Games we (my family) own. These are all available for game night with the NTTTBGM group. Some of these get played almost every week and some have never been played.
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.
7 Wonders Dual
Develop your science and your army, construct prestigious buildings, and lead your civilization to victory.
7 Wonders Duel is a complete game set in the world of 7 Wonders, created specifically for 2 players.
In The 7th Continent, a solo or cooperative "choose-your-own-adventure" exploration board game, you choose a character and begin your adventure on your own or with a team of other explorers. Inspired by the Fighting Fantasy book series, you will discover the extent of this wild new land through a variety of terrain and event cards. In a land fraught with danger and wonders, you have to use every ounce of wit and cunning to survive, crafting tools, weapons, and shelter to ensure your survival.
10' to Kill
10' to kill is a deduction game, for 2 to 5 players, played in 10 minutes or so. There are 16 characters on the board and each player secretly embodies one of them. Each player also has 3 secret targets he must eliminate, without being discovered. The trick is, when a character is eliminated, nobody says by who or how! You must apply yourself in blending your true hitman in a crowd of possible suspects, or guess which character is the hitman of the other players.
In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
Antiquity (2017 Edition)
Antiquity is a strategy game for 2-4 players. It is set in an environment loosely modeled on Italy in the late Middle Ages. Players choose their own victory condition: they can focus on population growth, trade, conquest, or city building by choosing their patron saint.
Each strategy requires a completely different style of play. Or you can choose to adore Santa Maria, the most powerful saint of all -- but you'll be expected to build a civilization twice as impressive as any other player.
While your economy is constantly improving, with more and more advanced cities bringing new options each turn, the land around your cities is slowly being depleted, forcing you to travel further and further to gather your raw materials -- until finally, there is no more land left to farm. Let's hope one of you has won the game before that time!
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed; before the Ancient Ones make our world their ruined dominion.
Arkham Horror: The Card Game
The boundaries between worlds have drawn perilously thin…
Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.
Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences.
Arkham Noir: Case #1 – The Witch Cult Murders
Arkham Noir is a solitaire card game inspired by the interconnected stories of H. P. Lovecraft and other authors, re-imagined as noir detective stories. Each case stands alone.
Gameplay consists of adding cards to open cases, creating lines of investigation in an effort to solve them. The ultimate goal is to score five "puzzle" clue cards in order to piece together the big picture before running out of time or mental stability. Each newly shuffled deck is the start of a unique challenge, with adjustable difficulty levels to accommodate all level of players.
Asking for Trobils
Asking for Trobils is a worker-placement boardgame where the player is trying their best to rid the star system of Trobils (space pests). You play a Trobil Hunter - flinging the space vermin into the star, and dealing with unsavory folk just to get the job done.
Players start with one ship, placing it at various locations to gather resources that will allow you to trap Trobils. But just one ship may not be enough, so you can fly through a wormhole to create two or even three ships to help you gather resources. You can make connections to gain more resources or hang around the local Riffraff. Send pirates, bounty hunters, or gangsters out to make areas rougher for your opponents, or enhance locations for everyone by sending out traders and courtesans.
For every Trobil card you capture, you gain victory points. The player with the most points at the end wins!
Azul captures the beautiful aesthetics of Moorish art in a contemporary board game. Players compete as artisans decorating the walls of the Royal Palace of Evora. By carefully drafting the correct quantity and style of tiles, the most clever of artisans plan ahead to maximize the beauty of their work (not to mention their scores!) while ensuring they wasted no supplies in the process.
Introduced by the Moors, “azulejos” (originally white and blue ceramic tiles) were fully embraced by the Portuguese, when their King Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles.
Betrayal at House on the Hill
Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends.
Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.
Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.
You command a flotilla of ships on behalf of a nation in a far off corner of the Caribbean.
Each turn, you will move your merchant ship, your pirate ship, and a navy ship to try and win doubloons. These riches will allow you to improve your ships and when your fleet is fully developed, you may pay the ransom of the governor’s daughter to win the game.
Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.
As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands.
Brass: Lancashire is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points which are counted at the end of each half. VPs are gained from your canals, rails, and established industry tiles.
Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.
Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
Castles of Mad King Ludwig
In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
In Charterstone, a competitive legacy game, you construct buildings and populate a shared village. Building stickers are permanently added to the game board and become action spaces for any player to use. Thus, you start off with simple choices and few workers, but soon you have a bustling village with dozens of possible actions.
Centery: Spice Road
In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory.
A player movement strategy game with a climbing theme. Player tokens and the blocks of the mountain are both movable in the game.
Dead of Winter
This semi-cooperative game is based on the zombie apocalypse, a tired theme after years of zombie movies and TV shows. But the game is not tiring and the theme helps the game more than it hiders it.
