18Chesapeake is a member of the 18xx series of games. The series is based on 1829, by Francis Tresham. 18Chesapeake is set in the Chesapeake region of the United States and west to Ohio and the West Virginia Coalfields. Two to six players represent investors in railroad companies, spending their initial capital to buy wholly … Read moreRead More
In Zogen, a.k.a. ゾーゲン, the player researchers want to rid themselves of their microorganism cards as quickly as they can, but they can do so only by observing the current lab environment and watching the one thing that changes, then “recording” it by playing their card.
In more detail, each player starts with a hand of sixteen cards, with each card showing 0-4 types of microorganisms, which are named “Maru”, “Tsuki”, “Yama”, and “Siri”. The start player for the round places one of their cards face up on the table, then everyone plays at once, trying to lay down a card that differs from the initial card by exactly one microorganism, whether one more or one less.
Thus, if a card shows “Maru” and “Tsuki”, you can lay down a card that shows either “Maru” or “Tsuki” or a card that shows “Maru” and “Tsuki” along with one of the previously missing microorganisms. You must say the name of the microorganism that is added or removed when you play a card, then everyone must match the card that you just played.
When a player has only three cards in hand, the round ends and players score points based on their rank in terms of how many cards they hold. Whoever has the most points after you’ve played the agreed-upon number of rounds wins.Read More
A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They’re all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don’t get back to the sub before they run out of air, they’ll drop all their treasure. Now it’s time to see who can bring home the greatest riches.Read More
A group of explorers have sailed around the world amassing a mountain of treasure, but on the voyage home, they’re hit by a massive storm! The ship and all its treasure are going down! The explorers, in an attempt to save their hard-earned treasure from sinking to the bottom of the sea, begin to feverishly load the lifeboat. You may want to save all your treasure, but the other explorers will be trying to save theirs as well. Which treasure should you load into which boat? You must plan your moves carefully!
Some cards are easier to load than others in Flotsam Fight, so you need to determine which are which to defeat your fellow explorers and save all of your treasure.Read More
Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that’s easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., “Command  ship for one jump” or “Build  cruiser at home”; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!Read More
In the late 17th Century, mighty ships sailed the seas and brought all manner of goods back to port. As a savvy captain, you must skillfully utilize your crew to fill your ship’s hold with the best combination of treasure, cannons, and (ahem) other items to earn gold. In the end, the player who amasses the biggest bounty will be declared the greatest smuggler…uh, SEA CAPTAIN…of all time!
In ShipShape, 2-6 players each control a ship. Over the course of three voyages (rounds), you bid using numbered crew cards to claim unique crate tiles off the central stack. Fill your hold with gold, cannons, and contraband and cover up what you don’t want. At the end of each voyage, score coins by comparing your holds with everyone else, looking only at what is visible in your hold.Read More
Time heals all wounds, they say, but the sudden death of a loved one sometimes shakes those who are left behind so much that their faith wavers. To prevent this, the gods send fate weavers to change the past and prevent death. In the game series Undo, players slip into the role of these destiny … Read moreRead More
Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe. Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old … Read moreRead More
In Rail Pass, 2-6 players work together to deliver as many goods as possible in ten minutes, with goods being represented by cubes and with the color of the cubes indicating their destination city.
During set-up and before the clock starts, players scramble the goods and arrange them in a row across the top of the city boards. The player controlling that city can see all the cubes that must be delivered but can pull goods only from the right or left end of the row when loading them on the trains.
Once the clock starts, all players take their actions simultaneously, in any order, and repeating any action as often as necessary. To transport cargo, a cube must first be loaded onto a short or long train piece that is at rest in the player’s home city train yard. No train can move without a crew peg, and no crew peg may travel beyond the adjacent city. In order to transport cargo to more distant cities, a train needs to stop and have the crew peg swapped or cargo exchanged between trains. While all this is going on, players must avoid dropping or spilling cubes when picking up or handing the train to another player. Additional terrain components such as tunnels and bridges can be placed between cities and act as additional obstacles to negotiate. When time runs out, calculate the score by multiplying the TWO LOWEST counts of cubes delivered to a city. Points are subtracted for dropped cubes, or cubes delivered to the wrong city and also for crew pegs that traveled beyond their adjacent cities.Read More
Letter Jam is a 2-6 player cooperative word game, where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it’s only visible to other players and not to yourself.Read More