & Dagger Games (2-408) Rating: 557
Designer(s): Alex Cutler, Matt Fantastic, Alexander Wilkinson
Categories: Ancient, Mythology
Mechanisms: Dice Rolling, Storytelling
A storytelling game where each player tells the mythic creation story of ‘their people.’ Inspired by Constellation cards, players craft tales about the creation of the world, the origins of civilization, the rise of their great hero, and an end of days.
Brexit: The Real Deal DEMO
Players: 3 - 5 Playtime: 10 min Age: 10+ Published: 2019
Publisher: Wotan Games (1-214) Rating: 791
Brexit: The Real Deal is a card game in which 3-5 players compete to win trade deals with other countries. You'll have to plan, bluff and second guess what everyone is doing as you try and complete your hidden agenda and stop them completing theirs!
Bubble Tea
Players: 1 - 5 Playtime: 20 min Age: 8+ Published: 2016
Publisher: Renegade Game Studios (1-514) Rating: 900
Designer(s): Aza Chen
Categories: Dice, Real-time
Mechanisms: Tile Placement
Welcome to the most popular bubble tea shop in Taiwan where you'll find drinks flavored like rich milk tea with a chewy texture and unforgettable good taste! To make an unforgettable bubble tea, you need to pay attention to crucial elements like having more bubbles and less sugar; even your method for adding ice will make the drink taste differently. Sounds good, right? If you can't wait to make your own, let us shake it! In Bubble Tea, each player has two cards called cups and nine bubble tea ingredient cards. One player uses the shaker to shake out which ingredients will be needed this game, and whoever assembles these ingredients the quickest wins the game and gets the rewards! Bubble Tea is a table game which improves your quickness and reaction time. In Bubble Tea, players have to roll 6 dice by the real shaker and using 9 plastic cards to match pictures which shown on dice. The player who finds the correct combination first gets a Customer Card. Whoever gets 3 Customer Cards in the end wins the game and becomes the master of BUBBLE TEA!
Chopsticks DEMO
Players: 2 Playtime: 5 - 15 min Age: 6+ Published: 2019
Publisher: Cubiko Games (1-557) Rating: 788
Designer(s): Gavin Birnbaum
Categories: Action / Dexterity
A fast and furious game for two players. In Chopsticks you are trying to score points by flicking a piece of sushi into your opponents goals using a chopstick. At the start of the game a wooden piece of sushi is placed in the centre of the board (the Bowl) then each player must address the sushi by touching it with their chopstick. As soon as each player has addressed the sushi the action can start. The wooden board consists of a walled, square arena with two goals at each end. The lower goal is worth 1 point and a detachable upper goal is worth 3 points. The winner is the first player to score eight points. -description from designer
Players: 1 - 4 Playtime: 90 - 180 min Age: 13+ Published: 2019
Publisher: Chip Theory Games (2-201) Rating: 1334
Designer(s): Josh J. Carlson, Adam Carlson
Categories: Exploration, Fantasy
Mechanisms: Action / Movement Programming, Cooperative Play, Dice Rolling, Modular Board, Secret Unit Deployment, Tile Placement, Variable Player Powers
Cloudspire is 1-4 player strategy game heavily influenced by both tower defense and MOBA (Multiplayer Online Battle Arena) games. Solo and Cooperative play are driven by a scenario book that chronicles the story of the game from the perspective of each individual faction. Players control one of four unique factions in a battle to destroy and steal source energy from their opponents. Send and defend against armies and minions, build towers to protect your base, and explore with your heroes in search of resources and powerful Relics to turn the tide of battle. Taking place in the floating realm of Ankar, Cloudspire tells the story of a war to acquire a powerful and rare energy known only as "the source." Every race has their own unique units and heroes as well as the ability to bid and draft mercenaries for hire. Armies are placed either individually or in stacks to conceal powerful units until the last possible moments. Heroes, in the meantime are controlled individually and may join the tide of battle or choose to explore points of interest in search of numerous resources. Meanwhile, the event deck regularly changes the terms of the fight, making every wave exciting and unpredictable. As armies and minions approach opposing bases, they'll need to contend with Spires - powerful defense towers that can be built around the board. Fight for control of build sites and acquire new spire schematics to build an impenetrable defense and hold off the enemy. Upgrade your home base to unlock new strategies and abilities. Level up your heroes and lead your armies into battle with advanced and upgraded skills! —description from the publisher
Coral Islands DEMO
Players: 2 - 4 Playtime: 20 - 45 min Age: 8+ Published: 2018
Publisher: Alley Cat Games (1-936) Rating: 802
Designer(s): Richard Maass, Rohan Dagard
Categories: Abstract Strategy, Dice, Nautical
Mechanisms: Dice Rolling, Pattern Building, Press Your Luck, Set Collection
Coral Islands is the 2-in-1 game featuring 2 competitive games utilising dice stacking as the prominent mechanic. Players are tasked with conservation efforts to repopulate coral as well as redevelop islands to make them conducive to animal life. "Coral," designed by Richard Maass, sees players repopulate a shared coral reef using colourful translucent dice. Players take turns stacking dice on the board aiming to score points by completing structure cards that involve both their own dice and opponents' dice. In addition, players earn tokens representing the fish that live in the reef, which allow them to manipulate their dice or even place two dice on the same turn, generating engaging tactical and strategic tradeoffs between pursuing low-scoring easy-to-complete structure or high-scoring complex structures more likely to get blocked by an opponent, and also between earning points now or focusing on fish tokens to gain flexibility later. Sparking players to think in 3 dimensions, Coral creates a gameplay experience that feels fresh and unique. The player who earns the most points by completing structures before placing all 16 of their dice (12 in a 4-player game) is the winner! "Islands," designed by Rohan Dargad, asks players to move around archipelago islands from sea-level heights to mountainous terrain in a concerted effort to reclaim lost land caused by rising sea levels. Players thus take the roles of conservation charities. The different coloured dice represent different geology of the islands. Each round 3 land cards are dealt which gives the active player the opportunity to move around an archipelago segment. These are overseen by conservation specialists which are asymmetric rule changes when a stack of cards is taken. Players then take and keep one of the cards from the stack to indicate their geological specialism - and move one of the dice on the archipelago a number of times based on the height of the stack of cards. Dice are continually moved around in this way , until the end of the game where players with the highest specialisms claim the most mountainous lands to score prestige points. The player with the highest prestige wins! —description from the publisher
Crypt X DEMO
Players: 1 - 5 Playtime: 480 - 1200 min Age: 10+ Published: 2018
Publisher: Inside the Box (1-714) Rating: 952
Designer(s): Rose Atkinson
Categories: Adventure, Ancient, Deduction, Murder/Mystery, Mythology, Puzzle, Word Game
Mechanisms: Cooperative Play, Paper-and-Pencil, Pattern Recognition, Route/Network Building
