Tag: Team-Based Game

Burning Banners: Rage of the Witch Queen

In the five centuries since the Wound was closed, the kingdoms of Kalar have struggled to rebuild their shattered societies. A resurgent Empire spread across the great sea, bringing civilization to the untamed eastern continent of Kheros. But Lilith, one of the immortal sorcerers responsible for the Worldwound, arrived first, preparing the way for the return of her dark mistress. For nearly six hundred years she has plotted and schemed. In 588 (2023 Gregorian), the wait is over.

Burning Banners: Rage of the Witch Queen is a fantasy wargame for two to six players. Fast playing and intuitive, a whopping 29 scenarios range from short campaigns with 2 Kingdoms and one map, to the entire 12-year war, in which 6 kingdoms battle over four maps. The rules include a quick-playing Basic Game as well as an Advanced Game which introduces Magic, Heroes, and Monsters guarding powerful treasures.

March 1” Armies and Heroes through huge, lovingly detailed hexes. Explore a vast, detailed fantasy world encompassing four mounted game maps with six unique kingdoms and dozens of troop types. Designed and illustrated by acclaimed fantasy artist, Christopher Moeller!

Game Mechanics:

  • Deck Building
  • Campaign
  • Team-Based Game
  • Variable Player Powers
  • Variable Set-up
  • Worker Placement

Game Specifications:

  • 2 – 6 Players
  • ~60 Minutes
  • Difficulty Weight 3.22

Earth

Earth is a tableau builder with simple rules and countless strategic possibilities. With its encyclopedic nature and a near-infinite number of tableau combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do!

It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats.

Players create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth. They use their cards to choose actions (which affect all players) and gain resources. The first player to complete their Tableau triggers the end of the game. The player with the most points wins.

Game Specifications:

  • 1 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.91

Fief France

FIEF: France is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fiefs and Bishoprics. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery, and deception!

FIEF is a classic game and this edition includes a new board (FIEF France: Gameboard)!

The game board represents the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop’s Mitre. Bishoprics include several different Fiefs’ villages.

Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.

In FIEF France edition, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl, or Duke. For each Fief a player controls, they gain 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church’s (i.e. “your”) fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!

You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to attain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is “mysteriously” murdered or dies by some other foul means!

In addition to being wary of your fellow players, you draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include “Good Harvest”, “Good Weather”, and “Added Taxes” cards. But some cards are Disaster Cards that can randomly affect all players in specific Bishoprics. These include “The Plague”, “Heavy Rain”, “Famine”, and “Peasant Uprising”!

Income can be increased by players imposing church tithes on their opponent’s villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.

Players will also need to protect their land and castles. Men-at-Arms and Knights can be purchased, as well as Archers and Bombards. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each “f” rolled is a hit. Men-at-Arms are defeated with one hit, while Knights require three hits to be removed from the battle.

Game Specifications:

  • 3 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.92

Descent: Journeys in the Dark (Second Edition)

In Descent: Journeys in the Dark (Second Edition), one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.

With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character’s abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you’ll need every advantage you can take…

Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.

Compared to the first edition of Descent: Journeys in the Dark, this game features:

  • Simpler rules for determining line of sight
  • Faster setup of each encounter
  • Defense dice to mitigate the tendency to “math out” attacks
  • Shorter quests with plenty of natural stopping points
  • Cards that list necessary statistics, conditions, and effects
  • A new mechanism for controlling the overlord powers
  • Enhanced hero selection and creation process
  • Experience system to allow for hero growth and development
  • Out-of-the-box campaign system

Game Mechanics:

  • Hand Management
  • Modular Board
  • Role Playing
  • Scenario / Mission / Campaign Game
  • Solo / Solitaire Game
  • Team-Based Game
  • Variable Player Powers

Game Specifications:

  • 1 – 5 Players
  • ~120 Minutes
  • Difficulty Weight 3.21

Cult of the Deep

You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult.

Roles

Each player is given a role that will remain hidden throughout the game, except the High Priest. This role will determine your win condition:

  • High Priest – Root out corruption in the cult. Kill all Cabalists, the Heretic, and survive.
  • Cabalists – Seek to take control of the cult. Kill the High Priest.
  • Faithful – Protect the High Priest from threats to their power. Kill all Cabalists, the Heretic, and the High Priest must survive.
  • Heretic – Burn the whole cult to the ground. Kill the entire cult, yourself included if necessary.

Extra abilities

Each player will also be given a:

  • Character card that determines their starting healthspecial ability, and a power symbol that provides an additional way to gain life from the dice.
  • Secret sigil card, which gives each cultist a once per game power, will also be given to each player.

Mechanics

A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists.

If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice.

Game Mechanics:

  • Bribery
  • Deduction
  • Hidden Roles
  • Push Your Luck
  • Re-rolling and Locking
  • Team-Based Game
  • Variable Player Powers

Game Specifications:

  • 4 – 8 Players
  • 45 – 75 Minutes
  • Difficulty Weight 2.71

Blood on the Clocktower

In the quiet village of Ravenswood Bluff, ‌a demon walks amongst you…

During a hellish thunderstorm, on the stroke of midnight, there echoes a bone-chilling scream. The townsfolk rush to investigate and find the town storyteller murdered, their body impaled on the hands of the clocktower, blood dripping onto the cobblestones below. A Demon is on the loose, murdering by night and disguised in human form by day. Some have scraps of information. Others have abilities that fight the evil or protect the innocent. But the Demon and its evil minions are spreading lies to confuse and breed suspicion. Will the good townsfolk put the puzzle together in time to execute the true demon and save themselves? Or will evil overrun this once peaceful village?

