“Trasteros Locos. Crazy Auctions” is a game in which players become collectors of amazing collections of a specific theme. Every collection consists of 10 different items with different values and the player´s goal is to obtain the most valuable collection of their type. Their role will be secret during the game-play and they will simulate going to the...
1610: Notorious Pirate Captain Henry Douglas discovered, half buried, an old fiddle whose music had the power to command all the creatures in the sea - including the mighty kraken. He played the instrument and summoned the monster to destroy his adversaries vessels, and amassed a fortune in plundered gold and jewels. The wanted pirate, nearing capture, hid...
A hidden role-playing game for 2-3 players where each player controls a mafia group. We'll move through a city that can be different each game. On our turn, We can extort businesses to obtain resources, move hidden characters, or reveal a character's identity to use their unique ability. Extort, shoot, steal, murder, betray, ambush, bribe, traffic...
Clash between a cunning submarine commander and a ruthless hunter in a thrilling duel in the Atlantic Ocean during World War II. The hunter searches for and destroys the submarine with underwater charges, while the submarine commander hides and evades. This exciting strategy game is 'print and play', meaning you can easily download and print it at home. To...
The object of the game is to be the first player to fly all four of their UFO's from outer space and land on Planet Earth. On your turn you cover your eyes with the mask provided while the player on your left picks up the big UFO from its 12 o'clock starting position and circles it clockwise over the board. As long as the UFO is in the air you can hear it...
Ultima Ratio Regum - 2nd edition are a set of grand tactical wargame rules for late 17th to mid-18th century wargames (1689 – 1763) with the emphasis being on maneuvering and campaign aspects. What does this mean? Well the rules allow for spying, assassination, stirring speeches and the rules of war as well as the usual mechanisms for playing a wargame!...
In Upland, players compete in a hidden movement puzzle as they work to either hunt or evade. A player controlling a trio of pheasants moves around the board, attempting to stay out of the zone that the hunting dog is able to smell. Things like wind direction and terrain throw some curveballs at both the hunters and the pheasants as they work to see who...
Vampire Radar is a battle between vampire and humans, with 8-9 human pawns starting the game on the square grid map. The vampire is invisible, so there's no vampire pawn, but he IS somewhere on the map. The only clues are from radars. When a human uses a radar, the humans get to know how far the vampire is from the radar. With the clue from the radar and...
There are always 5 characters in this game: Dracula and 4 hunters. If there are fewer than 5 players, some players will play with more than 1 hunter. The hunters play together as a team. The board shows three levels of Dracula's castle. In their turn, characters can move to an adjacent room, search the room for objects (e.g. garlic, holy water, daggers, or...
Each of the seven celestial beings bestows one player with an asymmetric win condition & abilities. All other players will have to adapt their strategies around the Celestial's win condition to ensure their own victory. The Celestials expansion is focused on introducing more deduction and misdirection to the game and adds a new miniature, renown tracker...
I know some of you might be saying, another "dudes on a map" game, a "Risklike", but Verralia: Kingdoms at War stands out for several reasons. One, its sheer simplicity, the core rules is summarised in just two pages, while the Special Ability Keywords, one can say the meat of the game, is summarised in a single page. The game itself plays rather fast for...
Victory at Midway simulates the historical World War 2 naval battle between Japan and the United States of America. Players take up the roles of the naval commanders and make their plans on their own maps in a "double-blind" turn-based system. Without knowledge of their opponent's fleet position, they move their ships, conduct aerial reconnaissance...