Crypt X is a narrative puzzle game, following the mystery of a missing archaeology professor. After his curious absence at a dig near Luxor, you began to investigate the notes he left behind. As his student, you must piece together the puzzles in his file to discover more about his work and where he is now. Solve ciphers and codes, identify patterns and combine clues to uncover the professor’s secrets. Answering each of the fifty-one puzzles unlocks a new section of narrative in the Crypt X companion app, unraveling the story surrounding his disappearance. Each puzzle contributes to your score, depending on the number of hints used and attempts made. Your total score will determine the ending to the professor’s story - can you find the secrets hidden deep within Crypt X? - Description from Publisher
Dust in The Wings
Players: 2 - 4 Playtime: 30 min Age: 10+ Published: 2019
Publisher: Board&Dice (1-506) Rating: 788
Designer(s): Dennis Kirps, Christian Kruchten, Jean-Claude Pellin
Categories: Abstract Strategy, Animals
Mechanisms: Pattern Building, Pattern Recognition
After a long hike through the woods, you finally find the perfect place to set up your camera — a lush meadow. A green sea of grass rolls gently in the wind, spotted with flowers opening up to morning dew and gentle sunlight, and flocks of butterflies hovering above in a slow, deliberate dance. Light flickers in the golden dust, as you take the first look through your lens and get ready to capture the most beautiful of sights in your photo! Dust in the Wings is a family game of perception, planning, and picturing the beauty of nature. Built on the wisdom of Mancala — a beloved game known for thousands of years — Dust in the Wings creates an experience that is light on rules, engaging in its gameplay, and wondrous to the eye! At the beginning of the game, Butterflies are placed on each flower in the Meadow, a 5×5 grid on the main game board. During each turn, a player attempts to fulfill the requirements of various objectives in order to score victory points. The board is manipulated Mancala style. The active player will choose a single Meadow space and pick up all Butterflies from that space. One by one, these Butterflies are dispersed. The first Butterfly is placed onto any one Meadow space adjacent to the space which the Butterflies were picked up from. The next Butterfly is placed onto any one Meadow space adjacent to that space, and so on. The goal is to place the last Butterfly onto a Meadow space so that the space fulfills the requirement of a Gathering objective or Composition objective. A Gathering objective is fulfilled by gathering a precise number and types of Butterflies onto a single space in the Meadow. A Composition objective is fulfilled by having a group of spaces that collectively contain a number of Butterflies indicated on the cards. The group of spaces must also match a distinct shape and size depicted on the card. Even if you managed to fulfill the requirements of multiple cards, only one card may be scored each turn. At the end of the game, a player's score is calculated. Each Composition card is worth a number of points as indicated on the card. The values of various Scoring markers, which were collected when completing Gathering objectives, are also added to the final tally. The player with the most points is the winner! —description from the publisher
Dwarven Beerfest
Players: 2 - 4 Playtime: 30 - 45 min Age: 14+ Published: 2019
Publisher:  Rating: 637
Designer(s): Paul Baalham
Categories: Card Game, Dice, Fantasy
Mechanisms: Hand Management, Press Your Luck
Dwarven Beerfest is a push your luck dice and card game where each player is a Dwarf looking to drink everyone else under the table. Each round the players place their orders and play sneaky tricks with Action cards before the drinking dice are rolled to see who has successfully quaffed and who has failed and become drunk, or worse unconscious! Players keep their successfully quaffed drinks to score their reputation at the end of the night! —description from the publisher
Players: 2 Playtime: - Age: 10+
Publisher: Highfell Games (2-379) Rating: 564
Four Elements 2nd Generation
Players: 2 - 4 Playtime: - Age: 6+
Publisher: Physical Gaming (2-692) Rating: 574
Fractured Galaxy DEMO
Players: 2 - 5 Playtime: 90 - 150 min Age: 12+ Published: 2019
Publisher: Clever Unicorn Games (2-425) Rating: 700
Designer(s): Chris Winterburn
Categories: Exploration, Negotiation, Science Fiction, Space Exploration
Mechanisms: Area Control / Area Influence, Deck / Pool Building, Grid Movement, Hand Management, Tile Placement
A 4X space empire game for 2 - 5 players with a unique action deck upgrade system and fast paced play with little player down time. A game can be played in under two hours. Each player has a deck of ten action cards of six different types, during a turn a player plays one action card and discards the other. The actions allow the player to move his fleet, explore the galaxy, attack, trade, research, produce goods and ships and finally perform diplomacy. As the game progresses tiles are placed during explore actions which opens up a board that is always different with varying groups of spacial anomalies and systems making for difficult tactical decisions and shaky alliances. During the game players will research better cards which replace their basic action cards. With only ten cards in a deck at one time you know the action you need is just round the corner. When all the space tiles are used up the game ends prompting the end scoring where players gain points for different things including systems then occupy and fully upgrade, money and technology researched and wealth accumulated.
High Rise DEMO
Players: 1 - 4 Playtime: 100 - 150 min Age: 14+ Published: 2019
Publisher: Formal Ferret Games (2-402) Rating: 889
Designer(s): Gil Hova
Categories: City Building
Mechanisms: Time Track
High Rise is a strategic city-building game with a bit of corruption. You can get bonuses on your actions by gaining Corruption, but the game will periodically penalize the most corrupt players, and everyone loses VP for Corruption at the end of the game. You'll perform all your actions — like collecting resources, constructing buildings, and repaying favors — on a one-way track. Like other one-way track games, you can go as far as you'd like, but you'll only get another turn when everyone else passes you. You gain 1 VP per floor for each building you construct. Tenants offer powerful actions that change each game. You can collect a tenant power by landing on its space or constructing a building on its card. The round ends after everyone makes a lap around the one-way track. Players score bonus points for tallest buildings in each neighborhood and the game. You'll play 2 rounds in the Standard Game (about 90-120 minutes for 3-4 players) and 3 rounds (about 2.5 hours) in the Full game. After the appropriate number of rounds, players lose points for Corruption, and the player with most VP wins. —description from the publisher
Imhotep: The Duel
Players: 2 Playtime: 30 min Age: 10+ Published: 2018
Publisher: KOSMOS (1-602) Rating: 956
Designer(s): Phil Walker-Harding
Categories: Ancient
Mechanisms: Area Control / Area Influence, Modular Board, Set Collection
The competition of the builders continues in Imhotep: The Duel! In this game, players take on the roles of Nefertiti and Akhenaten, one of Egypt's most famous royal couples. Game pieces must be cleverly placed so that players can unload the most valuable tiles from the six boats. While this is happening, each player builds their own four monuments in order to gain as many fame points as possible.
