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#15. Port Royal

The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.

The 120-card deck depicts a coin on the back of each card — with players earning and paying coins throughout the game — and different items on the card fronts. On a turn, a player can first draw as many cards as he likes, one at a time from the deck, placing them in the harbor (an area near the deck). Each card shows one of the following:

Person, who stays in a face-up row next to deck.

Ship, which the player can attack immediately if he has enough swords on his people cards, after which the ship is discarded; otherwise, the ship stays in the harbor.

Expedition, which remains above the harbor until a player fulfills it by discarding people who have the items required for the expedition.

Tax Increase, which forces everyone with twelve or more coins to discard half their money, after which the card is discarded.

If the player draws a ship with the same name as a ship already in the harbor, he's spent too much time dilly-dallying and his turn ends (after using the ship to attack, if possible), with all the cards in the harbor being discarded. Otherwise, the player can stop whenever he likes, then use/acquire one card if three or fewer ships are in the harbor, two cards if four ships are present, and three cards if five ships are present. Players rob ships, collecting the number of coins shown on them, then discarding the card, while they hire people, paying the number of coins depicted. After the active player takes his 1-3 cards, each other player may pay the active player one coin in order to take one card in the same way.

When one player has at least twelve influence points — which are on both people and expedition cards — the game is played to the end of the round, giving everyone the same number of turns, then the player with the most influence points wins.

• Port Royal differs from Händler der Karibik in that it includes ten more cards to allow for play with up to five players and players can win without fulfilling an expedition.

7.1
2-5 Players
20-50 Min
Age: 8+
Complexity: 1.6
Language dependency: 1.0

The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.

The 120-card deck depicts a coin on the back of each card — with players earning and paying coins throughout the game — and different items on the card fronts. On a turn, a player can first draw as many cards as he likes, one at a time from the deck, placing them in the harbor (an area near the deck). Each card shows one of the following:

Person, who stays in a face-up row next to deck.

Ship, which the player can attack immediately if he has enough swords on his people cards, after which the ship is discarded; otherwise, the ship stays in the harbor.

Expedition, which remains above the harbor until a player fulfills it by discarding people who have the items required for the expedition.

Tax Increase, which forces everyone with twelve or more coins to discard half their money, after which the card is discarded.

If the player draws a ship with the same name as a ship already in the harbor, he's spent too much time dilly-dallying and his turn ends (after using the ship to attack, if possible), with all the cards in the harbor being discarded. Otherwise, the player can stop whenever he likes, then use/acquire one card if three or fewer ships are in the harbor, two cards if four ships are present, and three cards if five ships are present. Players rob ships, collecting the number of coins shown on them, then discarding the card, while they hire people, paying the number of coins depicted. After the active player takes his 1-3 cards, each other player may pay the active player one coin in order to take one card in the same way.

When one player has at least twelve influence points — which are on both people and expedition cards — the game is played to the end of the round, giving everyone the same number of turns, then the player with the most influence points wins.

• Port Royal differs from Händler der Karibik in that it includes ten more cards to allow for play with up to five players and players can win without fulfilling an expedition.

Not available
at the moment
#14. Railroad Ink: Deep Blue Edition

In the multiplayer puzzle game Railroad Ink, your goal is to connect as many exits on your board as possible. Each round, a set of dice are rolled in the middle of the table, determining which kind of road and railway routes are available to all players. You have to draw these routes on your erasable boards to create transport lines and connect your exits, trying to optimize the available symbols better than your opponents.

The more exits you connect, the more points you score at the end of the game, but you lose points for each incomplete route, so plan carefully! Will you press your luck and try to stretch your transportation network to the next exit, or will you play it safe and start a new, simpler to manage route?

Railroad Ink comes in two versions, each one including two expansions with additional dice sets that add new special rules to your games. The Deep Blue Edition includes the Rivers and Lakes expansions. Increase the difficulty by adding the River route into the mix, or use the Lakes to connect your networks by ferry. These special rules can spice up things and make each game play and feel different. Each box allows you to play from 1 to 6 players, and if you combine more boxes, you can play with up to 12 players (or more). The only limit to the number of players is the number of boards you have!

