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Tapestry
Civilization
120min
1-5
12+

Tapestry

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier. Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique! In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization. —description from the publisher

120m
1-5
12+
Area Majority / Influence Card Play Conflict Resolution Contracts +21
0 tornei
Dettagli
T.I.M.E Stories
Adventure
90min
2-4
12+

T.I.M.E Stories

The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required. T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization. At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the number of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles. You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time. The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which — Asylum — is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers. An insert allows players to "save" the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc. --description from the publisher

90m
2-4
12+
Cooperative Game Dice Rolling Move Through Deck +3
0 tornei
Dettagli
T.I.M.E Stories: Lumen Fidei
Adventure
0min
2-4
12+

T.I.M.E Stories: Lumen Fidei

Journey back to 15th century Spain in Lumen Fidei, the fifth expansion (and sixth scenario) for T.I.M.E Stories. In the adventure, you and your friends must infiltrate a secret meeting of the Christian militant orders to steal a precious item for the Agency — but all is not as it seems. A mysterious stone has drawn the attention of Christians and Moors alike, and the presence of something supernatural may be at work in the darkness. It's your mission to find out the truth, and return to the T.I.M.E Agency with the stone safely in your possession... This expansion features an additional challenge as the pressure on players is not only about time, but it also involves moral choices, a powerful opponent, and new mechanisms. Discover lots of new information about the T.I.M.E Stories universe, within a historical scenario and an intriguing setting...

0m
2-4
12+
Cooperative Game Dice Rolling Move Through Deck +3
0 tornei
Dettagli
T.I.M.E Stories: La Profezia dei Draghi
Adventure
180min
2-4
12+

T.I.M.E Stories: La Profezia dei Draghi

7553 AT (Alternative Timeline): Forget all you know about the Middle Ages, and explore a new reality in which magic changes everything. T.I.M.E Stories: A Prophecy of Dragons is the second official expansion for T.I.M.E Stories.

180m
2-4
12+
Cooperative Game Dice Rolling Move Through Deck +3
0 tornei
Dettagli
TIME Stories Revolution: The Hadal Project
Adventure
180min
1-4
12+

TIME Stories Revolution: The Hadal Project

In TIME Stories Revolution: The Hadal Project, a standalone scenario in the "blue cycle" of TIME Stories, you and your fellow agents journey to the year 2099. Rediscover the TIME Stories universe with TIME Stories Revolution, a new cycle of missions. The rules have changed but the Agency's commitment to preserving humanity and the space-time continuum hasn't. As all the TIME Stories Revolution scenarios, The Hadal Project is a complete, standalone game. The scenarios can be played in any order. 2099 NT: While a terrifying virus is devastating the world's population, a scientific base immersed in an oceanic abyss makes a strange discovery that could decide the future of humanity. Conduct an in-depth investigation and crack the secret of the HADAL project.

180m
1-4
12+
Cooperative Game Storytelling Variable Player Powers
0 tornei
Dettagli
T.I.M.E Stories: Dietro la Maschera
Adventure
0min
2-4
12+

T.I.M.E Stories: Dietro la Maschera

Description from the publisher: Enter the Valley of the Kings and unravel a pharaoh's secret. Under the Mask is the third expansion for T.I.M.E Stories, the cooperative game of time travel, alternate realities, and unlimited discovery. This time, you and your fellow temporal agents must travel back to ancient Egypt to solve a crime that threatens to destabilize the future. With its 142 new cards, Under the Mask immerses you in an age of wonder and intrigue, and for the first time as you explore this historical world, you'll be able to take advantage of the instantaneous transfers permitted by your team's Instantaneous Transfer Device!

