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Twister
Action / Dexterity
10min
2-4
6+

Twister

A large vinyl playing mat is placed on the floor, with a 6 x 4 array of spots, each spot about 6 inches in diameter. The spots are colored red, blue, yellow, and green. A player is chosen to moderate, and the rest of the players, up to 4, stand on the play mat with their feet on different spots. Each turn consists of the moderator spinning a spinner, which gives a result matching a random color with a random element from the set (left hand, right hand, left foot, right foot). Each player must put the relevant bodypart on the relevant color spot. If the bodypart is already on a spot of that color it is moved to another spot of the same color. No two players bodyparts can share the same spot. If a player falls or touches an elbow or knee to the ground they are eliminated. Iterate until one player remains. This classic party game became an overnight hit when on May 3, 1966 when Johnny Carson played it during the Tonight Show with Eva Gabor (see: http://www.boardgamegeek.com/image/104221).

10m
2-4
6+
Player Elimination
0 tornei
Dettagli
Triomphe à Marengo
Napoleonic
120min
2-2
14+

Triomphe à Marengo

Northern Italy, 14 June, 1800: The out-manoeuvred Austrian army attacked the French under Bonaparte, took them by surprise and defeated them quickly in the morning fight. Thinking that the battle was over, they pursued the retreating French. However, when General Desaix arrived with reinforcements in the late afternoon, the French started a defiant counterattack and turned the Battle of Marengo into a glorious triumph. This game recreates that dramatic battle. One player takes the role of Bonaparte whose troops are scattered at the beginning, while the other attacks with the Austrians. He has to defeat the French, before they can strike back with their reinforcements. Triomphe à Marengo is fast playing. Departing from almost all wargame conventions, it brings the look of the 19th century linear warfare onto the table. Based on the award winning Bonaparte at Marengo and improving it in many aspects, Triomphe à Marengo offers a unique game experience: The redesigned map gives you wide open spaces for clever manoeuvres; the modified combat system is full of drama; and the novel locale-based morale system is nothing but thrill and tension. Since fights are resolved without dice, it's not Dame Fortune who will decide defeat or victory.

120m
2-2
14+
Area Movement Simulation
0 tornei
Dettagli
Tribunus: L'ascesa dei Bruti
Ancient
90min
2-6
13+

Tribunus: L'ascesa dei Bruti

From the publisher: The Roman empire thrives, conquests and wealth make the city to the capital the world. Countless slaves serve the rich and mingle among the citizens of the city. Envy and murder gain the upper hand and finally the days of the republic seem to be counted as an emperor arises to rule a city and an empire as well. A new family intervenes in the scheming for power in Rome: The Bruti. Arisen from a tribe subjugated during the time of the founding of Rome the Bruti belong to the oldest patricians in the city. A new party which operates in the shadows to reach their goals and has no scruples to take for themselves what the other families believe to be theirs.

90m
2-6
13+
Hand Management Worker Placement
0 tornei
Dettagli
Tribune: Primus Inter Pares
Ancient
120min
2-5
12+

Tribune: Primus Inter Pares

In ancient Rome, tribunes were highly esteemed individuals elected by the people to represent them politically and militarily. In the board game Tribune: Primus Inter Pares, players take on the role of a powerful and ambitious patrician family. By applying influences and manipulating controls over the various factions, they attempt to pave their way to victory in order to attain the high office of the tribune. From the mind of the highly acclaimed designer of Die Macher, Karl-Heinz Schmiel, the gameplay in Tribune is a combination of worker placement and set collection. Each round, the players take turns by positioning their followers on the board to garner cards, achieve objectives, and/or attempt to take over factions. In order to gain control of a faction and to utilize its benefits, one must play a set of cards from that specific group. That person will remain in command of the faction until someone else stages a successful take-over by having another set that is either of higher quantity or higher sum of values. Victory is achieved when a player has met the required number of objectives as specified on the victory condition card selected at the start of the game, which is dependent on the number of participants. Alternatively, you can choose to forego the use of a condition card and play with the point-value option. In this variant, the game ends when someone has collected a certain number of the faction markers, and the winner is the one with the highest scores as determined by the points assigned to each achievement.