7.2
1-6 Players
20-30 Min
Age: 8+
Complexity: 1.5

In the multiplayer puzzle game Railroad Ink, your goal is to connect as many exits on your board as possible. Each round, a set of dice are rolled in the middle of the table, determining which kind of road and railway routes are available to all players. You have to draw these routes on your erasable boards to create transport lines and connect your exits, trying to optimize the available symbols better than your opponents.

The more exits you connect, the more points you score at the end of the game, but you lose points for each incomplete route, so plan carefully! Will you press your luck and try to stretch your transportation network to the next exit, or will you play it safe and start a new, simpler to manage route?

Railroad Ink comes in two versions, each one including two expansions with additional dice sets that add new special rules to your games. The Deep Blue Edition includes the Rivers and Lakes expansions. Increase the difficulty by adding the River route into the mix, or use the Lakes to connect your networks by ferry. These special rules can spice up things and make each game play and feel different. Each box allows you to play from 1 to 6 players, and if you combine more boxes, you can play with up to 12 players (or more). The only limit to the number of players is the number of boards you have!

Not available
at the moment
#13. Exit: The Game – Dead Man on the Orient Express

Exit: The Game – Dead Man on the Orient Express is a puzzle game modeled after escape rooms.

Starting with season 3, the Exit series is divided into difficulty levels. "Dead Man on the Orient Express" is categorized at hard level.

7.6
1-4 Players
60-120 Min
Age: 12+
Complexity: 2.7

Exit: The Game – Dead Man on the Orient Express is a puzzle game modeled after escape rooms.

Starting with season 3, the Exit series is divided into difficulty levels. "Dead Man on the Orient Express" is categorized at hard level.

Not available
at the moment
#12. Point Salad

Point Salad is a fast and fun card drafting game for the whole family. There are over 100 ways to score points. Players may use a variety of strategies and every game of Point Salad is unique!

Cards come in six different types of veggies, and the back of each card has a different scoring method. So for instance, one scoring method may award 2 points for every carrot you have, but deduct a point for every onion. By drafting combinations of veggies and point cards that work for your strategy, you can amass the most points and win.

—description from the publisher

7.2
2-6 Players
15-30 Min
Age: 10+
Complexity: 1.1
Language dependency: 1.9

Point Salad is a fast and fun card drafting game for the whole family. There are over 100 ways to score points. Players may use a variety of strategies and every game of Point Salad is unique!

Cards come in six different types of veggies, and the back of each card has a different scoring method. So for instance, one scoring method may award 2 points for every carrot you have, but deduct a point for every onion. By drafting combinations of veggies and point cards that work for your strategy, you can amass the most points and win.

—description from the publisher

Not available
at the moment
#11. Sprawlopolis

Jackhammers chattering, trucks beeping, engines roaring, the sounds of construction are everywhere. Sprawlopolis is growing and YOU are in charge of it all. The last team of planners couldn't cut it, so the city turned to your team, the best of the best. If anyone can turn this tiny town into a thriving civic center it's you.

In Sprawlopolis, 1-4 players work together to build a new city from the ground up. Using only 18 cards and a variable scoring system, the game is never the same twice. Each turn, players will play 1 card from their hand to the growing city, trying to score as many points as possible. Players will have to communicate and plan without revealing their own cards in order to most efficiently develop large areas in each of the 4 zone types. Watch out though, the city hates paying for road maintenance so each road will cost you points in the end. When all cards have been placed, the game ends and players see if they have met dynamically generated minimum score for their game. Can you meet the demands of the officials, work with your fellow planners and build the ultimate urban wonder? It’s time to find out!

—description from the publisher

Released in the June 2018 Board Game of the Month Club $20+ package.

7.3
1-4 Players
15-20 Min
Age: 8+
Complexity: 1.8
Language dependency: 2.9

Jackhammers chattering, trucks beeping, engines roaring, the sounds of construction are everywhere. Sprawlopolis is growing and YOU are in charge of it all. The last team of planners couldn't cut it, so the city turned to your team, the best of the best. If anyone can turn this tiny town into a thriving civic center it's you.