0m
2-4
12+
Cooperative Game Dice Rolling Move Through Deck +4
0 tornei
Dettagli
Super Cortex Challenge
Card Game
15min
2-6
8+

Super Cortex Challenge

In Cortex Challenge, you'll need to be witty and quick to win! Turn over a card, and 1 of 8 types of puzzles will be revealed. The first player to solve it wins that card! With special tactile cards, Cortex Challenge is a unique experience. This version of Cortex is for super brains only! Tougher challenges and complex tactile cards await players who are up for the challenge. —description from the publisher

15m
2-6
8+
Memory Pattern Recognition
0 tornei
Dettagli
Subatomic: An Atom Building Game
Card Game
60min
2-4
10+

Subatomic: An Atom Building Game

Subatomic: An Atom Building Game is a deck-building game in which players compete to build a number of available elements, which score them points. Each player starts with the same small deck of cards that consist of proton, neutron, and electron cards. They use these cards to build upon their current atom (by playing these cards face-up as subatomic particles) in an attempt to construct one of the available element cards. Alternatively, players may use their hand of cards to purchase more powerful cards for later use (by playing them in combinations of face-down cards as energy and face-up cards as subatomic particles). Subatomic introduces a unique variation on deck-building with a highly accurate chemistry theme, with the ultimate goal of building elements to score points, but allowing many varying types of strategies.

60m
2-4
10+
Action Points Deck, Bag, and Pool Building Hand Management
0 tornei
Dettagli
Stranger Things: Upside Down
Fighting
60min
2-4
12+

Stranger Things: Upside Down

Stranger Things: Upside Down is a board game based on the Stranger Things television series. Hawkins, Indiana seems like an average town. However, underneath the exterior lurks a secret. The Hawkins National Laboratory has been doing experiments that have unleashed the horrors of the Upside Down. It's up to the kids in the town to save it. In Stranger Things: Upside Down, players take on the role of the kids of Hawkins who are trying to stop the operatives of the Hawkins National Laboratory and the evils from the Upside Down. Players must work together to clear stacks of tokens before time runs out. The game offers two seasons of play. Stranger Things: Upside Down is a cooperative game in which 2 to 4 players take on the role of the series’ protagonists. At the start of the game, players choose a Character and 1 of the 2 Seasons to play,each with its own board, actions, and unique sets of cards. Characters use Action cards to move through iconic Hawkins Locations, get Items, control their Fear, and to beat the value of token stacks in order to gather Allies, escape a secret government agency,help Eleven and be aided by her Powers, and fight the horrors coming from the Upside Down. They perform their actions over a series of turns until they reach their ultimate goal: to stop the Upside Down forces and rescue Will... or get terrified trying. Actions are performed by the Characters during their turn, according to the Location they’re in, abilities (in Mike’s case), or the presence of Foes. There are 2 types of Actions: UNCONTESTED: Characters resolve the action without any obstacles. CONTESTED: Characters must beat the value of stacks in order to resolve the action. Otherwise, the action cannot be resolved and the Character gains Fear

60m
2-4
12+
Cooperative Game Hand Management Point to Point Movement +2
0 tornei
Dettagli
Star Wars: Destiny
Card Game
30min
2-2
10+

Star Wars: Destiny

GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages. Star Wars: Destiny is a collectible dice and card game of battles between iconic heroes and villains that encompasses characters, locations, and themes from the entire Star Wars saga. In Star Wars: Destiny, two players engage in a fast-paced duel, each striving to eliminate the other's characters first. The game's innovative mechanisms combine dice-driven combat with faction-driven hand management. Straightforward rules make the game easy to learn, but also enable deep strategic thinking and clever deck-building. Players can create decks that include characters from every faction and any era, as long as heroes and villains are on opposite sides of the fight. For example, Padmé Amidala might fight alongside Rey and Finn, taking on Jabba the Hutt, Kylo Ren, and Jango Fett. Each round, you use your characters' abilities, an assortment of dice, and a carefully constructed thirty-card deck filled with events, upgrades, and supports. You and your opponent alternate actions: activating your dice, playing cards from your hand, attacking your foes, and claiming the battlefield. You need to prove your skills and defeat your opponent's characters to claim your destiny! At launch in November 2016, Star Wars: Destiny consists of two starter sets — Rey and Kylo Ren, each with nine dice and 24 cards — and the Awakenings booster packs, each containing one die and five cards. —description from the publisher

30m
2-2
10+
Dice Rolling Hand Management Variable Player Powers
0 tornei
Dettagli
Sorcery: Contested Realm
Card Game
90min
2-2
12+