120m
2-5
12+
Auction / Bidding Hand Management Open Drafting +3
0 tornei
Dettagli
Tragedy Looper
Bluffing
120min
2-4
13+

Tragedy Looper

Tragedy Looper is a scenario-based deduction game for two to four players: one mastermind and one to three protagonists. The game consists of four location boards and a number of character cards. Each scenario features a number of characters, hidden roles for these characters (serial killer, conspiracy theorist, friend), and some pre-set tragedies (murder, suicide). Each "day" (turn), players and the mastermind play three face-down cards onto the characters, then reveal them to move the characters around or affect their paranoia or goodwill stats. At the end of each day (turn), if the scenario has a tragedy set for that day, it happens if the conditions are met, i.e., certain characters have certain stats or are in a certain location together (or not together) with others. As tragedies happen, players loop back in time, restarting the scenario from the beginning and trying to deduce who the culprit was and why the tragedy occurred. The players win if they manage to maintain status quo — that is, if no tragedies occur to the key individuals — for a set number of days, within a set number of loops. If not, the mastermind wins. Tragedy Looper was originally released in Japan as 惨劇RoopeR in 2011; the first english version of the game was released in 2014.

120m
2-4
13+
Communication Limits Deduction Grid Movement +3
0 tornei
Dettagli
Timeline: Science & Discoveries
Card Game
15min
2-8
8+

Timeline: Science & Discoveries

Timeline: Discoveries is a card game played using 110 cards. Each card depicts an discovery on both sides, with the year in which that discovery occurred 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. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out. Timeline: Discoveries can be combined with any other title in the Timeline series. Integratable with: Timeline: General Interest Timeline: Events Timeline: Inventions Timeline: Music & Cinema Timeline: American History Timeline: Americana

15m
2-8
8+
Ordering
0 tornei
Dettagli
Timeline Twist: Pop Culture
Card Game
30min
2-6
8+

Timeline Twist: Pop Culture

Timeline Twist: Pop Culture is a new version of the game Timeline, with gameplay now being co-operative instead of competitive. In this game, players team up, communicate, and co-ordinate to find the best strategy to play all 36 cards in the game. The team's goal is to get rid of all the cards players have in hand, either by placing as many events as possible in the right order on the timelines or by discarding them wisely. This Pop Culture edition of Timeline Twist adds one hundred new dates to the game and can be played as a standalone game or as an expansion for Timeline Twist. —description from the publisher

30m
2-6
8+
Cooperative Game Ordering
0 tornei
Dettagli
Timeline Twist
Card Game
30min
2-6
8+

Timeline Twist

Timeline Twist is a new version of the game Timeline, with gameplay now being co-operative instead of competitive. In this game, players team up, communicate, and co-ordinate to find the best strategy to play all 36 cards in the game. The team's goal is to get rid of all the cards players have in hand, either by placing as many events as possible in the right order on the timelines or by discarding them wisely. —description from the publisher

30m
2-6
8+
Cooperative Game Ordering Tags
0 tornei
Dettagli
Throw Throw Burrito
Action / Dexterity
15min
2-6
7+

Throw Throw Burrito

The world's first dodgeball card game. Collect cards. Play your hand. Throw things at your friends. Throw Throw Burrito is what you get when you cross a card game with dodgeball. Try to collect matching sets of cards faster than your opponents while simultaneously ducking, dodging, and throwing squishy airborne burritos. The cards you collect earn points, but getting hit by flying burritos loses them. So clear some space and put away the antiques, because you’ve never played a card game quite like this before. How it works: Place a pair of burritos on a table and draw cards. Keep your cards a secret. Rack up points by finding sets of three in the deck. Find matches before anyone else does. If someone plays Burrito Cards, a Battle ensues. Steal points from your opponents by hitting them with squishy toy burritos. Declare war on your friends. Some battles only involve a handful of players. Others force the entire table to engage in a Burrito War. Duel to determine the winner. During a Burrito Duel, two players must stand back to back, walk three paces, and FIRE. —description from the designer