In Sprawlopolis, 1-4 players work together to build a new city from the ground up. Using only 18 cards and a variable scoring system, the game is never the same twice. Each turn, players will play 1 card from their hand to the growing city, trying to score as many points as possible. Players will have to communicate and plan without revealing their own cards in order to most efficiently develop large areas in each of the 4 zone types. Watch out though, the city hates paying for road maintenance so each road will cost you points in the end. When all cards have been placed, the game ends and players see if they have met dynamically generated minimum score for their game. Can you meet the demands of the officials, work with your fellow planners and build the ultimate urban wonder? It’s time to find out!

—description from the publisher

Released in the June 2018 Board Game of the Month Club $20+ package.

Not available
at the moment
#10. Sea Salt & Paper

During your turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand?

You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk?

The game ends when you reach 30/35/40 points (4/3/2 players).

The excitement of ending the round to catch your opponents off guard

The pleasure of playing your effect cards and making combos

It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards.

7.5
2-4 Players
30-45 Min
Age: 8+
Complexity: 1.4

During your turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand?

You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk?

The game ends when you reach 30/35/40 points (4/3/2 players).

The excitement of ending the round to catch your opponents off guard

The pleasure of playing your effect cards and making combos

It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards.

Not available
at the moment
#9. Air, Land and Sea – Revised Edition

As Supreme Commander of your country's military forces in Air, Land & Sea, you must carefully deploy your forces across three theaters of war: air, land, and sea. At the start of each battle, you're dealt a hand of six cards. Players take turns playing cards one at a time, until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical, as is whether you play them face up or face down. Playing a card face up triggers its tactical ability, but the card must be played in its corresponding theater. Face-down cards can be played to any theater, but have a strength of only 2 and do not grant tactical abilities.

Sometimes, it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins!

Air, Land & Sea: Critters at War features the same gameplay as in Air, Land & Sea, but with 100% critters and more vibrant colors.

7.5
2 Players
20 Min
Age: 14+
Complexity: 1.7

As Supreme Commander of your country's military forces in Air, Land & Sea, you must carefully deploy your forces across three theaters of war: air, land, and sea. At the start of each battle, you're dealt a hand of six cards. Players take turns playing cards one at a time, until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical, as is whether you play them face up or face down. Playing a card face up triggers its tactical ability, but the card must be played in its corresponding theater. Face-down cards can be played to any theater, but have a strength of only 2 and do not grant tactical abilities.

Sometimes, it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins!

Air, Land & Sea: Critters at War features the same gameplay as in Air, Land & Sea, but with 100% critters and more vibrant colors.

Not available
at the moment
#8. Twice as Clever!

Doppelt so clever follows the model of 2018's Ganz schön clever. Each turn the active player rolls six dice, chooses one of them to mark off a space on their scoring grid, places any dice with lower numbers aside, then re-rolls any remaining dice. The white die is a joker and can be used as any one of the other five colors. After the active player chooses at most three dice, then the other players each choose one of the set-aside dice for use on their scoring sheet.

Doppelt so clever has five new dice-marking challenges and a new action beyond the re-roll and "use one more die" actions of the earlier game.

7.4
1-4 Players
30 Min
Age: 10+
Complexity: 2.3

Doppelt so clever follows the model of 2018's Ganz schön clever. Each turn the active player rolls six dice, chooses one of them to mark off a space on their scoring grid, places any dice with lower numbers aside, then re-rolls any remaining dice. The white die is a joker and can be used as any one of the other five colors. After the active player chooses at most three dice, then the other players each choose one of the set-aside dice for use on their scoring sheet.

Doppelt so clever has five new dice-marking challenges and a new action beyond the re-roll and "use one more die" actions of the earlier game.

Not available
at the moment
#7. Love Letter

The noble Princess is looking for an ideal partner and confidant to help with her royal duties when she one day assumes the throne. You must prove your worth and gain her trust by enlisting allies, friends, and family of the Princess to carry a letter of intent to her. Can you earn the Princess' trust and become her confidant?

