Category: Ω Board Games

Apiary 🟡

In a far-distant future, humans no longer inhabit Earth. The cause of their disappearance (or perhaps their demise) is unknown, but their absence left a void ready to be filled by another sentient species.

Over the span of untold generations, one species of the humble honeybee evolved to fill that void. They grew in size and intelligence to become a highly advanced society. They call themselves Mellifera, and they have made substantial technological advances in addition to the technology they adapted from human ruins, up to and including space travel.

In Apiary, each player controls one of twenty unique factions. Your faction starts the game with a hive, a few resources, and worker bees. A worker-placement, hive-building challenge awaits you: explore planets, gather resources, develop technologies, and create carvings to demonstrate your faction’s strengths (measured in victory points) over one year’s Flow. However, the Dearth quickly approaches, and your workers can take only a few actions before they must hibernate! Can you thrive or merely survive?

Game Mechanics:

  • Income
  • Multi-Use Cards
  • Solo / Solitaire Game
  • Tile Placement
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.97

Antiquity Quest 🔵

Your goal in Antiquity Quest is to have the highest score a the end of the game. You can choose to play either a single round for a quick game (20-30 min) or a complete game in which you’ll tally scores over three rounds (60-90 min)

Each player is dealt two sets of 10 cards at the start of a round. You’ll pick up one set, this is called a hand. The second set, called a cache, remains face down on the table until you’ve played all of the cards from your hand.

You’ll take turns drawing, playing, and discarding cards as you work on creating your own collections and sabotaging the collections that belong to other players.

Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it’s worth.

A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.

Your score at the end of each round is the combination of bonus points from going out first, points for completing collections ,and points for the cards you play. The player with the highest score at the end of the game wins.

Here’s what to expect in this bold and exciting set collection game:

You’ll strive to create collections of Antiquities and Treasures.

The more challenging a collection is to create, the more it’s worth.

Beware! Your competitors can, and will seek to sabotage your efforts.

Careful planning, brilliant strategy, and a stroke of luck will bring you success!

Game Mechanics:

  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 8 Players
  • 30 – 90 Minutes
  • Difficulty Weight 1.20

Andromeda’s Edge 🟠

Behold, Andromeda’s Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity.

In this game, you lead a desperate faction seeking to build a new civilization on Andromeda’s Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy.

On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions.

Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.

Game Mechanics:

  • Area Majority / Influence
  • Dice Rolling
  • Hand Management
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 80 – 160 Minutes
  • Difficulty Weight 3.71

Altiplano 🟡

Altiplano is a bag-building game along the lines of Orléans, set in the South American highlands of the Andes (the “Altiplano”). The competition for limited resources is considerable, as it was in Orléans, but the greater focus in Altiplano is on building up your own production to be the best that it can be – or at least better than that of the other players!

The object of the game is for players to use their goods to produce more goods that will be worth points in the end. Each player starts with a unique role tile, giving them access to different goods and methods of production. Players have limited access to production at the start, but they can acquire additional production sites during the game that open up new options. The various types of goods — such as fish, alpaca, cacao, silver and corn — all have their own characteristics and places where they can be used. For example, silver can be sold for a high price at the market, fish can be exchanged for other goods at the harbor and alpaca can produce wool at the farm that can then be made into cloth.

Aside from building up an effective production, players must fulfill their orders at the right time, develop the road in good time and store their goods cleverly enough to fill their warehouses in the most valuable way. Often, a good warehouse keeper is more relevant in the end than the best producer.

Game Mechanics:

  • Action Points
  • Contracts
  • Modular Board
  • Open Drafting
  • Tile Placement
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.29

Althingi: One Will Rise 🟢

Althingi is a quick set-up, fast-play game of strength and influence for 2-4 players based in Viking-Age Iceland. Each player takes on the role of a powerful Chieftain and tries to take control of the annual gathering known as the Althingi through good old-fashioned bribery, coercion, and intimidation.

The game takes place over a series of days each with three rounds: Morning, Afternoon, and Evening. In the morning Chieftains gather Loot which has value both in bribing Vikings and in equipping them for holmgang (a duel). In the afternoon phase Chieftains strategically bribe the new Vikings that arrive that round to join their camp using their Loot cards while retaining enough resources to defend themselves in the Evening phase. During the Evening, Chieftains can use Vikings in their camp to challenge holmgang (a duel) against Vikings from other camps. The aim of the game is to gain the most influence, which is acquired by having Vikings join your camp and by winning holmgangs (duels). The player with the most influence at the end of the game controls the Althingi and wins!

The aesthetic of this game is gritty and raw, with striking original illustrations by Lada Shustova. Special attention was paid to historical details such as clothing, weapons, and bartering goods, so rest assured that there are no horned helmets in this game! If you’ve visited Iceland, then you’ll recognize the landscape art as the fields of Thingvellir. And Viking history buffs might recognize the meaning of the two runes used in the game, symbols for Strength and for Influence.