15m
2-6
7+
Real-Time Set Collection Take That
0 tornei
Dettagli
This War of Mine: The Board Game
Adventure
120min
1-6
18+

This War of Mine: The Board Game

This War Of Mine: The Board Game is the tabletop adaptation of the award-winning video game that pictures the drama of civilians trapped in a war-torn city. You will enter this experience as a group of civilians trapped in a besieged and conflict-ridden city, enduring many hardships that often test the essence of humanity. During your struggle as the survivors, you will experience dramas connected with making extremely difficult decisions and choices and have to face the consequences of your actions sooner or later. TWOM: The Board Game features a multiplayer experience for up to 6 players, as well as a solo variant. You will be able to personify one of the well-known characters from video game and face hundreds of new challenges and difficult choices. The boardgame significantly broadens the original game’s universe and emphasizes the depth of plot, yet its main focus will be on human interactions driven by survival instinct and group decision-making. TWOM: The Board Game is an instant play game, with no need for reading the manual before starting the adventure. During day time you will take shelter in a ruined tenement house, which you will care about and manage by: removing rubble, searching through various rooms (often behind barricaded doors), you will build beds, improvised workshops, stoves, tools, water filters, small animal traps, you will cultivate an improvised vegetable garden, fix the tenements’ shelled facilities, reinforce the security of your shelter and should winter come, you’ll try to keep it warm. Upon nightfall your main duties will consist of guarding your shelter and what little possessions you can accumulate against bandits and raiders. Those in your group fit for such a task will use the cover of the night to carefully explore dozens of the ever-changing locations scattered throughout the dangerous city in search of all the things that a person needs to survive (materials, food, meds, equipment, etc.). On your way you will meet tens of characters, each with a unique story (residents of the locations you visit, thieves, bandits, soldiers, war victims, refugees, neighbors, traders and members of local communities), each encounter is a potential, unique adventure. To guide you through all these events you will have the special SCRIPTS mechanism, responsible for implementing the deep and complex story and a coherent plot (each game will be unique and different than the previous). Your goal is to survive until the cessation of war hostilities. However, survival itself will often prove not to be enough. The price each of you will decide to pay, might be too high in the final outcome. So the goal is really to survive in a way that will let you live on with the decisions you made. The EPILOGUES mechanism will kick in here.

120m
1-6
18+
Action Points Cooperative Game Dice Rolling +11
0 tornei
Dettagli
The Wolves
Animals
75min
2-5
14+

The Wolves

The Wolves is a pack-building strategy game for 2-5 players. It's survival of the fittest as you compete to build the largest, most dominant pack by claiming territory, recruiting lone wolves, and hunting prey. But be careful not to expand too recklessly into terrain where your rivals thrive – they may lure members of your pack away. A clever action-selection mechanism drives your choices. Each action requires you to flip terrain tiles matching the terrain where you wish to take your action. These double-sided tiles mean the actions you take this round will set up which terrain types you can act on in the next round. As you take actions to expand your pack's control of each region, you also upgrade your pack's attributes, allowing you to take more aggressive actions as the game goes on. In three mid-game scoring phases, power is calculated in each region. At the end of the game, players tally points based on VP tokens earned in these scoring phases and the highest VP number revealed in each of the six tracks on your player board. The player with the most VP wins! —description from publisher

75m
2-5
14+
Area Majority / Influence Grid Movement Hexagon Grid +3
0 tornei
Dettagli
The Manhattan Project
Aviation / Flight
120min
2-5
13+

The Manhattan Project

From the back of the box: Global Power Struggle Begins Which nation will take the lead and become world's dominant superpower? The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work! You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future! Additional description: The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities. The game features worker placement with a twist: there are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out). An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.