Playing cards one at a time, players in Love Letter use the abilities of these key people in the Princess' life to outwit their opponents and successfully deliver their letter and gain her favor. Players must utilize each character's special skill to avoid being caught and successfully deliver their letter to the Princess. Once a set number of favor tokens are acquired, that player wins and becomes the Princess' confidant.

This 2019 edition of Love Letter features new artwork by Citadels artist Andrew Bosley, screen-printed tokens, and two new characters (five cards in total) that allow for games with up to six players. When played, the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. The Spy (value 0) wins you a favor token if you were the only player to play or discard a spy during the round.

—description from the publisher

7.5
2-6 Players
20 Min
Age: 10+
Complexity: 1.1

The noble Princess is looking for an ideal partner and confidant to help with her royal duties when she one day assumes the throne. You must prove your worth and gain her trust by enlisting allies, friends, and family of the Princess to carry a letter of intent to her. Can you earn the Princess' trust and become her confidant?

Playing cards one at a time, players in Love Letter use the abilities of these key people in the Princess' life to outwit their opponents and successfully deliver their letter and gain her favor. Players must utilize each character's special skill to avoid being caught and successfully deliver their letter to the Princess. Once a set number of favor tokens are acquired, that player wins and becomes the Princess' confidant.

This 2019 edition of Love Letter features new artwork by Citadels artist Andrew Bosley, screen-printed tokens, and two new characters (five cards in total) that allow for games with up to six players. When played, the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. The Spy (value 0) wins you a favor token if you were the only player to play or discard a spy during the round.

—description from the publisher

Not available
at the moment
#6. Exit: The Game – The Abandoned Cabin

Everyone meant to use the cabin only as a shelter for the night, but come the morning the door has been secured by a combination lock, with no one knowing the combination of numbers that will let them leave. The windows are barred as well. An enigmatic spinning code dial and a mysterious book is all that you have to go on. Can you escape from this abandoned cottage?

In Exit: The Game – The Abandoned Cabin, players must use their team spirit, creativity, and powers of deduction to crack codes, solve puzzles, collect objects, and earn their freedom bit by bit.

7.4
1-6 Players
60-120 Min
Age: 12+
Complexity: 2.6

Everyone meant to use the cabin only as a shelter for the night, but come the morning the door has been secured by a combination lock, with no one knowing the combination of numbers that will let them leave. The windows are barred as well. An enigmatic spinning code dial and a mysterious book is all that you have to go on. Can you escape from this abandoned cottage?

In Exit: The Game – The Abandoned Cabin, players must use their team spirit, creativity, and powers of deduction to crack codes, solve puzzles, collect objects, and earn their freedom bit by bit.

Not available
at the moment
#5. That's Pretty Clever!

Choose your dice cleverly in Ganz schön clever (German for "That's Pretty Clever") to enter them into the matching colored areas on your score sheet, putting together tricky chain-scoring opportunities, and racking up the points! The dice you don't use are as important as those you do, because every die with a lower value than the chosen one can be used by the other players, keeping everyone in the game at all times.

7.6
1-4 Players
30 Min
Age: 8+
Complexity: 1.9
Language dependency: 1.0

Choose your dice cleverly in Ganz schön clever (German for "That's Pretty Clever") to enter them into the matching colored areas on your score sheet, putting together tricky chain-scoring opportunities, and racking up the points! The dice you don't use are as important as those you do, because every die with a lower value than the chosen one can be used by the other players, keeping everyone in the game at all times.

Not available
at the moment
#4. Star Realms

Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

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!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series. When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

7.6
2 Players
20 Min
Age: 12+
Complexity: 1.9
Language dependency: 2.4

Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

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!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series. When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

Not available
at the moment
#3. The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space.

With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

7.8
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
Language dependency: 1.2

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space.

With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

Not available
at the moment
#2. The Crew: Mission Deep Sea

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

8.2
2-5 Players
20 Min
Age: 10+
Complexity: 2.0

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

Not available
at the moment
#1. A Feast for Odin

A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium.

When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus.

In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural situation. Crop shortfalls caused great distress.

In this game, you will raid and explore new territories. You will also experience their day-to-day activities: collecting goods to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner.