This is a deck building game that seems a bit like a solitaire game if using a recommended-for-beginners set cards. make sure to have more than one set of cards that affect other players. Even then, there is no way to target specific other players with any of the card sets I've used making this a solitaire-with-random-pain-from-outside game. It’s interesting and sometimes complicated due to some cards letting you draw more cards in the same turn.
Donner Dinner Party
A card game that I have yet to play. I bought it because it supports up to 10 players, which will be good on a big game night.
The Dresden Files Cooperative Card Game
This is a cooperative strategy game where cards are used for various actions and the choice of action on each turn is critical to winning. Simple after the first game and interesting so far. I played it solo (three player hands get played by one person) and it was certainly interesting. It’s hard to win, like all cooperative games. With three people, it was fun but the outcome was almost identical to the solo games I played.
This game is very much a 4X game (explore, expand, exploit, and exterminate). Players exploration increases the map size and exposes new resources. With those resources, players do research, build spaceships, upgrade the spaceships, and participate in battle. The game can be played with common player capabilities or with each player have unique and different abilities. Strategy in this game is not complex and it's the subtle small decisions that give any player an advantage.
Euphoria is a worker-placement game in which dice are your workers. The number on each die represents a worker's knowledge—that is, his level of awareness that he's in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your available workers gets too high, one of them might desert you. You also have two elite recruit cards at your disposal; one has pledged allegiance to you, but the other needs some convincing. You can reveal and use the reticent recruit by reaching certain milestones in the game... or by letting other players unwittingly reach those milestones for you.
Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?
Worker placement, resource collection, set collection., are the main features of this game. The "set collection" aspect of the game involves cards representing small sections of bookshelf that contain 2 to 4 books. Maybe 5. The books on a section of shelf, represented by a card, are of a variety of genres and it is the genre's that you are collecting and scoring. Having a bunch of one genre is no good since your score is based on the number in a genre that you have the least of! It's also a worker placement game since workers are placed in various "sites" where you can collect or otherwise alter your cards.
This is an entertaining survival card game. Try to collect cards that help you avoid losing due to getting an exploding kitten card from the draw deck. Fun party-style game.
Explorers of the North Sea
This is a tile placement game combined with a resource collection game and a pick-up-and-deliver game. The “board” is built as the game progresses and players sail the seas trying to collect things (or claim territory) that count as points in the end. And if your Vikings die in battle, you get points for that too!
This is a DM-less RPG of some sort. I just got it. It is the weirdest game in our collection so far. It looks like a book and I had to buy some dice and index cards to make it playable. I love the cover; although you could line up a few of these and each guy is shooting the next, I see it as the guy shooting himself because he doesn’t realize that the pictures wraps from one side to the other.
Firefly the Game
This is a do-a-job board game where you use the proceeds from a job (moving resources around the board) to get more resources in order to complete more complicated/difficult/dangerous jobs. It’s a long game with a lot of decks of cards but it a fun family game if not taken too seriously. There’s a bit of randomness that can sometimes be frustrating. It needs a lot of table space.
This is a worker placement game with an interesting twist; players pick up and move workers and then remove the workers whose color matches the last moved worker. The game has numerous ways to score and the random starting worker placement makes for an interesting game every time. This game feels a little "mathy" since there are various things to count or add up during the game. It plays well with more players since it takes time to examine the entire board and all of the possible moves each round.
A cooperative game where the players never win. That is a common theme in cooperative games :(
Fury of Dracula Third Edition
This is a one vs. many game where players cooperate to find the location of the Dracula player. Cooperation is very important and there is a bit of deduction needed whenever there’s a clue as to Dracula’s whereabouts. Played a few times and play only becomes painful if one player is fighting Dracula and taking their sweet time about it.
This age of art and capitalism has created a need for a new occupation - The Gallerist.
Combining the elements of an Art dealer, museum curator, and Artists’ manager, you are about to take on that job! You will promote and nurture Artists; buy, display, and sell their Art; and build and exert your international reputation. As a result, you will achieve the respect needed to draw visitors to your Gallery from all over the world.
This is a card game based on the Kill Doctor Lucky board game. The game involves collecting small sets of cards to use for attack while also using the same set for defense (of Doctor Lucky). Easy, fun, and easy to forget to keep cards for defense!
This is a weird card game where transparent cards are used to stack “abilities” onto a family of cards on the table. Whoever kills off their family first wins! Fun but a little hard to manage the cards and to also play quickly. Some of the story-like stuff on the cards is funny.
This is a card-based worker placement and resource collection game. It’s in a small box and uses a small number of player and resource pieces to go with a bunch of cards. I only played a few solo turns so far and it’s sort of fun.
