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TABLETOP GAMING

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Tales of the Arabian Nights. From Z-Man Games Webpage: In Tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just like those told by Scheherazade to her spellbound sultan! You will travel the land seeking your own destiny and fortune. You will learn stories and gain wisdom to share with others. Will you be the first to fulfill your destiny? The next Tale is yours to tell! In this new edition of the groundbreaking storytelling game, you enter the lands of the Arabian Nights alongside Sindbad, Ali Baba, and the other legendary heroes of the tales. Choose your actions carefully and the skills you possess will reward you: become beloved, wealthy, mighty - even become sultan of a great land. Re-implements: Tales of the Arabian Nights. Mice and Mystics. Game description from the publisher: In Mice and Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice!

Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Collin and fence your way past your foes, or try Nez Bellows, the burly smith. Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. Mice and Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come – assuming they can all squeak by... Expansion advice: For those who have expansions for this game the recommended order by the game designer for playing them is as follows (see original post HERE): Agents of SMERSH. Fauna. CO₂ In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand.

Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects, and to invest in their implementation. If the pollution isn't stopped, it's game over for all of us. In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. In CO₂, each region starts with a certain number of Carbon Emissions Permits (CEPs) at its disposal. The New Science. Timeline: Inventions. Timeline: Inventions is a card game played using 109 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side.

Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck. The first player to get rid of all his cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play.

Timeline: Inventions can be combined with any other title in the Timeline series. Integratable with: Senji. Senji lets you don the armor of a chief of a Japanese clan in medieval Japan. Your goal is obvious: to become the daimyo whose honor imposes respect over all the other clans. To achieve your goals and to gain honor, you will have to overcome your adversaries in terrifying bloody battles, by holding in respect the other clans grace, honoring hostages or alliances. Every turn of the game is divided into three phases: Diplomatic Phase, where you will be able to exchange military advantages (which make it possible to decrease the randomness of the engagements), to trade and acquire hostages (thanks to whom you will be able to pressure your adversaries at the time of the engagements).

Order Phase, where you will place orders on the territories which you occupy. And that enables him to choose in which order the territories and corresponding orders will be processed. You may well imagine, that combats are frequent. 1775: Rebellion. Shogun. Shogun is based on the Wallenstein (first edition) game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. The game is an international edition with language-independent components and five language-dependent rule booklets.

Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the actions are to be played out and in which of their provinces.

If battle ensues between opposing armies, the unique Cubetower plays the leading role. Re-implements: Wallenstein (first edition) Founding Fathers. Newest game from the pair that made 1960: The Making of the President. The goal here is to be the founding father with the most renown at the end of the game, which consists of the making of the US constitution. Each round, an article of the constitution is put up for consideration, which is either a Federalist, Anti-Federalist, Big State, or Small State issue. Players have a hand of three delegate cards that represent their respective states and also have a special ability. Players may use these cards' special abilities, use the cards to vote for or against the issue under consideration, or to try and claim tokens in each of the four types of issues. When a round ends, the issue either passes, or is flipped to its opposite side (Federalist/Anti or Big/Small).

Players score points for having voted with the majority, and also for having tokens matching the issue types that are voted into the constitution. A Few Acres of Snow. A Few Acres of Snow is a two-player, card-driven game about the French and British conflict in North America. The card-play contains a focus on a deck-building mechanic similar to Dominion, and like many card-driven war games, each card will have multiple uses.

The players have to choose only one aspect of the card to use when it is played. Each space captured by a player will add another card to the capturing player's deck. From the box description: A war fought at the edge of two mighty empires. A Few Acres of Snow takes an innovative approach to the subject, using cards to represent locations and manpower. The game is about more than just fighting – you must successfully colonize the land to have a chance. 1812: The Invasion of Canada. 1812 - The Invasion of Canada The year is 1812. War is raging across Europe and Russia. Napoleon, emperor of France, is seeking to dominate Europe through conquest. France’s enemies, led by England, are engaged in a desperate struggle to defeat Napoleon.

England, in dire need of men, is impressing men to serve in its navy. Included are Americans who are pressed into service at gunpoint. The young American nation objects. In 1812 - The Invasion of Canada, players take on one of the roles of the major factions that took part in the War of 1812. Twilight Struggle. "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle...

" – John F. Kennedy In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors.

Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Twilight Struggle's Event cards add detail and flavor to the game. Upgrade kit for the owners of the previous version includes the following: Muggins! Pandemic. Freedom: The Underground Railroad. Early in the history of the United States, slavery was an institution that seemed unmovable but with efforts of men and women across the country, it was toppled. In Freedom: The Underground Railroad, players are working to build up the strength of the Abolitionist movement through the use of notable figures and pivotal events. By raising support for the cause and moving slaves to freedom in Canada, the minds of Americans can be changed and the institution of slavery can be brought down. Freedom is a card-driven, cooperative game for one to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States.

The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game. Through careful planning and working together, the group might see an end to slavery in their time. Space Cadets. Captain: 1 Captain Display 1 Nemesis Track Token 8 Experimental Equipment Cards 1 Sand Timer Engineering: 1 Engineering Display 16 Engineer Tiles 2 white Battery Tokens 16 green Energy Tokens Sensors: 1 Sensors Display 3 Lock/Superlock Tokens 8 Target Puzzle Pieces 8 Sensor Target Cards 1 Cloak Token 1 Cloth bag (black) Shields: 1 Shields Display 4 blue Shields Track Token 1 I.C.E. Weapons: 1 Torpedo Track (folding) 24 red Torpedo Puzzle Pieces 18 Torpedo Tube Cards 1 red wooden Torpedo Disc Helm: 1 Helm Display 1 yellow Speed Track Token 20 Maneuver Cards (14 Standard Maneuver cards, 6 Special Maneuver cards) Tractor Beams: 1 Tractor Beam Display 16 Tractor Beam Tiles Damage Control: 1 Damage & Repair Display 1 green Core Breach Tracking token 48 Damage Cards (12 per ship side) 11 Repair Cards 12 Core Breach Cards 12 Core Repair Cards Jump Drive: 1 Jump Display 12 Jump Cards 5 black dice (d6s) Other Components: Space Cadets – Live!

Microbadges – Space Cadets fan – Space Cadets fan - The Ship Card Sleeves. Word on the Street. In Word on the Street, players – either individually or in teams – try to claim letter tiles from the game board. To set up the game, seventeen letter tiles (all the consonants in English other than j, q, x, and z) are placed in a strip down the center of the game board – the median strip of the street, if you will, which has two "traffic lanes" on either side of it. On a turn, one team is presented with a category such as "types of fruit" or "something a player is wearing", and that team has thirty seconds to come up with an answer in that category, then move the letters in that word toward their side of the game board. Any letters in the word that are not on the game board are skipped.

If the answer were "pineapple", for example, the team would move P, N, P, P and L. If a team moves a letter off the game board, it has claimed that letter and that tile will not move for the remainder of the game. The first team to claim eight letter tiles wins! Die Macher. Die Macher is a game about seven sequential political races in different regions of Germany.

Players are in charge of national political parties, and must manage limited resources to help their party to victory. The winning party will have the most victory points after all the regional elections. There are four different ways of scoring victory points. First, each regional election can supply one to eighty victory points, depending on the size of the region and how well your party does in it. Second, if a party wins a regional election and has some media influence in the region, then the party will receive some media-control victory points. The 1986 edition featured 4 parties from the old West Germany and supported 3-4 players. Die Macher is #1 in the Valley Games Classic Line. Campaign Manager 2008.