Game Mechanics:

  • Auction: Sealed Bid
  • Betting and Bluffing
  • Bribery
  • Hand Management

Game Specifications:

  • 2 – 4 Players
  • 25 – 45 Minutes
  • Difficulty Weight 1.75

Alice is Missing 🔴

The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together.

Haunting beautiful, deeply personal, and highly innovative Alice is Missing puts a strong focus on the emotional engagement between players, immersing them in a tense, dramatic mystery that unfolds organically through the text messages they send to one another. Right at home with games like Life Is Strange, Gone Home, Oxenfree, and Firewatch, it’s designed to feel as much like an event-style experience as it does a role-playing game.

Game Mechanics:

  • Cards
  • Crime
  • Description Based

Game Specifications:

  • 3 – 5 Players
  • 120 – 180 Minutes
  • Difficulty Weight 2.50

Aleph Null 🟢

As a successful Magician, you have been able to fund a lifetime of research by delivering to the petty demands of liars, philanderers, gluttons and the least of Humanity.

How refreshing, then, when a client should emerge with a commission of horrifying simplicity that has the potential for acquiring a vast amount of knowledge – perhaps the ultimate knowledge – albeit at the expense of many millions.

“Release the denizens of Hell into the Earth, with Baphomet – The Sabbath Goat – at their Head, for one night only and let them run amok. Let us see the consequences – for aesthetic reasons only, of course.”

However, do not expect this matter to proceed without interference from the Church and/or from Hell itself: the best-laid plans do not always go the way expected.

Inspired by the Black Easter novellas by James Blish, the aim of Aleph Null is to successfully summon the demonic Prince Baphomet who, when he appears, expects there to be no cards in your hand, the main deck and the discard pile; if there are any cards remaining in these ‘zones’, you lose. However, ‘not losing’ in this way doesn’t mean that you have won: any cards still in play also count against you – too many and you shall lose also. The sooner you ‘win’, the better your chance of surviving any due punishment.

Game Mechanics:

  • Hand Management
  • Once-Per-Game Abilities
  • Physical Removal
  • Solo / Solitaire Game
  • Sudden Death Ending
  • Variable Player Powers

Game Specifications:

  • 1 Player
  • 15 – 30 Minutes
  • Difficulty Weight 2.70

Aggravation 🔵

Players move their four pieces around the board from Start to Home. Lucky die rollers can make use of the shortcut spaces to speed movement. However, players can not pass their own pieces and landing on any one else’s piece sends the landed-on piece back to the Base where it must start again. First player to get all four pieces Home wins.

Game Mechanics 

  • Family
  • Roll / Spin and Move

Game Specifications:

  • 2 – 6 Players
  • ~45 Minutes
  • Difficulty Weight 1.20

Age of Innovation 🔴

Age of Innovation is a standalone game set in the world of Terra Mystica.

Twelve factions, each with unique characteristics, populate this world of varying terrains. Here you will compete to erect buildings and merge them into cities. Each game allows you to create new combinations of factions, homelands, and abilities so that each game isn’t the same as another.

You control one of these factions and will terraform the game map’s terrain into your homelands where you can erect your buildings. Proximity to other factions may limit your expansion, but it also gains you significant advantages in the game. This tension adds to the appeal of the Terra Mystica series.

Upgrade your buildings to gain valuable resources such as tools, scholars, money, and power. Build schools to advance in different sciences and collect books, which you can use to make innovations. Build your palace to gain a powerful new ability or build workshops, guilds, and universities to complete your culture.

Game Mechanics:

  • Contracts,
  • End Game Bonuses
  • Hexagon Grid
  • Income
  • Modular Board
  • Network and Route Building
  • Variable Player Powers
  • Victory Points as a Resource

Game Specifications:

  • 1 – 4 Players
  • 40 -200 Minutes
  • Difficulty Weight 4.26

AFFLICTION: Salem 1692 🟡

The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness.

AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.

The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date.

GAMEPLAY: Players will take turns placing a “messenger” (worker) to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board.

EXONERATE – Take 2 Accusation Tokens off of any Colonist.
FIRST PLAYER TOKEN/PROTECTION – Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn.
GAIN INFLUENCE/USE COLONIST ABILITY – Generate Influence and use the abilities of Colonists that you have in your Circle.
ARREST – Spend Influence equal to a Colonist’s adjusted Reputation to Arrest.
SPECTRAL EVIDENCE – Use this token to prevent a Colonist from Generating Influence and using their Colonist ability.
ACCUSE – Place accusation tokens to reduce Colonist’s Reputations to make them easier to arrest.
GAIN/REMOVE FEAR – Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists)
BRING COLONIST INTO CIRCLE – Spend Influence equal to a Colonists Base Reputation and bring them into your Circle.

Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary.

END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the play area, the game immediately ends.

VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.

Game Mechanics:

  • Open Drafting
  • Simulation
  • Take That
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.75