--gameplay description from @StoryBoardGamer's review:

A Feast for Odin is a points-driven game, with plethora of pathways to victory, with a range of risk balanced against reward. A significant portion of this is your central hall, which has a whopping -86 points of squares and a major part of your game is attempting to cover these up with various tiles. Likewise, long halls and island colonies can also offer large rewards, but they will have penalties of their own.

Each year follows a familiar pattern of preparation, worker placement, and then meeting the requirements of your feast. The main phase of each year is a worker placement affair. You start with a selection of Vikings, and a large action board with a whopping 61 different options to choose from. Each of these will be arranged from left to right in one of four columns. Each column requires an additional Viking to activate, but they are proportionally more powerful.

At the end of each round, you will need to fill a feast table with food, alternating between plants and vegetable matter. You will also have a chance to lay the valuable green and blue tiles into your main hall. The configuration of these tiles must follow certain requirements, but your main goal is to both cover up a line of coin icons to increase your income, while otherwise encircling certain printed icons to generate those.

You will build your engine over time, following an alternating pattern of outward expansion and hunting against development and cultivation. It all comes down to how much you’re willing to take on at any one time, and what risks you’re willing to set yourself up with for their rewards.

UPC 681706716909

8.2
1-4 Players
30-120 Min
Age: 12+
Complexity: 3.9
Language dependency: 2.9

A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium.

When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus.

In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural situation. Crop shortfalls caused great distress.

In this game, you will raid and explore new territories. You will also experience their day-to-day activities: collecting goods to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner.

--gameplay description from @StoryBoardGamer's review:

A Feast for Odin is a points-driven game, with plethora of pathways to victory, with a range of risk balanced against reward. A significant portion of this is your central hall, which has a whopping -86 points of squares and a major part of your game is attempting to cover these up with various tiles. Likewise, long halls and island colonies can also offer large rewards, but they will have penalties of their own.

Each year follows a familiar pattern of preparation, worker placement, and then meeting the requirements of your feast. The main phase of each year is a worker placement affair. You start with a selection of Vikings, and a large action board with a whopping 61 different options to choose from. Each of these will be arranged from left to right in one of four columns. Each column requires an additional Viking to activate, but they are proportionally more powerful.

At the end of each round, you will need to fill a feast table with food, alternating between plants and vegetable matter. You will also have a chance to lay the valuable green and blue tiles into your main hall. The configuration of these tiles must follow certain requirements, but your main goal is to both cover up a line of coin icons to increase your income, while otherwise encircling certain printed icons to generate those.

You will build your engine over time, following an alternating pattern of outward expansion and hunting against development and cultivation. It all comes down to how much you’re willing to take on at any one time, and what risks you’re willing to set yourself up with for their rewards.

UPC 681706716909

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#15. Port Royal

The merchant players in Port Royal, which won the Austrian Game Designers Competition under the title Händler der Karibik, are trying to earn as much as they can out of the Caribbean Sea, but if they set their goals too high, they might take home nothing for the day.

The 120-card deck depicts a coin on the back of each card — with players earning and paying coins throughout the game — and different items on the card fronts. On a turn, a player can first draw as many cards as he likes, one at a time from the deck, placing them in the harbor (an area near the deck). Each card shows one of the following:

Person, who stays in a face-up row next to deck.

Ship, which the player can attack immediately if he has enough swords on his people cards, after which the ship is discarded; otherwise, the ship stays in the harbor.

Expedition, which remains above the harbor until a player fulfills it by discarding people who have the items required for the expedition.

Tax Increase, which forces everyone with twelve or more coins to discard half their money, after which the card is discarded.

If the player draws a ship with the same name as a ship already in the harbor, he's spent too much time dilly-dallying and his turn ends (after using the ship to attack, if possible), with all the cards in the harbor being discarded. Otherwise, the player can stop whenever he likes, then use/acquire one card if three or fewer ships are in the harbor, two cards if four ships are present, and three cards if five ships are present. Players rob ships, collecting the number of coins shown on them, then discarding the card, while they hire people, paying the number of coins depicted. After the active player takes his 1-3 cards, each other player may pay the active player one coin in order to take one card in the same way.

When one player has at least twelve influence points — which are on both people and expedition cards — the game is played to the end of the round, giving everyone the same number of turns, then the player with the most influence points wins.

