Vendor: Gorilla Games
Type: Board Games
Price:
24.95
Designer |
Jeff Siadek |
Publisher | Gorilla Games |
Players | 1-9 |
Playtime | 60-180 mins |
Suggested Age | 13 and up |
Vendor: Gorilla Games
Type: Board Games
Price:
127.95
Designer |
Jeff Siadek |
Publisher | Gorilla Games |
Players | 1-8 |
Playtime | 60-180 mins |
Suggested Age | 13 and up |
Integrates With
|
Battlestations: Second Edition |
Vendor: Gorilla Games
Type: Board Games
Price:
10.95
Designer |
Jeff Siadek |
Publisher | Gorilla Games |
Players | 2-8 |
Playtime | 120 mins |
Suggested Age | 10 and up |
Vendor: Gorilla Games
Type: Board Games
Price:
117.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 1-9 |
Playtime | 60-240 mins |
Suggested Age | 12 and up |
Reimplements | Battlestations (Revised) |
Integrates With
|
Battlestations: Dirtside |
Honors | 2017 Cardboard Republic Daredevil Laurel Nominee |
Accessories | Battlestations Rulebook (Second Edition) |
Vendor: Gorilla Games
Type: Board Games
Price:
20.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Vendor: Gorilla Games
Type: Board Games
Price:
13.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 2-6 |
Playtime | 20-30 mins |
Suggested Age | 6 and up |
Wordariffic is the party word game in which you use letter cards to make a word that best relates to a randomly chosen theme.
Each player gets 11 letter cards and tries to make a word that best relates to a random theme; the last player to put down a word loses their chance to play this round and becomes the judge. The player(s) with the longest word gets 1 point. The player with the best word (as judged by the judge) gets 3 points.
The game ends when the 32 point chips have all been handed out.
Wordariffic is a completely new standalone game influenced by party games such as Apples to Apples or Cards Against Humanity and word creation games like Scrabble or Bananagrams.
Vendor: Gorilla Games
Type: Board Games
Price:
28.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 4-6 |
Playtime | 60 mins |
Suggested Age | 8 and up |
Washed ashore on a forgotten island with your fellow castaways, you must try to scrape together enough food to survive while avoiding illness, wild boars and deadly tsunami. Hopefully you can keep your secret love alive and help your secret hate find their proper fate.
Desert Island plays in about an hour. Each turn, players take an action and play a fate card that makes an event more likely to happen as well as a target more likely for the event. Actions include foraging for food, scavenging for valuables washed up ashore, and lighting the signal fire. Of course, it might be easier to forage for food in your neighbor's stockpile. Conflicts are resolved by comparing total size on each side of a fight. A random card is added to each side's total.
At the end of the turn, look to see if a boat was sighted and the signal fire lit. If the players aren't yet rescued, Fate will deal a blow to somebody, then everybody must either eat food or take a wound.
Secret love and hate determines victory points.
Vendor: Gorilla Games
Type: Board Games
Price:
12.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 3-6 |
Playtime | 60 mins |
Suggested Age | 8 and up |
This is an indy rpg storytelling game consisting of a deck of cards each with three distinct features: Numbers from 1-99, opposing sets of words (good/bad, open/closed, wise/foolish etc.) and genres on the side (western, zombies, sci-fi, murder mystery, etc.)
Players are dealt a hand of cards and choose two genres from them to mash up and pitch as a story. The group decides on a story by consensus and then builds characters.
Players play cards on themselves with the positive side up to represent resources they have within the context of the story. They play cards negative side up on other players as problems.
Players take turns telling tales about how they will use their resources and the story itself to overcome their problems. Other players select number cards from their hands to represent the plausibility of the active storyteller's chance of success. The player who selects the median number is rewarded with a bonus resource and the median number becomes the chance of success for the storyteller. If the turn of a card is below this chance of success, the problem is turned into a resource.
After all players have had two turns to tackle their problems, the player with the most resources frames the climax. Players wager their resources on the final turn of the card.
Vendor: Gorilla Games
Type: Board Games
Price:
17.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 2-8 |
Playtime | 20 mins |
Suggested Age | 8 and up |
Vendor: Gorilla Games
Type: Board Games
Price:
27.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 1-4 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Conquer the world with history's greatest warlords under your command.
The game plays in 4 turns where each player plays a ruler from history and conquers territories using a simple dice mechanic.