Hoplomachus: The Lost Cities
This is a hex "grid" strategy and tactics game. The player controls a set of "gladiators" who have various capabilities that are used to attack an opponent or defend itself. This is an area control game that is just a very tiny bit like chess. The game itself is beautifully made with a mouse-pad style game "board" and player pieces that are high quality poker chips. A "gladiator" is represented by a stack of health chips topped with the gladiator chip. A tactic chip or two might also end up in the stack and can help or hinder the gladiator.
A tile placement and movement game with bugs on the tiles! Fun but my daughter doesn’t like bugs so we don’t play much :) Maybe a bit of a checkers-chess combination. The lack of a board makes it easy to carry around the game in a bag.
The Isle of Cats
The Isle of Cats is a competitive, medium-weight, card-drafting, polyomino cat-placement board game for 1-4 players (6 with expansions). You are citizens of Squalls End on a rescue mission to The Isle of Cats and must rescue as many cats as possible before the evil Lord Vesh arrives. Each cat is represented by a unique tile and belongs to a family, you must find a way to make them all fit on your boat while keeping families together.
Build an art studio and paint stuff. Players decide if a card serves them better as an addition to their studio, giving them brushes and other "tool", or as a work of art they just "created". This is a set collection game based on the art studio theme.
Kill Doctor Lucky
This is a strategy board game where players positions on the board (in a house) affect the possible actions of other players. Try to kill Doctor Lucky first to win. Fun easy game. This is the first game and one of the only games that I’ve played where an NPC (Non-Player Character) moves automatically.
Lanterns The Harvest Festival
This is a tile placement game. Fun, easy, and one players tile placement can also affect the scores of other players. It’s a tiny bit like dominoes.
This is a quick easy card game with very few cards. Hands never have more than two cards in them so decision making is quick and easy. This is a fun game and our go-to game when nothing else seems interesting. A round of play takes only a few minutes so players usually play to get the best 7 out of 13 wins (if I remember correctly).
Metro Paris 1898
This is a tile placement game that involves trying to make long paths through as many tiles as possible. It’s easy and fun but takes a bit of forethought to score high.
I haven’t played it yet. Looks fun but the instructions were not at all clear about how to play. I had to watch three videos before it was clear.
The new moon is a symbol for a new beginning, the perfect time to start something new and to plan your future — and that is what Nova Luna (lat. for new moon) is all about. In each round of this abstract tile-laying game, you have to plan your future anew, developing a new strategy to cope with what the moon wheel has to offer you.
One Night Ultimate Werewolf
This is a party game where players discuss which player is a werewolf to kill (because werewolfs need to be killed for the non-werewolfs to win). There is some lying and some not-lying-and-trying-to-convince-everyone-that-you-are-truthful in the game because the werewolf players want to stay alive to win.
A deck building game using character tokens instead of cards. It is also a resource collection game. Strategies and tactics can be complex and subtle and this is a really fun game. Player interaction is fairly minimal in the first few rounds of the game but competition heats up as the game progresses due to various resources running out and also because there are some prizes that get claimed by the first player to reach various milestones. At the end of the game, competition is fierce as players try to get a few remaining high-scoring items. The game is more competitive with four players than three and we have not tried with two yet.
Cooperative board game. Like all cooperative games, it’s hard to win. It’s fun but frustrating to always lose. The premise is cool and the gameplay works well with players moving around the world trying to cure and eradicate diseases.
PARKS is a celebration of our National Parks featuring illustrious art from Fifty-Nine Parks.
In PARKS, players will take on the role of two hikers as they trek through different trails across four seasons of the year. While on the trail, these hikers will take actions and collect memories of the places your hikers visit. These memories are represented by various resource tokens like mountains and forests. Collecting these memories in sets will allow players to trade them in to visit a National Park at the end of each hike.
Seeking to capitalize on this new opportunity, in Pipeline you start a company in the oil business. You will focus on building a much more efficient pipeline network in your refinery, hiring experts that provide valuable benefits over your competitors, and managing the logistics of purchasing and selling your refined oil in the various markets. You will need more than strong economic skills – carefully crafting an interweaving network of pipelines just might ensure your victory!
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
In Raccoon Tycoon, players try to produce the most valuable commodities in an ever-changing marketplace. They then use those commodities to build towns, or sell them at the best price to secure great profits that can be used to win auctions for the all-important railroads. The profits may also be used to buy powerful buildings that give the players power-ups or bonuses in production. Owning the best towns and railroads determines victory. There can be only one "top dog" in Astoria. Is it you?
