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Kepler-3042
Economic
120min
1-4
14+

Kepler-3042

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

120m
1-4
14+
Grid Movement Hexagon Grid Solo / Solitaire Game +2
0 tornei
Dettagli
K2: Big Box
Exploration
60min
1-5
8+

K2: Big Box

K2 is the second-highest mountain on Earth as well as the second deadliest. It's known as the Savage Mountain, as it kills one person for every four who have reached the summit... Now your team stands in its shadow, ready to climb for fame and glory. K2 is a board game in which each player controls a team of 2 mountaineers, trying to climb to the summit of K2 and return before the other players' teams and before the mountain kills them. Every player uses an identical deck of cards. You use the cards to move your climbers on the route pictured on the gaming board, or to acclimatize the members of your team. You can also set up a tent and wait for better weather. You will have to choose your path carefully, as the other mountaineers can block your way, and watch the upcoming weather which can lower your acclimatization to 0, thus killing your climbers. K2 is a hand management game for 1-5 players, with strong interaction and low luck factor, lasting up to 60 minutes. The theme is very well represented by the mechanics, including such elements as changing weather, lack of oxygen and death of the mountaineers. The result is an exciting match for gamers and non-gamers alike. The box includes, among other materials, a double-sided board with two different routes to the summit (easier and harder) and two sets of weather tiles (for summer and winter). —description from the publisher for K2 K2 Big Box contains K2, the expansions K2: Broad Peak and K2: Lhotse, and the promo K2: The Avalanche.

60m
1-5
8+
Hand Management Player Elimination Point to Point Movement +2
0 tornei
Dettagli
Iwari: The Storm
Expansion for Base-game
45min
2-5
14+

Iwari: The Storm

Two storm metal coins with rules to use them as a small expansion bound to the territory connection and the vulnerability of climate change.

45m
2-5
14+
Area Majority / Influence Hand Management Network and Route Building +1
0 tornei
Dettagli
Iwari: Deluxe Edition
Abstract Strategy
45min
1-6
14+

Iwari: Deluxe Edition

Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert. Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don't know if they created us, or we created them. Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. In the game, players use cards for two different actions: 1) Place tents and expand their settlements into five different regions on the board in a majority game that scores on each territory. 2) Construct nature totems to bond with the Titans by placing them on regions and score points based on the totem majorities in adjacent territories. During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board). Iwari reimagines the award-winning game Web of Power by Michael Schacht by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes. Additional content in Deluxe Edition: 1 Double-sided game board: "The Forgotten Islands" and "The Void" 2 New maps: "The Uncharted Paths" and "The Long Road" 8 Plastic void totems 21 Silkscreen printing wooden void ruins 12 Void cards Solo mode rules (separate rulebook) 10 Double-sided solo mode tokens 4 Mountains Co-op Rules 16 Expedition cards 1 Feat: Courage The Eagle pawn to use for the Feats: "Complacency" and "Worship" 2 Icebergs

45m
1-6
14+
Area Majority / Influence Hand Management Network and Route Building +1
0 tornei
Dettagli
Iwari
Abstract Strategy
45min
2-5
14+

Iwari

Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert. Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don't know if they created us, or we created them. Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. In the game, players use cards for two different actions: 1) Place tents and expand their settlements into five different regions on the board in a majority game that scores on each territory. 2) Construct nature totems to bond with the Titans by placing them on regions and score points based on the totem majorities in adjacent territories. During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board). Iwari reimagines the award-winning game Web of Power by Michael Schacht by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.

45m
2-5
14+
Area Majority / Influence Hand Management Network and Route Building +2
0 tornei
Dettagli
It's a Bomb!
Puzzle
30min
2-5
10+

It's a Bomb!

“Bomb detected at the forty-seventh floor. Repeat: bomb detected at the forty-seventh floor of NeoMed Corp. Requesting immediate intervention.” It's a Bomb! is an asymmetric cooperative game of logic and deduction in which 2 to 5 players will try to defuse a bomb. Together with your team you'll have to analyze the bomb's circuit and understand how it works to deactivate it. At the same time the chief of operations will provide support from command center, making use of various experts. The game includes many scenarios (all replayable many times) of increasing difficulty to give you a new and unique experience every time you play. The game system resembles games like Mastermind or Wordle but on a grid rather than linear. In order to cut the correct cables, it will be necessary to reason crossing the information obtained on rows and columns of the bomb scheme, combined with the unique abilities skills of the corporation's consultants and the scenario special rules.

30m
2-5
10+
Cooperative Game Deduction Once-Per-Game Abilities +4
0 tornei
Dettagli
Investigation Express
Card Game
45min
2-6
10+

Investigation Express

Enquêtes Express is a cooperative investigation game that is accessible, fast and fun! During an investigation, each player is only allowed to consult a part of the clues. It is only by sharing and cross-checking their information that the players can unravel the case together. —description from the publisher (translated) Enquêtes Express est un jeu d'investigation coopératif à la fois accessible, rapide et fun ! Lors d'une enquête, chaque joueur n’est autorisé à consulter qu’une partie des indices. C’est donc uniquement en partageant et en recoupant toutes leurs infos que les joueurs peuvent ensemble démêler l’intrigue. —description from the publisher

45m
2-6
10+
Cooperative Game Deduction Memory +1
0 tornei
Dettagli
Home Staging
30min
2-6
10+

Home Staging

In Home Staging, players represent interior design companies that have been asked to fill rooms with furniture. Each player has a floor plan of the rooms. On the table are sets of cards for each room, with each card showing one piece of furniture. Players take turns flipping over one of the cards and choosing one of the shapes shown on the backside of the card, then all players have to draw that piece of furniture into their plan, making sure enough space remains for walls, doors, and a corridor that connects the rooms. Also, each piece of furniture must be reachable from the door. To ensure this, the furniture shapes also show empty fields that must be adjacent to the furniture. To be able to fit all of the furniture into the rooms, players must overlap the empty fields efficiently. When all cards have been flipped, players score depending on how much of the furniture they were able to place. The scenario booklet contains several small campaigns with 25 scenarios in all, with varying levels of difficulty.

30m
2-6
10+
Drawing Grid Coverage Paper-and-Pencil +2
0 tornei
Dettagli
Heredity: The Book of Swan
Adventure
180min
1-4
14+

Heredity: The Book of Swan

Heredity: Book of Swan is a co-operative, narrative game in which you play a family in a post-apocalyptic world in a campaign structured in five chapters, for a total playing time of 12-15 hours. You can take any number of references as your starting point: Mad Max, Last of Us, The Walking Dead, etc. All will be revealed as you play! The five chapters of the campaign are grouped into five adventure packs including everything you need to play: terrain that forms the game board, characters to interact with, objects, narrative cards, etc. Some cards describe what is seen, found, and met; symbols indicate how each card is used. Depending on your actions and events in the scenario, you can turn over these cards and change the playing field, situation, objects, and characters as you advance through the story in your adventure. No matter the player count, four player characters are controlled by the players, while Swan, the youngest member of the family, is a non-playable character. Each character has three action tokens, and you collectively decide in which order to use them to make your characters act out the story you're telling. (Some actions may or must be done by multiple characters at once for maximum effect.) By using the tokens on your character's cards (head, torso, legs), you can talk to other characters, look around, move, fight, or get better items. Each card can also be combined with equipment cards, whose location is indicated using a system of matching symbols. Equipment gives you additional actions or helps you do things. You can switch equipment between games or create new items to use. If your character gets hurt, they can't perform certain actions. A "karma" deck is used during checks and combat and can potentially change the outcome of your actions. During the campaign, this deck transforms to match your choices and will influence your morale, actions, story evolution, and ending of the game. The game has no fixed order of moves. Instead players follow the "time line" of cards that controls the game's events. The scenarios are written, but your actions lead to cards moving along the timeline as you explore one part of a scenario or another. This makes it possible to create a deeply narrative game without the need for an app.

180m
1-4
14+
Cooperative Game Scenario / Mission / Campaign Game Solo / Solitaire Game +1
0 tornei
Dettagli
Harvest Island
Animals
40min
2-4
8+

Harvest Island

At the intersection of northeastern and southeastern Asia exists a mysterious and peculiar island, it's called Formosa. Throughout this wonderful landscape, mountains, plains, and hills of all shapes and sizes exist under a subtropical environment that is especially optimal for growing fruits. In fact, fruits are available for harvest every season on this island and with the proper cultivation, delicious crops can be produced throughout the year. In Harvest Island, players take on the role of cultivators, sowing seeds in different types of fields under varying weather conditions in order to maximize their harvests. Using the knowledge gained from weather forecasting, players must harvest their crops at the proper time in order to become the best cultivator the land has ever seen!

40m
2-4
8+
Hand Management Set Collection
0 tornei
Dettagli
Grove: 9 card solitaire game
Abstract Strategy
10min
1-1
8+

Grove: 9 card solitaire game

Grove is the citrusy sequel to the award winning Orchard 9 card solitaire game. Its 18 cards feature orange, lemon and lime trees and a new 'wild card' element, glades. These open spaces without trees, combined with a new scoring mechanic, offer more ways and opportunities to increase your harvest and create a greater variety of gameplay and strategies compared to Orchard. You'll also find a cheeky squirrrel, who can either help or hinder your fruit picking, as well as a wheelbarrow - useful if you manage to get an extra large haul. The card backs feature recipe challenges with various scoring conditions and target scores. These provide a win/lose condition (as an alternative to the standard game's ‘beat your score’) for those that prefer it - and add even more variety to the game.