120m
2-5
13+
Action Retrieval Auction: Dutch Priority Closed Drafting +5
0 tornei
Dettagli
The Manhattan Project 2: Minutes to Midnight
Economic
150min
2-5
13+

The Manhattan Project 2: Minutes to Midnight

20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles. Each player represents one of the superpowers in the arms race. At staged intervals, scoring is conducted in one of 4 categories: - Strategic Bombers - Ballistic Submarines - ICBMs - Short-range missiles deployed to third world nations In addition to earning points for deploying nukes during the scoring rounds, players can also earn defensive bonuses for mitigating the risks imposed against them. The game ends after all of the scoring events have been completed. The player with the most points is the winner. To help along the way, you will recruit 4 different kinds of workers: - Laborers, which operate your buildings - Spies, which operate your opponents' buildings for your gain - Politicians, which produce tax revenue and gain control over third world nations - Generals, which deploy your bombers, subs, and overseas missiles You will also construct and operate 6 different kinds of buildings: - Factories, which produce submarines and aircraft - Research Facilities, which allow you to improve your position in 5 different technology tracks - Reactors, which produce nukes - Silos, which are armed with ICBMs - Test Sites, which allow you to detonate nukes in your own territory for points - ABM Launchers, which earn defensive bonuses against various threats Minutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.

150m
2-5
13+
Area Majority / Influence End Game Bonuses Events +11
0 tornei
Dettagli
The Great Fire of London 1666
120min
3-6
12+

The Great Fire of London 1666

On Sunday September 2, 1666, Thomas Farriner, the baker to the King, forgot to put out the hearth fire in his shop. This simple act of negligence created a towering and lethal inferno which would eventually destroy 13,000 houses and leave nearly 90 percent of the city's population destitute and homeless... You are no simple bystander to this tragedy; the future of London lies in your hands. In The Great Fire of London 1666, the players are men of wealth and standing who own property around London. The Lord Mayor has failed to act and it is down to these mighty men to lead trained bands of militia to fight the fire and save the city. To do so they must decide which districts to sacrifice to the fire and which to protect. Remember, these same men own much of London, thus such choices will shape their own future and greatly affect their wealth and standing. Use the trained bands to suppress the fire and explosives to destroy blocks of housing to create fire breaks and prevent its spread. Do you choose to protect your own homes, turning a blind eye and allowing the fire to consume your rival's property? Or will you stand as the hero of London, and choose to save as much of the city as possible? Victory can belong to the player with the most property left after the ashes settle, but stopping the fire and saving London's most famous landmarks may win a more altruistic land owner the hearts and minds of the people. Save the city, or watch it burn.

120m
3-6
12+
Action Points Area Movement End Game Bonuses +7
0 tornei
Dettagli
The Crew: Missione negli Abissi
Adventure
20min
2-5
10+

The Crew: Missione negli Abissi

The Crew: Mission Deep Sea plunges players into a cooperative card game unlike any other. As members of a deep-sea expedition, you and your fellow crew are on a quest to locate the lost continent of Mu—but your success depends on precision, teamwork, and a shared sense of timing. Each mission presents a new puzzle made up of unique tasks: perhaps one player must win a specific card, while another must avoid it entirely. The trick? You’ll have to complete these challenges through standard trick-taking rules—like in traditional card games—but with extremely limited communication. Each round becomes a tightrope walk of strategic cardplay and silent coordination. Building on the acclaimed system of The Crew: The Quest for Planet Nine, this sequel introduces a more dynamic mission system with variable difficulty levels, a fresh deck of task cards, and improved scalability for different player counts. Whether you’re playing as a duo or a full five-person team, every game unfolds as a tightly wound tactical dance through the depths. With 32 increasingly challenging missions and countless combinations of tasks, The Crew: Mission Deep Sea offers a replayable and rewarding dive into the unknown—perfect for those who love trick-taking games with a twist of cooperation and pressure.