Sorcery: Contested Realm

Two players take the roles of Avatars, assemble their own decks, and then cast a variety of elemental spells, summon powerful minions, and shape the world around them from their Atlas to increase their dominance and ultimately banish their foe. Sorcery is a realm contested by Avatars with one goal: to be the last Avatar standing. In order to win, a player must first put their opponent’s Avatar at Death’s Door by reducing its life total to 0. After that, the player must then deliver the final Death Blow to the dying Avatar, which rewards them with the win. A player also wins if their opponent attempts to draw a card from an empty deck—either the Atlas or Spellbook— or if their opponent surrenders. Sorcery: Contested Realm is played over a series of turns. Players take their turn, one at a time, following 3 phases: Start Phase Untap Step: Untap your Avatar, minions, and relics. Draw Step: Draw a card from your Spellbook or Atlas. If you are the first player, skip this step on your first turn of the game. Start Step: “At the start of turn” abilities trigger. Main Phase You may, in any order: Cast spells; Activate abilities; Interact with relics; Move with a minion; Attack with a minion; End Phase Rest Step: Remove damage from all minions. End Step: “Until the end of turn” abilities end, and the turn passes to your opponent.

90m
2-2
12+
Card Play Conflict Resolution Deck, Bag, and Pool Building Player Elimination
0 tornei
Dettagli
Sons of Faeriell
Animals
120min
1-4
14+

Sons of Faeriell

Sons of Faeriell is a strategic eurogame for 2 to 4 players, featuring a brilliant potential traitor mechanic and multiple endings. Faeriell is a verdant land of forests, mountains and lakes, set at risk by the menace of Corruption. All players have to face this threat, while pursuing their individual Achievements. If they fail to constrain the rise of Corruption, everyone loses the game. Collecting the most Achievements, while avoiding this fatal outcome, allows one player to win the game. Players guide different Tribes of Weybits, the youngest sons of Faeriell. They are tiny and industrious humanoids, with the common goal to preserve the environment from Corruption and help the Great Guardians, the giant keeper animals that watch over the land since remote times. The customization of the Weybit Heroes starts from the beginning with the selection of their Tribe Masks, original items which can be worn by the minis. Each color of those masks provides a different specialization. New Heroes can be dressed and upgraded during the game with the acquisition of Perks, additional abilities that make every character unique. Weybits can become the most efficient helpers to the Great Guardians, mastering the knowledge of nature and learning to fight Corruption. As an additional thrill to the game, one player can choose to change sides, get corrupted and gain the Corruption Sower as a new Hero, becoming able to win in the event Corruption defeats all others. Strategic choices lead to multiple endings, making every game a different story to be unfolded.

120m
1-4
14+
Action Queue Movement Points Ownership +3
0 tornei
Dettagli
Sleeping Gods
Adventure
1200min
1-4
13+

Sleeping Gods

"Are the stars unfamiliar here?" she asked, and the sky grew suddenly dark, the star's patterns alien and exotic. "This is the Wandering Sea. The gods have brought you here, and you must wake them if you wish to return home." In Sleeping Gods, you and up to 3 friends become Captain Sofi Odessa and her crew, lost in a strange world in 1929 on your steamship, the Manticore. You must work together to survive, exploring exotic islands, meeting new characters, and seeking out the totems of the gods so that you can return home. Sleeping Gods is a campaign game. Each session can last as long as you want. When you are ready to take a break, you mark your progress on a journey log sheet, making it easy to return to the same place in the game the next time you play. You can play solo or with friends throughout your campaign. It's easy to swap players in and out at will. Your goal is to find at least fourteen totems hidden throughout the world. Like reading a book, you'll complete this journey one or two hours at a time, discovering new lands, stories, and challenges along the way. Sleeping Gods is an atlas game. Each page of the atlas represents only a small portion of the world you can explore. When you reach the edge of a page and you want to continue in the same direction, you simply turn to a new page and sail onward. Sleeping Gods is a storybook game. Each new location holds wild adventure, hidden treasures, and vivid characters. Your choices affect the characters and the plot of the game, and may help or hinder your chances of getting home! Welcome to a vast world. Your journey starts now. —description from the publisher

1200m
1-4
13+
Action Points Cooperative Game Events +6
0 tornei
Dettagli
Similo: Fiabe
Animals
15min
2-8
7+

Similo: Fiabe

Similo is a co-operative deduction game, and each version of the game — e.g., Fables, History, Myths — comes with a deck of thirty cards, beautifully illustrated by Naïade, showing the portrait and the name of a series of characters with a common theme. Your goal is to make the other players guess one secret character (out of the twelve characters on display in the middle of the table) by playing other character cards from your hand as clues, stating whether they are similar to or different from the secret character. After each turn, the other players must remove one or more characters from the table until only the right one remains and you win — or it is removed and you lose! You can play with one of the Similo sets on its own, using the cards from, say, Fables both for the characters being laid out and for the clues being given to the guessers, or you can use the cards from one set for the twelve characters on display and the cards from another set as the clues. The game is far trickier this way!

