Vendor: Surprised Stare Games Ltd
Type: Board Games
Price:
34.95
Designer |
David J. Mortimer Alan Paull |
Publisher | Surprised Stare Games Ltd |
Players | 1-2 |
Suggested Age | 12 and up |
Vendor: NSKN Games
Type: Board Games
Price:
139.95
Designers |
Sebastian Bleasdale Tony Boydell David Brain Matthew Dunstan Hisashi Hayashi Błażej Kubacki David J. Mortimer Alan Paull Dávid Turczi |
Publisher | NSKN Games |
Players | 1-5 |
Playtime | 30-90 mins |
Suggested Age | 10 and up |
Expansion | Snowdonia: Isle of Man |
Accessories | Go7 Gaming - SNOW-001 for Snowdonia: Deluxe Master Set |
Vendor: Surprised Stare Games Ltd
Type: Board Games
Price:
37.95
Designer | David J. Mortimer |
Publisher | Surprised Stare Games Ltd |
Players | 2 |
Suggested Age | 12 |
Vendor: Surprised Stare Games Ltd
Type: Board Games
Price:
44.95
Designer | David J. Mortimer |
Publisher | Surprised Stare Games Ltd |
Players | 2 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: AEG
Type: Board Games
Price:
13.95
Designer | David J. Mortimer |
Publisher | Alderac Entertainment Group |
Players | 2 |
Playtime | 10-15 mins |
Suggested Age | 14 and up |
Relive the entire Cold War in ten minutes with Twilight Squabble!
In 1947, the superpowers of the United States of America and the Soviet Union began a new sort of conflict, a struggle in the twilight of World War II. This war centered on the increasing development of nuclear weapons, and as the years passed it seemed like the war would never end — but no one wants to play a card game for decades. Thus, this game presents an abridged version of the Cold War — less of a twilight struggle and more of a twilight squabble...
Vendor: LudiCreations
Type: Board Games
Price:
19.95
Designer | |
Publisher | LudiCreations |
Players | 2-6 |
Playtime | 10-30 mins |
Suggested Age | 12 and up |
[microfilms] is a microgame set in the world of [redacted]. Using only 25 cards, players try to deduce each other’s identities and objectives. [microfilms] features some of the same mechanisms as [redacted], most notably the double-blind interrogation. The first spy to collect the right item and the correct information wins.
Vendor: AEG
Type: Board Games
Price:
28.95
Designer | David J. Mortimer |
Publisher | Alderac Entertainment Group |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 14 and up |
Lead the most impressive flock through feeding, nest building, and hatching. Selecting the actions is simple, but when one bird flies, so do all the others! Can you time your actions to take advantage of when the flocks fly?
During the game Flock, players try to expand their flock with the goal of scoring the most victory points after three rounds of play. Victory points are scored by controlling the action cards at the end of each round. Also, be sure to have enough tasty worms to feed your birds at the end of each round, or otherwise they will fly away. Will your flock be on top of the pecking order?
In more detail, players start with three of their eleven birds in front of them. Six nest, egg and worm tokens are placed on the side for each player. On a turn, a player can either place a bird on one of the six action cards or activate an action card on which they have at least one bird. When you activate an action card, you can remove birds from the card — possibly paying worms, nests and eggs as well — to take the action shown, such as removing two birds from "Feeding" to get three worms. Spent birds are returned to your personal pool of resources, while other spent resources are placed on the side. Each player in turn order does the same with this action, then whether they used their birds or not, all birds are removed from this action card, flying away to the players' personal pools.
When the "Dominance" card is activated, the dominant player adjusts their pecking order on the initiative track, then everyone else flies their birds from that card to the other action cards. When "Competition" is activated, which is possible only when enough birds have landed on it, each player spends a nest and worm for each of their birds (removing them if this isn't possible), then flies their birds to other action cards. Players then score points for having the most or secondmost birds on a card and for the birds left in their pool.
After three rounds, the player with the most points wins!
Vendor: LudiCreations
Type: Board Games
Price:
30.95
Designer | David J. Mortimer |
Publisher | LudiCreations |
Players | 2-4 |
Playtime | 30-45 mins |
Suggested Age | 10 and up |
Honors | 2013 Golden Geek Best Print & Play Board Game Nominee |
War has erupted across the Imperium! Four spacefaring races struggle for supremacy, launching fleets of starships across the galaxy to battle for control of the most prosperous systems. Only one race will successfully Expand, Explore, Exploit and Exterminate their way to victory!
Pocket Imperium is a 4X microgame. Players will need to use the opportunities to expand, explore, exploit and exterminate to their best advantage. The timing of when to build fleets, when to explore the stars, and when to invade systems controlled by opponents will be crucial in their quest to rule the Imperium.
What's more, in a crowded galaxy, players must choose wisely when to make alliances to bring down powerful enemies — and when to break those pacts to critically weaken their former allies!
Vendor: Indie Boards and Cards
Type: Board Games
Price:
10.95
Designer | David J. Mortimer |
Publisher | Indie Boards and Cards |
Players | 2-5 |
Playtime | 15 mins |
Suggested Age | 14and up |
You are the world's most fearless dragon slayers, competing to be crowned the master slayer. Your brave warrior must search far and wide for these ferocious beasts, defend yourself against its attacks and be ever ready to strike them down. Even in victory your companions may challenge your courage, demanding that you prove your valor with foolhardy audacity or cower in their mocking taunts.
Dragon Slayer is a new push-your-luck game that's a deceptively difficult challenge. Like all great PYL games, the rules are simple, with you repeating the Dragon Hunt until you decide to stop. The very interesting twist is the player challenges. The ability to challenge — and rewards for passing or failing when challenged — add a dimension to everything that you do on your turn. What order do you go after dragons? When do you stop? When do you challenge? Who do you challenge? How do you get others not to challenge you?!