20m
2-5
10+
Communication Limits Cooperative Game Deduction +3
0 tornei
Dettagli
TEAM3 pink
Action / Dexterity
30min
3-6
14+

TEAM3 pink

Three monkeys have started a construction company, and the building blueprints are coming in quick! Now the monkeys have to work together to complete their blueprints before time runs out. The game of TEAM3 PINK is played in teams of three players, with each player taking on the role of one of the three monkeys: the monkey who can't speak, the monkey who can't see, or the monkey in the middle. • The monkey who can't speak is the only one who can see the blueprint card with the outline of the structure that their team must build, but they are not allowed to talk. They can communicate only in gestures. • The monkey in the middle must interpret the gestures of the monkey who can't speak and relay them to the monkey who can't see so that they can build the structure. • The monkey who can't see is the only one who can touch the pieces, but they must play the game with their eyes closed. They are responsible for building the structure, based on the directions given to them by the monkey in the middle. There are two different sets of TEAM3. PINK and GREEN. Each comes with its own set of blueprints and a mini expansion. Mini expansions for TEAM3 PINK is called DIMENSION TENSION.

30m
3-6
14+
Communication Limits Cooperative Game Real-Time +1
0 tornei
Dettagli
Tash-Kalar: Arena of Legends – Everfrost
Expansion for Base-game
30min
2-4
13+

Tash-Kalar: Arena of Legends – Everfrost

Tash-Kalar: Arena of Legends – Everfrost consists of a new faction for use with the Tash-Kalar: Arena of Legends, a deck of powerful beings that live in the frozen lands of never-ending winter on snow plains, on cold mountains or in palaces of ice. The new interesting and unique effects of the Everfrost beings (marked by the little snowflake) introduce a new mechanism: frozen effects. Frozen effects do not have to be performed immediately when the being was summoned; instead a player may store them for later and use them at the right moment to gain a tactical advantage.

30m
2-4
13+
Area Majority / Influence Grid Movement Hand Management +4
0 tornei
Dettagli
Tash-Kalar: Arena of Legends
Abstract Strategy
30min
2-4
13+

Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends is a game played by masters of magic. Two to four summoners encounter each other in the Tash-Kalar arena, either in teams or each on his own, and prove their skill and strategy in a short but intense battle. By clever deployment of their minions, they create magic patterns for summoning powerful beings, and then use those to destroy their opponent’s forces or to prepare patterns for the ultimate legendary beings. The game includes four different factions, each with a unique deck of beings to summon and one deck of legendary creatures. Players take turns placing their common pieces on the board, and if they succeed in creating patterns depicted on one of the cards in hand, they may play it. When played, the card summons a particular being and allows the player to perform an effect described on the card: a giant destroys neighboring pieces, a knight moves through enemy pieces, a warlord orders previously placed pieces to move and fight, an enchantress converts enemy pieces to player's own color, etc. After that, the player discards the card and the summoned being turns into a motionless piece which may be used in patterns for summoning other beings – or even be awakened and moved into combat by the effects of other cards. Tash-Kalar: Arena of Legends offers two game modes. In the standard mode you score points for fulfilling various quests set by the Arena Masters: controlling certain points or areas of the arena, destroying a number of enemy pieces in a single turn, performing a certain combination of summonings, etc. In melee mode, your only goal is to entertain the crowd. You do that by destroying your opponents and making them beg (i.e., making them use the catch-up mechanisms) and by summoning legendary beings. After all, people want to see a dragon! Both modes can be played as a two-player duel or as a team game with teammates sharing pieces and legendary cards, but with each controlling his own faction. (The game includes a duplicate of one faction in a different color.) The melee mode can also be played as a fierce free-for-all battle, but don't expect alliances; to achieve a good score, you need to destroy all opponents evenly as you track points scored on each opponent separately, and your lowest score is your final score. The rules of Tash-Kalar: Arena of Legends are simple and easy to understand, but as you start to discover the tactics and are able to anticipate the opponent's moves and patterns, it turns into a real clash of wits.

30m
2-4
13+
Area Majority / Influence Catch the Leader Grid Movement +7
0 tornei
Dettagli
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