Players: 1 - 4 Playtime: 15 - 60 min Age: 8+
Publisher: Immortal Gaming (1-288) Rating: 662
Designer(s): Nicki Lloyd
Categories: Adventure, Mythology
Mechanisms: Dice Rolling
After the immortal God Zeus, king of the gods, has a particularly boring period in his existence, he decides he wants to have some fun with a few humans.He invites four people to meet him at his temple where he explains he wishes to give the gift of immortality to one of them but they have to prove there worth. To do this, he leads them to a maze at the back of his temple where he bluntly states that the first person to get out the other end, if anyone at all does, will be granted Immortality and be recognised as a friend of Zeus. The game is played by people playing as these characters trying to be the first one to reach the maze exit.Each character has an ability unique to them, such as the mage having a higher max energy allowance or the warrior using an extra battle dice. Each turn consists of rolling turn dice to see what actions can be made by the player which include but is to, dealing damage to other players, drawing cards, buying equipment, healing etc. Cards can be drawn from two decks open to all players but the deck with the exit in cannot be drawn from until players meet certain criteria. —description from the designer
Imperial Settlers: Roll & Write PREORDER AVAILABLE
Players: 1 - 4 Playtime: 30 min Age: 10+ Published: 2019
Publisher: Portal Games (2-552) Rating: 1740
Designer(s): Ignacy Trzewiczek
Categories: City Building, Civilization, Dice
Mechanisms: Dice Rolling
Imperial Settlers: Roll & Write is a standalone game set in the universe of Imperial Settlers and Imperial Settlers: Empires of the North. The game is heavily focused on engine building! Constructing buildings grants you a special bonus, and with each passing turn the game offers you more choices as your empire gains momentum. Imperial Settlers: Roll & Write has two game modes. The standard mode is a 2-4 player competitive challenge in which you try to gain more points than your opponents. The adventure mode for a single player offers 48 unique game sheets. Each sheet presents unique challenges and gameplay as players have different buildings at the start. Tweak your engine and get as many points as you can! Grab your pencil, roll your dice, and create the most prosperous empire!
Inuit: The Snow Folk
Players: 2 - 4 Playtime: 30 - 45 min Age: 13+ Published: 2019
Publisher: Board&Dice (1-506) Rating: 1278
Designer(s): Alexey Konnov, Alexey Paltsev, Anatoliy Shklyarov, Trehgrannik
Categories: Card Game, Mythology
Mechanisms: Card Drafting
As aurora borealis fills the night sky with fantastical light, and the eyes of those who came before look upon you, it has fallen on you to lead your village to power and prosperity. Now is the time to grow in numbers and strength, to build, to hunt, to look to the spirits of the white wilderness, and to prove yourself the greatest leader of the Snow Folk. Inuit: The Snow Folk is a card-based strategy game of drafting and tableau building for 2-4 players. On your turn: 1. Draw cards from the common deck and place them face up on the table. 2. Choose one type of card to draft into your village. 3. The number of cards you draft is based on the number of Inuit of a given occupation: - Elders expand your village. - Shamans call upon powerful Spirits and perform mysterious Rites. - Warriors bring you the weapons of those they conquer. - Hunters provide precious game: seals, orcas, and polar bears. - Scouts allow you to choose from more cards each turn. Inuit: The Snow Folk is a creative reimplementation of Natives, a 2017 release, updated with new lavish art and adding 2 new modular expansions: The Spirit of the Great White and Rising Sun.
Jane Austen's Revenge
Players: 2 - 4 Playtime: - Age: 12+
Publisher: Sabrewolf Games (2-656) Rating: 574
KeyForge: Age of Ascension
Players: 2 Playtime: 15 - 45 min Age: 14+ Published: 2019
Publisher: Fantasy Flight Games (2-510) Rating: 812
Designer(s): Richard Garfield
Categories: Card Game, Fantasy, Fighting
Mechanisms: Hand Management, Take That
Journey deeper into the world of the Crucible in Age of Ascension, the second age of KeyForge! This continuation of the world's first Unique Deck Game contains 204 new cards seamlessly integrated into a card pool that contains a total of 370 different cards, creating an entirely new collection of Archon Decks for you to discover, explore, and master! The KeyForge: Age of Ascension two-player starter provides you with all the tools you need to either begin or expand your adventures on the Crucible, featuring two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two Poster Playmats, and all the keys, tokens, and chain trackers you and your chosen opponent need to start playing! In more detail, KeyForge is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may play and use cards only from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare "Sanctum" at the start of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed must wait. Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival's forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool. Notably, no card in KeyForge has a cost — choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!