Raiders of the North Sea
Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. Players will need to assemble a crew, collect provisions and journey north to plunder gold, iron and livestock. There is glory to be found in battle, even at the hands of the Valkyrie. So gather your warriors, it’s raiding season!
Race for the Galaxy
In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
Each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color.
This is a strategy stacking game. Players take turns moving a worker and then building a building.
A card set identification game where players try to find sets of three cards that have something in common without that same set also having something almost but not quite entirely in common. If the set has just two of the same shape, color, shading, or count, it’s not a set!
Sherlock Holmes Consulting Detective
This turned out to be less of a strategy game and more of a story telling game. We don’t play this because there is no obvious way to do better at the game. Scoring high requires luck or genius. So much circumstantial evidence is needed to solve a case that we could never get enough of it for a solution without losing tons of points getting it. But maybe it’s just that we are not good at the game that made it un-fun for us.
Item collection and bluffing game. Always fun and doesn’t take too long to play. Players try to gather resources that let them win while also gathering resources that keep other players from guessing their identity.
Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!
In the micro deck-building SUPERHOT Card Game, based on Agent Decker, you use abilities and items to deal with increasing threats. Threats you eliminate are added to your hand, giving you improved abilities and more options while bringing you closer to victory — but you need to be careful because the more cards you use, the faster you move through time (represented by a line of obstacles moving in your direction).
In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you!
In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.
Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!
In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.
Teotihuacan: City of Gods
In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade).
While managing their workforce and resources, players develop new technologies, climb the steps of the three great temples, build houses for the inhabitants of the city, and raise the legendary and breath-taking Pyramid of the Sun in the centre of the city.
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.
In TOKYO METRO, players take on the role of private investors looking to build up stations across Tokyo, speculate on train lines, and comprise a shared network to benefit multiple parties.
In Trogdor!: The Board Game, you and up to five friends — or maybe people you just paid to come over — take on the roles of these acolytes of the Burninator, each with their own unique abilities and magical items. Take turns guiding Trogdor on his destructive lost weekend around Peasantry. Help him avoid pesky knights and archers, devour peasants, burninate the countryside, and, of course, the thatched roof COTTAGES!
Through the Ages: A New Story of Civilization
Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.
Ticket to Ride
This is a strategy game where taking more risk can lead to a bigger win or a bigger loss. Lots of card drafting is done to get sets of colors in order to claim routes on the map. This is a fun easy game. It takes a bit of luck and a lot of strategy to win. We have played this game a lot, especially back when we only had a few board games at home.
It’s been a while but what I remember is that this game is a card collection game where sets of cards are collected and then used to claim resources (lunches). It had a Ticket-to-Ride vibe to it. The NPC whose turn must be played by someone every two or three turns is annoying. The cards have contrived "features" that let them act like other cards in some circumstances. All-in-all, the game seems like a good idea that had some extra crap thrown on it to make it interesting. And it is playable and interesting, just not compelling to play. And the artwork is dark and sad looking with some text being very hard to read on some cards.
This is a cooperative story game that involves making decisions that seem to alter the order of the story elements but doesn’t seem to help get through the game more quickly (with a better score). Like Sherlock Holmes Consulting Detective, this game seems to not have a way to play strategically to score higher; players can only accidentally stumble onto more effective paths to the end of the game. It was interesting the first time but just frustrating the second time (we never finished The Marcy Case). Interactive stories are just not that much fun, except maybe on a computer where the story is more rich and vivid and there’s no pieces to move around constantly.
Tiny Epic Galaxies
Just played once so far. Worker placement and dice rolling/picking are the main mechanics. You get some rather random choices to make on your turn and must use them to your best advantage. It doesn't seem like the random rolls give lucky rollers an advantage so it is fun to play.
This is a set collection game with only a little ability to pick a winning path through the game. This game is fun because strategy is subtle and it’s hard to win big. Making a very beneficial move often leads to losing a turn or even two. This is also a very pretty game and the deluxe edition is super nice to look at!
A 2 to 9 player game of card handling, pawn positioning, and deception. We played it with two players and the game was less about deception and more about timing moves in order to be in a good scoring position at the end of the game. It comes in this cool book/box with a roll-out “board”. It is one of the best looking games that I own.
This is a Kickstarter game that is mostly card collection and some amount of card playing game. I really like this game with two players and even playing in a way that minimizes player interactions, the game is still very fun. The amusement park theme, the quality of the game and instructions, and the interesting mix of possible actions, makes this game one of my favorites.
Welcome to the Dungeon
A bluffing card game. We played a few times with two players and it was fun. I think that it would be a great 3 or 4 player game since turns can be taken quickly.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from designer Elizabeth Hargrave and Stonemaier Games.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats.