P.A.W.S. Protocol is a two-player tactical card game of hidden deployment, battlefield deduction, and psychological warfare. Command an elite squad of animal officers — from the mighty General Lion to the resourceful Commando Rat — as you secretly deploy your forces across three battlefronts. Every facedown card could be a powerful commander, a devastating...
Between December 1941 to August 1945, a sea war was fought in the Pacific unlike any before, as the long-range striking power of aircraft carriers ended the 250-year reign supremacy of the battleship. Pacific Command is a tabletop wargame of WWII naval combat in the Pacific which puts you in control of dozens of warships and hundreds of aircraft; fighting...
Pacifist Raid is an asymmetric psychological chase game for 3 to 4 players. One player takes on the role of a fleeing "Pacifist Demon King," while the others form a team of Heroes dedicated to hunting him down. The game unfolds over a series of rounds where all players take their turns simultaneously. In each round, players secretly program a sequence of...
The Al Capone Expansion introduces a brand-new hero to "Pacifist Raid". But don't let his legendary name fool you—at the start of the raid, Al Capone is a shadow of his former self. He is the ultimate "Late-game Powerhouse" character. He begins the gmae entirely powerless, lacking any special abilities, and even starts by draining a portion of your initial...
12 cards (with positive, negative, and special powers) are revealed one after the other. Each time a card is revealed, the players try to acquire it by secretly choosing a number of flies(each player starts with 5 black plastic flies), and guessing the total number of flies chosen by all of the players. The used flies become the reserve in the middle of...
As a new courier, it's your job to race around a city collecting packages and returning them to the depot to score points. Only problem is, there's up to three other players doing the exact same thing in this 2 to 4 player madcap game! Players secretly choose a numbered card from their hand and play it simultaneously, with the highest number going first....
The Roanoke colony has established a fragile foothold in the New World, but the future is still uncertain. Beyond the palisades, the wild lands hold as many riches as they do dangers. Strange sounds have been heard near the river's whirlpools. Sinister totems have been seen at the edge of the forest. And some villagers have disappeared... Crops are dying...
Exclusive Kickstarter Content. Contains: 21 Villager cards 21 Suspect cards 7 Villager overview cards 7 Scenario cards 3 wooden Hunter action pawns 3 wooden Witch action pawns 30 wooden Gloom tokens 30 wooden Clue tokens 30 wooden Secret tokens 20 wooden Favor tokens 9 wooden Evidence tokens 4 Action cards 3 cloth bags 1 metal coin 3 content packs (each...
Duel between witch and a hunter Roanoke, its secret rites and forgotten pacts that haunt the very heart of the centuries-old trees. The witch has sought out these secrets to bend them to her will, ready to strengthen her curses with the raw essence of eras past, while the hunter does everything in his power to break these bonds and destroy his sworn...
In the small town of Palermo a series of murders are disturbing the peaceful citizens. Mafia is everywhere and every night the number of victims grows higher. The citizens of Palermo try to discover the culprits. But who can they trust? Noone knows who may be behind the murders. One thing is certain though: Everybody has a role to play in this story!...
Palastgeflüster translates literally as "Palace Whisperings" "At the royal court, discontent prevails, the royal household is dissatisfied. The first intrigues are schemed: The marshall lets the treasurer in on his plans, and the lady's maid whispers secretly with the magician. At the worst, persons of equal rank huddle together. In this case, dark...
The image of the friar-knight has in its way shaped the history of the Palmela castle throughout the centuries. The monks who inhabited said castle lived periods in which a call-to-arms would make knights out of them. In this game, this duality is present in the split value of cards and the twofold way they can be played: either facing up or down. Each...