Players: 2 - 4 Playtime: 40 - 200 min Age: 14+ Published: 2019
Publisher:  Rating: 679
Designer(s): Daniel Alexander (II)
Categories: Civilization, Economic, Exploration, Negotiation, Science Fiction, Space Exploration, Territory Building
Mechanisms: Area Control / Area Influence, Hand Management, Modular Board, Partnerships, Storytelling, Take That, Tile Placement, Trading, Variable Player Powers
Premise In Lander, each player assumes the role of one of six corporations that funded the Global Corporation Coalition (GCC) Intrepid: Aspire, Cell-u-Life, Matsumoto, TransFusion, Westcott & Benton or YDR. The objective of the game is simple: achieve the most mission stars in five rounds of colonisation to win. To do this, you must cultivate the planet and develop your crew so that you have the resources, skills and traits necessary to complete the missions assigned by QUINN. Game styles Race game – The Intrepid requires a certain amount of colony development before it can bring the pioneers to their new home. In the quick game, when the first corporation achieves 10 mission stars, the Intrepid is signaled. Players have until the end of the year (round) to complete as many missions as possible. The corporation with the most missions when the Intrepid arrives into orbit is awarded the biggest spoils from the new planet and is declared the winner of the game. Round game – The Intrepid will arrive into orbit in 5 years (rounds). In the round game, the corporation that achieves the most mission stars in this fixed period of time is awarded the biggest spoils from the new planet and is declared the winner of the game. Cooperative game – If you have 4 or 6 players, you can choose to play in pairs. The team with highest combined mission stars when the Intrepid arrives is declared the winner. The cooperative game works with both game styles above, the only difference is that more mission stars are required to signal the Intrepid in the race game. Key features Lander is an immersive game playing experience with each game telling a unique story Unique combinations of crew members, missions, resource tiles and events offers a high degree of replayability Modular game components enable players to customize the game their way, opening up a range of possible strategies for victory Non-linear game dynamics provide great competition right up to the very end of the game, preventing runaway wins Various game styles offer additional ways to customize the Lander experience GAME SETUP Board In Lander, players build the board as the game progresses. To start, a central hex is placed in the middle of the playing surface to denote the crash site of the ship. The hex is surrounded by 18 randomly drawn tiles which consist of one of three resource types: energy, food or titanium. These tiles represent the territory around the Lander that the crew can initially explore. Each tile has three numbers which indicate how many resources that tile produces when a player claims it with one, two or three structures. Before the first round begins, each player claims three different tiles with their coloured pieces and receive the corresponding number of resources for each. Crew There are a 50 unique crew members in the base game of Lander. Each character represents one of three classes: Engineering, Science or Operations. They have a class level that indicates their relative skill (three being the lowest and five being the highest) as well as two personality traits. They also have a special leadership ability that is activated if they become crew leader. Players must have at least one crew member on their crew roster at all times and cannot hold more than four at any point during the game. Due to the crash, the life support systems aboard the Lander only enable a handful of crew members to be released from their stasis pods. Therefore, each player starts the game by drawing two crew members and placing them on their player mat. The character placed in the first crew slot becomes the leader. Activity Cards In addition to their crew and resources, players also start the game with one item card, one training card and two action cards (collectively known as Activity Cards). Items and training can be attached to a player’s crew to help improve their class level, add additional traits, earn additional resources, etc. Action cards are the primary mechanism by which players interact with each other. They can be used to attack and/or defend a player’s crew and tiles from their opponents. They can also help a player earn more resources, draw additional items and training cards or lower the cost of building new structures or drawing new crew members from stasis. Missions The Lander and its crew were sent to prepare the planet for colonisation by the pioneers aboard the GCC Intrepid. To do this, Command has compiled 50 unique missions (in the base game) to be completed. These missions come in three categories (logistics, construction and research) and require players to have specific class levels and traits either on a single crew member or across their crew. Some also require players to meet special criteria, such as having a certain number of items attached or a minimum number of structures built. Missions range in star value from one to four depending on how difficult they are to complete. To start the game, three mission cards are turned over to form the mission roster, which all players can see and work towards. In more advanced versions of the game, players may also receive a personal mission that only they can see. Every time a mission is completed, a new one is drawn to replace it. Accolades In addition to missions, Command also looks favourably upon corporations that develop their crew and territories. This means players can earn accolades for exceptional crew development of a specific class or for upgrading a certain number of their tiles with additional structures. While accolades can earn players an additional star or two towards their mission count, there is a catch: accolades are not fixed. If another player exceeds their level of achievement during the game, they take control of the accolade. There is a maximum of three accolades available to be earned each game. GAME PLAY Events There are five rounds in the game, representing five successive phases of colonisation. Each round begins with all players drawing event cards. These cards simulate the unpredictable nature of the planet. Some events are positive and might produce a bumper crop of resources, others may be far less desirable. The random nature of the planetary events provides a natural check on the balance of power in the game. Resources and Activity Cards Once the events have been resolved, each player draws a new tile and places it beside one of the existing tiles on the board. They can then claim a new tile adjacent to one of the tiles they currently occupy. Resources are counted and distributed to all players based on the tiles/structures they own and any leadership abilities or items in play that affect resource income. After resources are dealt, players also receive four more activity cards (two action, one item and one training). Orders One by one, players take turns issuing orders. Depending on a player’s resources, activity cards, crew, board and mission roster, there are often many different orders a player can issue. Some players may look to improve their resource production in future rounds by investing in new settlements or claiming new tiles. Others may prioritise crew development and choose to acquire new crew members or purchase items or training cards to add to the skills and traits their current crew possess. Playing action cards, using leadership abilities and trading with other players all count as orders as well. Of course, if a player meets the necessary requirements they can also use their order to claim one of the all important missions! If a player can’t issue an order they can choose to use one of their blank orders (essentially putting their crew in a holding pattern while they wait to see what the opposing crews do) or they can choose to exit the round. A round is not over until all players have exited. End of Game After the fifth round ends, all players count up the star value of their completed missions and accolades. The player with the most stars is the winner. In the case of a tie, a new Accolade card is drawn the box and the player that can achieve it wins. —description from the publisher
Would be interesting to see if this has improved.
Medium DEMO
Players: 2 - 8 Playtime: 30 - 45 min Age: 14+ Published: 2019
Publisher:  Rating: 683
Designer(s): Danielle Deley, Lindsey Sherwood, Nathan Thornton
Categories: Card Game, Party Game, Word Game
Mechanisms: Partnerships
Medium! It’s a social word game of reading your friends’ minds. In teams of two, you and a partner will have a hand of word cards (BANJO, TROPICAL, SHORT, BIGFOOT, PICNIC, etc). You’ll each play a card, then attempt to CREATE A PSYCHIC CONNECTION together to think of the word that somehow connects them. The correct answer is whatever word your partner thinks of, so you’ll have to think alike to find it! Together, you’ll count down: “…” then say the same word at the same time. And when you do, it feels perfect. It starts with cards – YOU WILL PLAY THEM. They lead to thoughts – YOU WILL READ THEM. Thoughts become words – YOU WILL SAY THEM. The connection is magical - YOU WILL FEEL IT. —description from the publisher
Mini Miez
Players: 2 - 4 Playtime: 5 - 10 min Age: 5+ Published: 2019
Publisher: HABA (1-952) Rating: 574
Designer(s): Wolfgang Dirscherl
Categories: Animals, Children's Game
Mechanisms: Storytelling
For Sale
Which player has a lucky hand and will drop the cat chips skillfully? Players may drop different numbers of cat chips from their hands and, with a little luck, will manage to get the right number of cats.