10m
1-1
8+
Melding and Splaying Pattern Building Solo / Solitaire Game +1
0 tornei
Dettagli
Grim Dance
Card Game
30min
2-6
8+

Grim Dance

The Mexican holiday Day of the Dead is the one time of the year that the veil between the world of the living and the world of the dead is the thinnest. At this carnival, all are welcome: take your neighbor’s hand (skeletal as it might be) and join the dance! Coordinate the dancers’ movements by revealing cards laid out in a circle and applying their effects. Create chain reactions by moving cards or removing them from the circle altogether in order to collect even more cards. But be careful and try to keep track of the symbols hidden on the back of cards: while some dancers might grant you a token of good luck, others could very well jinx you! Create a circle of face-down cards in the middle of the table, and choose a player to start. Then, each player takes turns revealing a card from the circle, applying its effect (optional), and resolving any chain reactions (if any). The turn then passes to the next player in a clockwise order. The game ends when there are no more cards left in the circle. Players then turn their cards face up and proceed to score. Each light skull is worth 1 victory point, while each dark skull is a penalty point. The player with the highest number of victory points wins! —description from the designer

30m
2-6
8+
Hidden Victory Points Pattern Movement
0 tornei
Dettagli
Goryō
Deduction
30min
2-2
10+

Goryō

Goryō is an asymmetrical game of investigation and deduction for two players, set in the mystical feudal Japan. One player will play the role of the Samurai guarding the Imperial Palace, charged with hunting down a dreadful spirit of vengeance, the Goryō, played by the other player. The Goryō appears in the palace in the form of a cat, bound to a specific type of object. To get a revenge and win the game, the Goryō player must smash 5 objects in the palace’s rooms, without being defeated by the Samurai. To win, the Samurai must instead exorcise the spirit for good by finding out what type of object the Goryō is bound to, or by catching the spirit’s essence three times. Each round, both players alternate in asymmetrical turns: the Goryō plans the route to break a new object and mislead her opponent, placing movement cubes on a secret dry-erase board. Then the Samurai use their available actions to chase the Goryō along her path, moving the Samurai pawns on the map and using a special board to organize the catch. However exorcising a spirit isn’t a simple task at all...

30m
2-2
10+
Action Queue Grid Movement Hidden Movement +2
0 tornei
Dettagli
Goddam Dilema
Card Game
20min
2-10
16+

Goddam Dilema

The goal of the game is to respond to a dilemma by accepting it - or not! Example: "You can choose the weather BUT as soon as you fart, your nose bleeds". The other players, to score points, will have to guess if you accept the dilemma or not. The mechanics are very simple and even if only one player will have to answer the question, all players play at the same time trying to guess what he will choose. Most of the time the mechanics call for surprises and debates, following the sometimes surprising revelations. —description from the publisher

20m
2-10
16+
Card Play Conflict Resolution Connections Questions and Answers +3
0 tornei
Dettagli
Glen More II: Chronicles – Promo 3: What Lurks Beneath
Expansion for Base-game
130min
2-4
12+

Glen More II: Chronicles – Promo 3: What Lurks Beneath

A promotional chronicle included in the Kickstarter edition of the game which adds Nessie, the fabled Loch Ness Monster, to Glen More II: Chronicles. Nessie is placed on the main rondel and when players pass over her they must draw from a deck of cards and resolve the effect. This can range from trading items for points, gaining resources, reorganising coins in the market and so on.

130m
2-4
12+
Tile Placement
0 tornei
Dettagli
Glen More II: Chronicles – Promo 2: Lowland Clans
Expansion for Base-game
130min
2-4
12+

Glen More II: Chronicles – Promo 2: Lowland Clans

This promo consists of 6 additional Clan Fields (with no text), depicting the Lowland clans, that may be added to the game and 2 additional Chronicles: Ol' Jamey's Single Cask Reserve and The Penny Mobs. —user summary

130m
2-4
12+
Action / Event Tile Placement
0 tornei
Dettagli
Glen More II: Chronicles
City Building
120min
2-4
12+