The deck of world conquerors cards generates effects and goals to modify and drive the action. If nobody has conquered the world by the end of the 4th turn to win immediately, the player whose empire got the largest at any given point wins.
Each card can be played in one of 3 ways: Generals allow you to place a pawn in that card's territory to be used for rerolls in combats in or adjacent to the territory. Playing cards as agents gives you one time effects that reflect that historical figure's abilities (Stalin assassinates, Victoria adds an extra die on a naval attack). Playing cards as rulers gives you their ability for the duration of your turn and sets a goal that reaching it will net you a power bonus at the end of your turn.
At the start of your turn, you're issued a number of tokens. This number escalates by one during each player turn to ramp up the epic nature of the game. You also get the bonus when somebody plays a ruler (including you) in one of your territories, and you'll get it at the end of your turn if you reach your ruler's goals. Tokens convert into armies controlling territories in successful attacks and are spent to pay for failed attacks and sea attacks as a Supply Cost. Each time you pay the Supply Cost, it escalates.
On your turn, you campaign by throwing one die for each territory you control adjacent to a target territory. The defender throws one die for their defending army plus another for each adjacent territory they control. The highest die wins. Losses and Naval attacks have an escalating Supply Cost. When you are unwilling or unable to pay the Supply cost, your turn ends. Make it count, though, because you only get four turns.
Strategic depth is layered onto this simple system by the deck of conqueror cards. Each historical figure has special powers based on their history, such as Erik the Red making unsupplied naval attacks, or Stalin using assassination to eliminate enemies. The cards may be played as your empire's ruler (which makes their power last your whole turn), a local agent (which gives you the power just once), or a general (which ignores their power but gives you combat rerolls). Ruler cards also have a strategic goal, such as Elizabeth's “No one else controls a continent” or Caesar's “Win 5 attacks.” Fulfilling these goals gets you a power bonus at the end of your turn.
In the grand tradition of global conquest games, World Conquerors is epic in scope, but it addresses the genre's traditional shortcomings.
Vendor: Gorilla Games
Type: Board Games
Price:
10.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 12 and up |
Vendor: Gorilla Games
Type: Board Games
Price:
28.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 4-6 |
Playtime | 60 mins |
Suggested Age | 13 and up |
Expansions |
Lifeboat Expansion #1: Cannibalism Lifeboat Expansion #2: Liquid Courage Lifeboat Expansion #3: Weather Deck |
Adrift in uncharted waters, six people share a tiny lifeboat. As the supplies run low, they discover that some barrels are filled with jewels and art treasures instead of water or hardtack. Greed mixes with love and hatred as the passengers take sides...
Lifeboat is a fast-paced card game of intrigue and survival. Players vie for the highest score when the boat reaches land — a seemingly simple matter of surviving with the most treasure. But each player has a secret love and a secret enemy among the passengers, and no one knows when landfall will occur.
Will you help row, and thus have a hand in guiding the boat's course? Try to shove your way into the quartermaster's seat? Start a fight to grab some loot? Or just bide your time until you can nudge your enemy overboard into shark-infested waters?
Vendor: Gorilla Games
Type: Board Games
Price:
5.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 4-6 |
Playtime | 45 mins |
Suggested Age | 13 and up |
Expansion For |
Lifeboat |
Vendor: Gorilla Games
Type: Board Games
Price:
5.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 4-7 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Expands | Lifeboat |
Vendor: Gorilla Games
Type: Board Games
Price:
4.95
Designer | Jeff Siadek |
Publisher | Gorilla Games |
Players | 4-7 |
Playtime | 45 mins |
Suggested Age | 12 and up |
Expands | Lifeboat |
From the package back: This expansion adds 10 new cards including a seventh character - Dr. Harter complete with a few extra first aid kits, love and hate cards and the infamous cannibalism card. You must have Lifeboat to play.
Expands:
Vendor: Gamewright
Type: Board Games
Price:
4.95
Designer | Jeff Siadek |
Publisher | Gamewright |
Players | 3-99 |
Playtime | 15 mins |
Suggested Age | 12 and up |
In Who Would Win? two players each draw one character card, then turn up an event card. Each player then has 20 seconds to argue why his character would win whatever event is presented. Why would Albert Einstein beat Darth Vader in a gardening contest? Why would Donald Trump prove to be a better figure skater than William Shakespeare? You tell me!
The other players serve as the jury and vote on which player had the better argument; that player receives the event card. The first player to win five event cards wins the game.