Mini Race
Players: 2 - 4 Playtime: 5 - 10 min Age: 5+ Published: 2019
Publisher: HABA (1-952) Rating: 574
Designer(s): Markus Nikisch
Categories: Children's Game, Racing
Mechanisms: Dice Rolling
For Sale
Who will be the first to make two laps and cross the finish line first? With some luck rolling the dice you can earn the coveted turbo chips to boost your car ahead.
Monolith Arena Academics EXPANSION DEMO
Players: 2 - 4 Playtime: 30 - 45 min Age: 10+ Published: 2019
Publisher: Portal Games (2-552) Rating: 763
Designer(s): Michał Walczak
Categories: Expansion for Base-game, Fantasy, Fighting
Mechanisms: Hand Management, Hex-and-Counter, Partnerships, Player Elimination, Tile Placement, Variable Player Powers
This is the very first Army Pack for Monolith Arena. Academics will include a completely new army, and a new type of experience for Monolith Arena players. The Academics are a focused, well-trained army. They have a lot of runes and upgrades in their tile deck. They also excel in weakening the enemy – their banner slows down opponent tiles! Their units are few, but strong. Be prepared to lead the new Academics army into the fray on the Monolith Arena! -description from publisher
My Very First Games: Animal upon Animal
Players: 1 - 4 Playtime: 10 min Age: 2+ Published: 2011
Publisher: HABA (1-952) Rating: 651
Designer(s): Klaus Miltenberger
Categories: Action / Dexterity, Animals, Children's Game, Dice
Mechanisms: Dice Rolling
For Sale
There’s pandemonium on the farm. Who can stack the hen on top of the sheep? And is there any space left for the dog?
Players: 2 - 8 Playtime: 20 min Age: 7+ Published: 2019
Publisher: Brain Games (1-940) Rating: 627
Designer(s): Urtis Šulinskas
Categories: Real-time
Mechanisms: Pattern Recognition
Pigasus lives in a crazy world in which the animals appear as combinations of what we know. Is that a giraffe or is that a gorilla? Or is it both? Pigasus is a quick reaction game in which you have to find a pair of cards that are a mix of the same animal, but in different combinations. Have the quickest eye and try to collect the most pairs, all the while trying not to laugh too hard at the weird animals.
Pirates of Penryn
Players: 2 - 5 Playtime: 45 - 120 min Age: 9+ Published: 2018
Publisher: SeaGriffin Games (1-285) Rating: 550
Categories: Nautical, Pirates
Mechanisms: Hand Management, Pick-up and Deliver
Sail your rum from your huge galleon down shallow tidal Cornish waters using your small cramped RumRunner boat. You must make several trips back and forth to port, re-loading your limited RumRunner hand with the best combination of rum, crew and florin cards. Changing winds and tides affect which areas of the board are navigable and how far you can sail on each turn. The waters are also full of whirlpools that can twist your fortunes for good as well as ill. Other players can set the local seamonster upon you to cause trouble, or sail abreast to start a skirmish with their ferocious or charming crew and steal your profits. The player who successfully stows the most florins safely aboard their galleon (and has a decent crew to defend them) claims victory. —description from the designer
Players: 2 - 5 Playtime: 10 - 30 min Age: 7+ Published: 2016
Publisher:  Rating: 578
Designer(s): Cecilia Hensen, Mie Petersen
Categories: Card Game
Mechanisms: Hand Management
Loki was a clever and crafty god and when he played games with some of the other gods in Asgard he made up rules for his own games. This made sure that the game was confusing and different every time so he was the only one who could win. The other gods really wanted to be better than Loki so they tried their best to beat him. So it became a tradition to gather around one of Loki’s games. This festive tradition got the name Ramasjang. Gather your friends for a fun fast changing card game! It’s fun and easy to shape like Loki the shapeshifter himself. Now each player is dealt seven cards. The cards have different rules which you generate every hand. The person who sits left to the dealer starts. The card laid on top of the discard pile has to match the suit or the number unless a rule says otherwise. If you can’t lay a card you must pick a card from the deck. After picking up the card you have the possibility to lay it if possible and if you still can’t go it’s the next players turn. From here you can add new rules to the cards without any limits. The idea as Loki changed the rules to win, here each of the player takes it in turn either during play or between hands to add to the rules. A player wins, in a singled hand game by getting rid of all his cards despite the rule changes. In a longer point scoring game a player wins when they have the least points when an opponent hits a value agreed at the start of the game.
Rhino Hero: Active Kids
Players: 2 - 4 Playtime: 10 - 15 min Age: 5+ Published: 2017
Publisher: HABA (1-952) Rating: 602
Designer(s): Scott Frisco, Steven Strumpf, Trio Kreativ
Categories: Action / Dexterity, Children's Game, Dice
Mechanisms: Dice Rolling
For Sale
Watch out! The spider monkeys want to throw gross slime balls at the city residents. Rhino Hero and his friends are needed; players grab the slime balls and balance them on their super heroes’ cape, transporting them as quickly as possible to their hero headquarters. Heroes can't let themselves get flustered by the other players. They need skill and courage to carry more and more slime balls out of the city each round.
Shadows of Kilforth: A Fantasy Quest Game EXPANSION DEMO
Players: 1 - 4 Playtime: 45 - 180 min Age: 13+ Published: 2019
Publisher: Hall or Nothing Productions (1-1016) Rating: 896
Designer(s): Tristan Hall
Categories: Card Game, Expansion for Base-game, Fantasy
Mechanisms: Cooperative Play, Dice Rolling, Modular Board, Role Playing, Variable Player Powers
Shadows of Kilforth is the sequel and stand-alone expansion to Gloom of Kilforth: A Fantasy Quest Game. It is a game of high fantasy with a gothic edge, where 1-4 players, working individually or together, assume the roles of heroes on a journey through a dark world of magic and peril. They will visit strange places, meet stranger people and defeat powerful enemies in their mission to discover mysterious artefacts and mystical spells. Each player follows their hero’s tale, an epic saga from modest beginnings through to a climactic battle that will decide the fate of the world... —description from the publisher This project was known earlier as 'Touch of Death: A Fantasy Quest Game'. As of 2019-02-25, the Kickstarter is expected to launch in March of 2019.