Glen More II: Chronicles

Glen More II: Chronicles is a sequel to Glen More, expanding the gameplay substantially compared to the original game. In Glen More II: Chronicles, each player represents the leader of a Scottish clan from the early medieval ages until the 19th century, a leader looking to expand their territory and wealth. The success of your clan depends on your ability to make the right decision at the right time, be it by creating a new pasture for your livestock, growing barley for whisky production, selling your goods on the various markets, or gaining control of special landmarks such as lochs and castles. The game lasts four rounds, represented by four stacks of tiles. After each round, a scoring phase takes place in which players compare their number of whisky casks, scotsmen in the home castle, landmark cards, and persons against the player with the fewest items in each category and receives victory points (VPs) based on the relative difference. After four rounds, additional VPs are awarded for gold coins and some landmarks while VP penalties are assessed based on territory size, comparing each player's territory to the smallest one in play. The core mechanism of Glen More II: Chronicles and Glen More functions the same way: The last player in line takes a tile from a time track, advancing as far as they wish on this track. After paying the cost, they place this tile in their territory, with this tile activating itself and all neighboring tiles, triggering the production of resources, movement points, VPs, etc. Then the player who is last in line takes their turn. Improvements over the original Glen More include bigger tiles, better materials, new artwork, the ability for each player to control the end of the game, and balancing adjustments to the tiles for a better suspense curve. The game is designed to consist of one-third known systems, one-third new mechanisms, and one-third improvements to Glen More. The "Chronicles" in the title — a set of eight expansions to the base game — are a major part of these new mechanisms. Each Chronicle adds a new gameplay element to the base game. The "Highland Boat Race" Chronicle, for example, tells the story of a boat race in which the winner needs to be the first to reach their home castle after navigating their boat along the river through all the other players' territories. The "Hammer of the Scots" Chronicle adds a neutral "Englishman" playing piece to the time track that players struggle to control to get an additional turn — if they can afford him, that is, as he is paid using the market mechanism. All Chronicles can be freely combined, although designer Matthias Cramer suggests that players use only one or two unless they want a "monster game". Another major change to the game is the ability to invest in famous Scottish people of the time, who are represented through a new "person" tile type. Persons not only have their own scoring, they also trigger one-time or ongoing effects on the tactical clan board. This adds a new layer of decision making, especially since the ongoing effects allow players to focus on a personal strategy of winning through the use of the clan board. —description from the publisher

120m
2-4
12+
Commodity Speculation Grid Movement Market +3
0 tornei
Dettagli
Genesia
Fighting
100min
1-5
12+

Genesia

Genesia is a quick-playing game of placement and civilization that includes a card-drafting system and a lot of interaction between players. In more detail, the game is played over three ages, which roughly correspond to ancient times, medieval times, and the modern era. At the start of each age, players receive six cards from that age, then draft a hand of five cards for use in the current age. Each age has four phases — growth, expansion, attack, end — and the cards include icons that show when they can be played and when their powers take effect. You also receive 15 coins at the start of an age. Within each phase, players take all the actions they want in player order, eventually passing, and once all players have passed, the next phase begins. At any time during your turn, you can discard a card from your hand and take 4 coins from the reserve. The phases are: • Growth: Play cards that show this phase's icon (paying their cost, if required) and recruit as many clans as you wish, paying 2 coins for each and placing it in your homeland or (in later ages) in one of your cities. Each player has their own game board, with all player boards surrounding a shared "Genesia" board. • Expansion: As before, play cards with the proper icon, recruit clans for 2 coins each, or move your clans as much as you wish, paying 1 coin for each space than an individual clan moves (although in age III you can move a stack of clan tokens for 1 coin per space); when moving, you can pass through occupied regions, paying that player an additional toll of 1 coin, but you cannot stop on those regions, except for a player's homeland, which can house any number of clans from any number of players. • Attack: Simultaneously reveal your war/peace token with all other players. If everyone has chosen peace, this phase ends; otherwise, each player who has chosen war performs exactly one attack, choosing a region that contains your clans and an adjacent region controlled by an opponent that contains fewer clans. Choose a number from 1 up to the number of clans in your attacking region, then remove that many clans from each region. If the defending region has a city and no more clans, you can remove one of your clans to besiege the city and replace it with one of your own. If the opponent has now been removed from that region, you can move any number of clans from the attacking region to this space. Once each "war" player has attacked once, players once again simultaneously reveal their war/peace token, repeating the process above until all players reveal peace. • End: If you have at least two clans in a region without a city, you now place one of your cities in that region. Then you play any cards you wish with an "End of Age" icon, discarding all other cards for 4 coins each. Score progress points for this round's "End of Age" cards as well as all invention cards you've played to date. After three ages, you sum progress points, score 2 points for each region on a foreign continent you occupy, score points for every region you occupy (1-15, with the central Genesia regions being most valuable), and score points if you achieved your secret objective. Whoever scored the most total points wins!

100m
1-5
12+
Area Movement Contracts Open Drafting
0 tornei
Dettagli
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