15m
2-8
7+
Communication Limits Cooperative Game Deduction +2
0 tornei
Dettagli
Shamans
Card Game
60min
3-5
10+

Shamans

Shamans try to restore harmony in a world threatened by Shadows. You'll need to pick a side. The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic. Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans. When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation. —description from the publisher (translated)

60m
3-5
10+
Deduction Hand Management Hidden Roles +3
0 tornei
Dettagli
Senjutsu: Battle For Japan
Deduction
20min
1-4
14+

Senjutsu: Battle For Japan

Senjutsu is a 1-4 Player Samurai Duelling Game with slick Deck Construction mechanics, simultaneous reveal combat and beautiful miniatures from a panel of sculptors. Control 1 of 4 fearsome Samurai, warriors bound to the Bushido Code, each with their own strengths, weaknesses, and motivations. Using Senjutsu's Deck Construction Mechanics, forge a unique deck of devastating attacks, powerful blocks, timely mediations, and dynamic special moves. The intuitive card-classifying system makes forging your Samurai’s Ability Deck easy. The Core Box includes dozens of different Ability Cards to shape your chosen Samurai's fighting style. There are thousands of possible deck combinations available, Gameplay Summary: Position your Samurai on the Battlefield. Draw a hand of Ability Cards from your 40 Card Ability Deck. Choose an Ability Card to use and place it facedown with the opponent's card. Reveal the cards simultaneously and check the initiatives. Resolve the card and its effects. Any Samurai who takes 5 wounds will fall... leaving the vanquisher victorious.

20m
1-4
14+
Deck Construction Deduction Grid Movement +3
0 tornei
Dettagli
Scarabeo
Word Game
90min
2-4
8+

Scarabeo

In this classic Italian word game, players use their eight drawn letter-tiles to form words on the gameboard. Each word laid out earns points based on the commonality of the letters used, with certain board spaces giving bonuses. But a word can only be played if it uses at least one already-played tile. This leads to slightly tactical play, as potential words are rejected because they would give an opponent too much access to the better bonus spaces. Aldo Pasetti self-produced the game and was sued by the publisher of Scrabble, that has very, very similar board, tiles and rules. The trial took place in the late '50s and ended with a verdict of acquittal on the basis that game mechanics are not relevant and no confusion can be made between a long name as "Scarabeo" and a short one as "Scrabble", so it is not even unfair competition. Editrice Giochi had waited for the definitive acquittal: after that, it published the game.

90m
2-4
8+
Spelling Tile Placement
0 tornei
Dettagli
Rumblebots
Card Game
60min
2-4
12+

Rumblebots

There is no trace of humans anymore. Only plants, animals, and sentient machines continue to roam the Earth. They constantly seek energy and technological advances. The Bots were created for one unique purpose: FIGHTING! Rumblebots is a deck management card game inspired by Auto Battler video games. Assemble your group of fighting robots (Bots) and launch them into the arena. The last one left standing will be the winner! Rumblebots is divided into six rounds, each consisting of two phases: Build and Battle. In the Build Phase, you assemble new Bots, adding them to your deck. Choose synergistic Bots, recycle obsolete units, level up to build ever more powerful machines, or push your luck with an aggressive, yet risky plan made by an army of simple automatons. In the Battle Phase, one team attacks and one team defends in a series of clashes. Bot decks fight each other in an almost “automatic” way. Whoever becomes Champion is challenged by the following team. The last Champion in the game wins the battle and gets powerful crystals to improve their Workshop and level up their Bots. The last team of Bots standing during the Showdown wins! -description from publisher

60m
2-4
12+
Catch the Leader Deck Construction Hand Management
0 tornei
Dettagli
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