Blood on the Clocktower is a bluffing game enjoyed by 5 to 20 players on opposing teams of Good and Evil, overseen by a Storyteller player who conducts the action and makes crucial decisions. The goal of the game is to successfully deduce and execute the demons before they outnumber the townfolk.

During a ‘day’ phase players socialize openly and whisper privately to trade knowledge or spread lies, culminating in a player’s execution if a majority suspects them of being Evil. Of a ‘night’ time, players close their eyes and are woken one at a time by the Storyteller to gather information, spread mischief, or kill.

The Storyteller uses the game’s intricate playing pieces to guide each game, leaving others free to play without a table or board. Players stay in the thick of the action to the very end even if their characters are killed, haunting Ravenswood Bluff as ghosts trying to win from beyond the grave.

If you arrive late to a game, you can enter after it’s started as a powerful Traveller character with unusual talents and questionable allegiances. Each character comes with their own special ability and no two players in a game are ever the same character.

Game Mechanics:

  • Bluffing
  • Deduction
  • Hidden Roles
  • Negotiation
  • Team-Based Game
  • Variable Player Powers
  • Voting

Game Specifications:

  • 6 – 21 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.03

Galaxy Trucker

In a galaxy far, far away… they need sewer systems, too. Corporation Incorporated builds them. Everyone knows their drivers — the brave men and women who fear no danger and would, if the pay was good enough, even fly through Hell.

Now you can join them. You will gain access to prefabricated spaceship components cleverly made from sewer pipes. Can you build a space ship durable enough to weather storms of meteors? Armed enough to defend against pirates? Big enough to carry a large crew and valuable cargo? Fast enough to get there first?

Of course you can. Become a Galaxy Trucker. It’s loads of fun.

Galaxy Trucker is a tile laying game that plays out over two phases: building and flying. The goal is to have the most credits at the end of the game. You can earn credits by delivering goods, defeating pirates, building an efficient ship, and being the furthest along the track at the end of the flying phase.

Building happens in real time and has players build their personal space ships by grabbing tiles from the middle of the table before the timer runs out. Tiles start out facedown so they won’t know what they have until they take it, but they may choose to return it faceup if they don’t want it. They must place the tiles they keep in a legal manner in their space ship. Usually this just means lining up the connectors appropriately (single to single, double to double, universal to anything) but also includes proper positioning of guns and engines. Tiles represent a variety of things including guns, engines, storage containers, crew cabins, shields, and batteries. They may also peek at the cards they will encounter in phase 2, but they must sacrifice building time to do this. At any time players may call their ships finished and take an order marker from the center.

Once building is completed, and ships have been checked for errors, the flight begins. The flight cards are shuffled and player markers are placed on the flight board according to the order markers taken. Cards are revealed one at a time and players interact with them in order. They may include things such as pirates, abandoned vessels, disease outbreaks, meteor showers, worlds with goods to pick up, player-on-player combat zones, and other various things.

Most of the cards will cause players to move back on the flight track and they must decide if the delay is worth their efforts. When all the cards are encountered players sell any goods they have collected, collect their rewards for finishing in first, second, or third place or having the most intact ship, and then lose some credits for damaged components. Space can be a very dangerous place and it is not uncommon to see your ship break into smaller and smaller pieces or lose some very valuable cargo off the side. If your ship gets damaged too much you can get knocked out of the race, so be careful!

3 rounds of this are done, and in each round players get a bigger board to build a ship that can hold more components. After the 3rd round the player with the most credits wins!

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.33

Dice Throne: Season Two – Battle Chest

The Battle Chest contains all 4 sets from Season Two.

Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities.

It’s a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero’s unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate’s, or even your opponent’s).

Dice Throne: Season Two introduces a roster of new heroes and intriguing new matchups.

Game Mechanics:

  • Dice Rolling
  • Take That
  • Team-Based Game
  • Variable Player Powers

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.16

Dice Throne: Season One

Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities.

It’s a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero’s unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate’s, or even your opponent’s).

Game Mechanics:

  • Dice Rolling
  • Re-rolling and Locking
  • Take That
  • Team-Based Game
  • Variable Player Powers

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.07

Dice Throne: Marvel

In Marvel Dice Throne , you become one of eight of Marvel’s most famous heroes, including Black Panther, Captain Marvel, Black Widow, Scarlet Witch, Loki, Thor, Doctor Strange, and Miles Morales Spider-man! Every Marvel Dice Throne hero was painstakingly designed and balanced to provide the most thematic experience possible, allowing you to truly embody your favorite heroes like no other game. Featuring all-new mechanisms and asymmetrical designs, these are our most innovative and exciting heroes yet.

Marvel Dice Throne is a heart-pumping, fast-playing game of skilled card play and dice manipulation supporting multiple modes of play, including 1v1, 2v2, 3v3, 2v2v2, or free-for-all.

Attack your opponents and activate abilities by rolling your hero’s unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate’s, or even your opponent’s).

All 8 heroes are compatible with the entire Dice Throne ecosystem
Use upgrade cards to improve your hero abilities as the game progresses
Play action cards strategically to manipulate dice and surprise your foe
Features a deluxe, highly functional, Battle Chest storage system
Each hero in the Battle Chest has their own beautiful set of custom swirl dice

Game Mechanics:

  • Dice Rolling
  • Take That
  • Team-Based Game
  • Variable Player Powers

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.15