In SPYBAM, the different players (CEOs) compete with each other to gain control of the world. You can buy properties or campaigns on each continent and negotiate mergers between players, but ... beware of spies!! Their goals are dark, and they will try to screw you up. The setup begins by randomly delivering a business card and a different famous character...
From the game box "The of the game in Spycatcher is to get YOUR book published! To do this you must have 'permission' from the 'government', the 'courts' serialization with the newspaper and finally the publishers willingness to print. To achieve this, you must travel around the board visiting the appropriate circles and collecting one of each of the...
The players have to start from point zero after a war in order to get their country's economy going again. To do this, they can disband existing armies (but lose power) in order to improve education, nutrition, raw material supply and consumer goods industries. Negotiations with the opposing countries, non-aggression pacts and lots of events as well as a...
Stable Genius: The Game is loud, ruthless, and completely unhinged — a savage parody of the wild, headline-dominating chaos we’re all living through. Fortunes explode. Alliances collapse. One spin can make you a legend — or wreck you in spectacular fashion. It’s strategy wrapped in satire. It’s absurd. It’s exaggerated. And somehow… it feels a little too...
In this fun but luck-intensive game, players represent noble families trying to build up their neighborhoods and have their family members in high offices at the right times. These goals are aided by cards, which either aid families competing for high office or show buildings that can be placed in the neighborhoods. At the end of each turn an event card...
Stalin is dying in the hospital. Quickly! Steal his money! Designed around the concept of shadenfreude (enjoyment in the misfortune of others) and Sociopolitical Economics, Stalin's Stash pits up to 4 players against each other in a vie for Stalin's secret treasure. Players build tunnels under Moscow while stealing each other's money, collapsing the...
“Card game version of INVALID OBJECT ID=, type=thing. Opposing Noble Houses vie for domination in this quadrant of space.” Each player starts with one Homeworld Card, one Leader Card, four Power Tokens, and a hand of eight cards drawn from the deck. The game is played in the following phases: Intrigue, Event, Duel, Attack (Military or Political)...
The universe - the last great challenge for mankind. We find ourselves in the year 2300... Mankind arrives in solar systems that have been inhabited by intelligent lifeforms for years. That can only lead to arguments... The universe is inhabited by a great diversity of different races, who have found protecting with one of the four great power blocks of...
Component Game Systems game about Deep Space Nine featuring the DS9 Federation, the Maquis, Cardassians and the Dominion . The defunct Component Game Systems were apparently related to Companion Games. The basic idea is that each player need only buy his part of the game, representing in this case a race from the Star Trek universe. Players could buy...
Component Game Systems game about Star Trek The Next Generation featuring the Federation, Klingons, Ferengi, and Romulans. The defunct Component Game Systems were apparently related to Companion Games. The basic idea is that each player need only buy his part of the game, representing in this case a race from the Star Trek universe. Players could buy...
Combining the epic scope of Twilight Imperium with the excitement and adaptability of Starmada, The Sovereign Stars contains three major components: First, the races of Twilight Imperium are fully defined within the Starmada rules system, including starship designs, weapons, and equipment. Second, it adapts the races outlined in the Starmada rulebook to...
Players have a chance to progress from one level of society to another by acquiring wealth through trading with other participants. Once the society is established, the group with the most wealth is given the right to make the rules for the game. The power group generally makes rules which maintain or increase its power and which those being governed...