Sierra West DEMO
Players: 1 - 4 Playtime: 40 - 60 min Age: - Published: 2019
Publisher: Board&Dice (1-506) Rating: 1239
Designer(s): Jonny Pac Cantin
Categories: American West, Card Game, Economic, Exploration
Mechanisms: Action / Movement Programming, Deck / Pool Building, Hand Management, Modular Board, Set Collection, Worker Placement
In the late 1840s, thousands of pioneers headed out West to seek wealth and opportunity. Many of these brave souls traveled by wagon over the Sierra Nevada mountain range, into what would soon become the Golden State of California. In the game Sierra West, you are an expedition leader who must guide a party of rough-and-ready pioneers—employing a clever mix of strategy and tactics with each step. Sierra West comes with four sets of special cards and parts, each of which can be combined with the game's basic components to create a unique mode of play. During setup, the players choose a mode, then build a mountain of overlapping cards with the corresponding deck. Each mode adds new thematic content, alternate paths to victory, and interesting twists on the core mechanics. The four included modules are: Apple Hill Gold Rush Boats & Banjos Outlaws & Outposts Overview of Play At the start of each turn, you will overlap and arrange three cards into your player board—exposing and concealing a selection of the action icons available on them. This will create two unique paths for your pioneers to follow. Next, you will move your pioneers across their paths from left to right, performing a series of small actions. Common actions include: claiming cards from the mountain, building cabins, gaining resources, and advancing your wagon. Additional actions are brought into the game by the chosen mode—such as: harvesting apples, mining for gold, fishing, and fighting outlaws. As your pioneers complete their paths, they will gain access to the action spaces on the upper portions of your cards. On these, you will be able to exchange resources for to advance on the wagon trail and homestead tracks, or activate other special abilities unique to the mode. As the game continues—and more cards are removed from the mountain—new and exciting things are discovered! Each piece of the mountain is either a card that can be gained to improve your deck, or a special card that is added to a face-up row at the mountain’s base. As this row extends, more of the mode’s opportunities and challenges come into play. For example, in Boats & Banjos mode, the row is a river that offers more fishing and gold panning options as time goes on. Sierra West can be set up and played in under an hour, often leaving people with the desire to play it again right away—especially to explore the other modes! It is a highly thematic Eurogame that offers a truly novel and satisfying spin on action-programming, worker-placement, and deck-building. Includes solo mode by Dávid Turczi. —Description from the publisher
Solar Storm DEMO
Players: 1 - 4 Playtime: 30 - 60 min Age: 10+ Published: 2019
Publisher: Dranda Games (1-297) Rating: 854
Designer(s): Ayden Lowther
Categories: Science Fiction
Mechanisms: Action Point Allowance System, Cooperative Play, Hand Management
In Solar Storm, you are crew members on board a ship that has had its energy core taken out by solar flares. Even worse, the ship is caught in the sun’s gravitational pull which is causing even more damage. It is only a matter of time before you and the rest of the crew perish. You and the other crew members must repair the ship whilst using resources to divert what little power is left, back to the energy core. You must work together if you have any hope of survival. Get moving. You have limited resources and more solar flares are continuously causing more damage. Can you survive this Solar Storm, or will you perish in the burning abyss? On a player’s turn, they may take up to 3 of the following actions; move, use resources to repair an area of the ship, use resources to divert power from an area back to the energy core, scavenge for resources, share resources, or strategically save actions for later in the game. At the end of each player’s turn, the ship will take more damage. The level of damage will increase as the game goes on. Players win if they can direct power from all areas back to the energy core. However, players will lose if an area takes too much damage or if the resource deck runs dry. Solar Storm will give players a unique game every time they play due to the ship’s areas being laid out randomly at the start of each game. In Solar Storm, cooperative play is essential as players cannot win on their own. -description from designer
Players: 2 - 4 Playtime: 30 - 90 min Age: 14+ Published: 2019
Publisher:  Rating: 837
Designer(s): Peter Scholtz
Categories: Ancient, Card Game, Dice, Fantasy, Fighting, Horror, Mythology
Mechanisms: Action Point Allowance System, Card Drafting, Deck / Pool Building, Dice Rolling, Press Your Luck
Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game's goal of conquering three battlefields. The game uses a simple resource system of "energy" that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion's traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation! In the Battle Phase players roll amount of custom dice equal to each minion's attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent's minions and battlefield. The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play. Sorcerer was first developed in 2012, and in 2014, Peter Scholtz consulted with Czech and Slovak board gaming communities intensively to fine tune the mechanics of the game. In August 2014, the first “Print and Play” demo version of Sorcerer was published, responding to all the remarks and feedback Peter Scholtz received, allowing him to create both his upgraded, native language demo and finally the, English language version of Sorcerer. The Sorcerer prototype was available for the wide audience as a free to play testing material over the year 2014. After another year of intense work and listening to the game community, Peter Scholtz went to Essen Spiel to meet some of the greatest board game publishers and show them the game. After a meeting with Rob Dougherty, CEO of the White Wizard Games, game designer (Star Realms, Hero Realms, and Epic card game), and last but not least, MTG Hall of Fame player, the dice was finally rolled. In 2016, Peter Scholtz become a White Wizard Games team member and together they prepared the game for its KS campaign launch in November 2017.
Players: 2 - 4 Playtime: 45 - 75 min Age: 8+ Published: 2018
Publisher: Underworld Kingdom (1-898) Rating: 606
Designer(s): Grzegorz Arabczyk
Categories: Ancient, Bluffing, Educational, Fantasy, Fighting, Humor
Mechanisms: Hand Management, Hex-and-Counter, Modular Board, Player Elimination, Variable Player Powers
Stolemë – become an ancient giant . Stolemë are Kashubian Giants. They are strong and feisty. They fiercely fought amongst each other, throwing huge rocks at each other as if the rocks were made of feathers. When the rocks hit the ground, they accidently shaped the landscape of the Kashubian coast. Under their thick skin, however, they hid their kind hearts. They had families. They loved their giant wives and cared for their giant children. The goal of the game is to prove other giants wrong, with precise rock throws. Every Stolem family is unique. In game, players may use the variety of actions, movements, gods’ disapproval cards and rock throws, which not only will make them win over the other families, but also will shape the kashubian cost in unique ways. The game is highly replayable, after every game the shape of the kashubian coast is different. —user summary
Super Fantasy Brawl DEMO
Players: 2 Playtime: 15 - 45 min Age: 10+ Published: 2019
Publisher: Mythic Games (1-902) Rating: 721
Designer(s): Jochen Eisenhuth
Categories: Fantasy, Fighting, Miniatures, Wargame
Mechanisms: Action / Movement Programming, Area Movement, Hand Management, Variable Player Powers
In the land of Fabulosa, powerful magics have rendered war obsolete. With nothing else to compete for, the bored populace has turned to the Super Brawl for entertainment. These same powerful magics are now used to reach back into the timelines to pluck out the finest warriors from every civilization in order to compete against each other in the greatest entertainment spectacle ever staged. Super Fantasy Brawl is a fun, fast-paced competitive miniatures board game. Players select a team of three champions and combine their unique action cards to create a synergistic action deck. The game is faction-free, so players have their choice of any combination of champions they wish. Each turn, the players use their hand of action cards to maneuver, attack, displace enemies, and claim objectives to score victory points. As the wizards who oversee the Super Brawl ensure that all champions are returned back to their timeline unharmed and unaware, champions cannot be killed. Instead, a champion who is taken out returns to the field of play whilst the champion who delivered the blow is leveled-up to an even more powerful version of themselves — but if your leveled-up champion is taken out, then it returns to the action reset back to its less powerful version. Every action card in Super Fantasy Brawl is attributed to one of the three cores which govern all magic in Fabulosa: creation, destruction, and manipulation. Each turn, players may play up to one action card of each core. Doing so exhausts their connection to that core until the end of the turn, when their hand will be replenished and the cores readied. The objectives in Super Fantasy Brawl are only scored at the beginning of a players' turn, ensuring that you always get a chance to disrupt your enemy's plans and position your champions to score the objective for yourself. This tactical to-and-fro continues until one player reaches the victory point threshold, declaring themselves the winner and advancing towards victory in the Super Brawl tournament!
Players: 2 - 4 Playtime: 5 - 10 min Age: 5+ Published: 2019
Publisher: HABA (1-952) Rating: 550
Designer(s): Wolfgang Dirscherl
Categories: Animals, Children's Game
Mechanisms: Role Playing
For Sale
The dinosaurs are out! Now we need true dinosaur experts who don’t lose track of things during the turbulent search. The two dice decide which dinosaur is sought. Which player will find the correct matching dinosaur and can hold onto it and protect it during the game?
Players: 3 - 6 Playtime: 30 min Age: 14+ Published: 2019
Publisher: Brain Games (1-940) Rating: 739
Designer(s): Alex Cutler, Matt Fantastic
Categories: Action / Dexterity
Mechanisms: Partnerships
For Sale
Designer: Alex Cutler, Matt Fantastic
A party game high on variety that pushes communication to the next level.
TEAM3 is a cooperative game for 3–6 players (for a competitive variant, see the end of the rules). Only 3 players play in a single round and work together each round to build the structure shown
on their Blueprint Card. Players have special roles based on their Role Cards and must work cooperatively as a team to get the job done. If players succeed in building enough Blueprints, they win! If they fail too many times, they lose!

There are two different set's of TEAM3. PINK and GREEN. Each comes with its own set of blueprints and a mini expansion. Mini expansions for TEAM3 PINK is called DIMENSION TENSION, for TEAM3 GREEN - MIND MERGE.
Terror Below DEMO
Players: 1 - 5 Playtime: 45 - 60 min Age: 10+ Published: 2019
Publisher: Renegade Game Studios (1-514) Rating: 935
Designer(s): Mike Elliott
Mechanisms: Action Point Allowance System, Dice Rolling, Grid Movement, Pick-up and Deliver, Variable Player Powers
Terror Below is a game of government experiments gone wild in the Nevada desert. The faster you move, the more vibrations you make, attracting the attention of the vicious worms underground. Navigate the difficult terrain to collect valuable worm eggs and deliver them to locations around town to claim bounties. If you're feeling lucky, collect items and weapons to go hunt 'em. The goal of Terror Below is to be the first player to score 20 victory points (VP) by collecting worm eggs and delivering them to locations around town — or alternatively, by hunting down and killing those vicious worms. During the game, your squad of unlikely heroes will visit locations around the small desert town to find bounties, scavenge for weapons, and try to survive as you distract the worms. Eventually, those worms will attack. If you are in their path of destruction, you better be prepared for a fight! —description from the publisher
The City of Kings
Players: 1 - 4 Playtime: 45 - 180 min Age: 14+ Published: 2018
Publisher: The City of Games (1-730) Rating: 893
Designer(s): Frank West
Categories: Adventure, Exploration, Fantasy, Fighting, Puzzle
Mechanisms: Action Point Allowance System, Cooperative Play, Modular Board, Role Playing, Storytelling, Variable Player Powers
This world used to be a garden full of life; from the flying Vadora to the deep-dwelling Dwarves – but that was before Vesh came. The world has been lost and only one city remains; the oldest city in the world – and the last refuge for all of us. Now... we fight back. The City of Kings is a co-operative tactical role-playing board game for 1 - 4 players in which your character is tasked with exploring the hazardous world, trading for vital resources, and battling your enemies whilst uncovering a story of a world imperiled. You start by choosing one of seven stories or twelve scenarios, then select your hero, with each of the six heroes featuring twelve unique skills and nine customizable stats that allow you to specialize in attacking, healing, tanking, worker management, or whatever you desire. Aside from your hero, you need to manage your workers, who must gather resources in order to trade for new items and build structures to gain powerful bonuses. You explore across the Ageless Realms by turning over tiles, discovering resources, side quests, hazards, building sites, traders and creatures as you continue to power up whilst preparing to enter Azure Rise. At its heart, The City of Kings is a complex puzzle featuring endless strategic battles. Each creature is generated from a pool of spells, characteristics and stats offering over 10,000,000 unique battle situations. There are no dice, damage is persistent, it’s up to you to customize your characters and work together to come up with a strategy to defeat whoever stands in your way.
The Gig
Players: 2 - 5 Playtime: 40 - 80 min Age: 12+ Published: 2019
Publisher: Braincrack Games (1-836) Rating: 567
Designer(s): Jamie Gray, Jamie Gray, Robb Smigielski, Robb Smigielski
Categories: Dice, Music, Puzzle
Mechanisms: Area Control / Area Influence, Dice Rolling, Pattern Building, Simultaneous Action Selection, Variable Player Powers
Designer: Jamie Gray, Robb Smigielski
Play in a jazz band, crafting solos, solving puzzles and impressing the
audience in this roll-and-write-dice-drafting hybrid.
The Menace Among Us DEMO
Players: 4 - 8 Playtime: 40 - 60 min Age: 14+ Published: 2019
Publisher: Smirk & Dagger Games (2-408) Rating: 602
Designer(s): Jeff Gum
Categories: Card Game, Deduction, Science Fiction
Mechanisms: Variable Player Powers
The Menace Among Us is a thrilling semi-cooperative game of intrigue and survival in deep space. Adrift and powerless, your crippled vessel is bleeding oxygen. As you effect repairs, every breath you take brings you one step closer to death. You must work together to restore power before the air runs out… but hidden among you, as loyal friends and crewmembers, are imposters who have infiltrated security and continue to sabotage the ship. Their only goal is to avoid detection and kill the crew, by force or by asphyxiation. Can you identify them in time and eliminate the threat? Or will succumb to The Menace Among US? The Menace Among Us is a 40 to 60-minute, asymmetrical card game for 4-8 players. Each player chooses an Agenda at random, either a loyal Crew member, a deadly Menace or the Coward, who’ll take any side just to survive. Your Agenda card sets a Team Goal and an Individual Goal, as well as outlines any special abilities and the card composition of your individual 13-card deck. Then, knowing your Agenda and Goals, you choose a Character who you believe will best help you achieve them or mask your true identity. Characters add 7 new cards to your deck, shuffle-building a unique combination of cards, as well as provide you two specialized Above Deck Actions. In this hidden traitor game, how you play your cards and abilities is far more important than the meta game aspects of accusations and denials. Cards are played face down and shuffled together as “Below Deck Actions.” Here, Menace players secretly sabotage the ship’s systems and attack crew members, who are trying to save the ship with their cards. If too few crew members risk going below deck to effect repairs, the ship’s Emergency Maintenance Assistant (EmMA) adds cards to the pile to help. However, the system has also been compromised and occasionally places damaging cards into the mix, providing plausible deniability to the Menace players. In contrast, Above Deck Actions are conducted in full view of the crew. Most of these abilities have costs, either in Energy or Oxygen, both resources the crew is trying to increase. So, while The Doctor has the ability to heal a crew member and remove a debilitating effect, a Menace player, who may be secretly in control of The Doctor, cares far more that it costs 2 Oxygen to perform the healing. At some point, someone’s behavior will raise suspicion. But, did they do so because they are trying to fulfill an Individual Goal – or are they a Menace? You can call a vote to expose their true nature. But if they are a loyal Crew member, you’ve just blown precious Oxygen in the effort to detain them. For that matter, was it a Menace player calling the vote in hopes of wasting the air on purpose? If the Crew can find and eliminate the Menace players – and raise the Energy to a safe threshold before the air runs out, they win. If the Menace can prevent this or kill the crew outright, their mission succeeds. Special commendations are awarded for surviving and for achieving your Individual Goal. -description from publisher
The Table Is Lava
Players: 2 - 4 Playtime: 20 min Age: 10+ Published: 2018
Publisher: R&R Games (2-694) Rating: 602
Designer(s): James Schoch
Categories: Action / Dexterity
For Sale
Designer: James Schoch
The Table Is Lava presents players with a simple challenge: Toss cards onto the table to save your meeples, while trying to knock other players' pieces into the lava at the same time. Have the most survivors, and you win!
Tilt-o-ball DEMO
Players: 2 Playtime: - Age: 10+
Publisher: Et Games (1-1136) Rating: 655
Tribes: Dawn of Humanity
Players: 2 - 4 Playtime: 45 min Age: 10+ Published: 2018
Publisher: KOSMOS (1-602) Rating: 711
Designer(s): Rustan Håkansson
Categories: Ancient, Civilization, Exploration, Prehistoric, Territory Building
Mechanisms: Grid Movement, Tile Placement
Experience 30,000 years of civilization in 45 minutes: With Tribes: Dawn of Humanity, there is finally a civilization game in which you do not need to wait long for your turn. The players lead their tribes in short, fast turns through the early history of humanity to the Bronze Age. They settle unknown lands and extract valuable resources through which they in turn discover new tools and inventions. Who will best prepare their tribe against events such as natural disasters? Who will take the lead, and who will follow in the footsteps? Each turn, a player selects an action from the action display: grow, explore, or move. The first action is always free, while additional ones cost valuable shells. The used action moves to the end and the next player takes another action. It is important to use your scarce shells cleverly. The players start with a small tribe with the immediately surrounding area explored. They discover new land and send the members of their tribe out to discover valuable resources. These resources are needed for new inventions that bring victory points and improve your actions: become better at exploration, grow more tribe members, and move further. Who will be the most tactical leader and guide their tribe to victory? This is a completely reworked edition of the game Tribes: Early Civilization released in 2017 with many changes.
Trool Park
Players: 2 - 4 Playtime: 30 - 45 min Age: 10+ Published: 2018
Publisher: Board Game Box (2-566) Rating: 595
Designer(s): Christian Martinez, Frédéric Vuagnat
Categories: Fantasy, Territory Building
Mechanisms: Card Drafting, Set Collection, Simultaneous Action Selection
Your dream came true! You've opened your very own theme park! Now it's up to you to help it grow by selecting the right attraction to add each turn (from a common pool with the other players) in order to improve your park's characteristics. Be smart about it because at the end of each turn, inspectors come and judge one characteristic of your park — and all of your competitors as well! Good reviews will bring more people to the best parks! After eight turns, the park with the most visitors wins Trool Park!

Total price: £ 0 (93 games with no price)