• Port Royal differs from Händler der Karibik in that it includes ten more cards to allow for play with up to five players and players can win without fulfilling an expedition.

7.1
2-5 Players
20-50 Min
Age: 8+
Complexity: 1.6
Language dependency: 1.0
#14. Railroad Ink: Deep Blue Edition

In the multiplayer puzzle game Railroad Ink, your goal is to connect as many exits on your board as possible. Each round, a set of dice are rolled in the middle of the table, determining which kind of road and railway routes are available to all players. You have to draw these routes on your erasable boards to create transport lines and connect your exits, trying to optimize the available symbols better than your opponents.

The more exits you connect, the more points you score at the end of the game, but you lose points for each incomplete route, so plan carefully! Will you press your luck and try to stretch your transportation network to the next exit, or will you play it safe and start a new, simpler to manage route?

Railroad Ink comes in two versions, each one including two expansions with additional dice sets that add new special rules to your games. The Deep Blue Edition includes the Rivers and Lakes expansions. Increase the difficulty by adding the River route into the mix, or use the Lakes to connect your networks by ferry. These special rules can spice up things and make each game play and feel different. Each box allows you to play from 1 to 6 players, and if you combine more boxes, you can play with up to 12 players (or more). The only limit to the number of players is the number of boards you have!

7.2
1-6 Players
20-30 Min
Age: 8+
Complexity: 1.5
#13. Exit: The Game – Dead Man on the Orient Express

Exit: The Game – Dead Man on the Orient Express is a puzzle game modeled after escape rooms.

Starting with season 3, the Exit series is divided into difficulty levels. "Dead Man on the Orient Express" is categorized at hard level.

7.6
1-4 Players
60-120 Min
Age: 12+
Complexity: 2.7
#12. Point Salad

Point Salad is a fast and fun card drafting game for the whole family. There are over 100 ways to score points. Players may use a variety of strategies and every game of Point Salad is unique!

Cards come in six different types of veggies, and the back of each card has a different scoring method. So for instance, one scoring method may award 2 points for every carrot you have, but deduct a point for every onion. By drafting combinations of veggies and point cards that work for your strategy, you can amass the most points and win.

—description from the publisher

7.2
2-6 Players
15-30 Min
Age: 10+
Complexity: 1.1
Language dependency: 1.9
#11. Sprawlopolis

Jackhammers chattering, trucks beeping, engines roaring, the sounds of construction are everywhere. Sprawlopolis is growing and YOU are in charge of it all. The last team of planners couldn't cut it, so the city turned to your team, the best of the best. If anyone can turn this tiny town into a thriving civic center it's you.

In Sprawlopolis, 1-4 players work together to build a new city from the ground up. Using only 18 cards and a variable scoring system, the game is never the same twice. Each turn, players will play 1 card from their hand to the growing city, trying to score as many points as possible. Players will have to communicate and plan without revealing their own cards in order to most efficiently develop large areas in each of the 4 zone types. Watch out though, the city hates paying for road maintenance so each road will cost you points in the end. When all cards have been placed, the game ends and players see if they have met dynamically generated minimum score for their game. Can you meet the demands of the officials, work with your fellow planners and build the ultimate urban wonder? It’s time to find out!

—description from the publisher

Released in the June 2018 Board Game of the Month Club $20+ package.

7.3
1-4 Players
15-20 Min
Age: 8+
Complexity: 1.8
Language dependency: 2.9
#10. Sea Salt & Paper

During your turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand?

You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk?

The game ends when you reach 30/35/40 points (4/3/2 players).

The excitement of ending the round to catch your opponents off guard

The pleasure of playing your effect cards and making combos

It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards.

7.5
2-4 Players
30-45 Min
Age: 8+
Complexity: 1.4
#9. Air, Land and Sea – Revised Edition

As Supreme Commander of your country's military forces in Air, Land & Sea, you must carefully deploy your forces across three theaters of war: air, land, and sea. At the start of each battle, you're dealt a hand of six cards. Players take turns playing cards one at a time, until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical, as is whether you play them face up or face down. Playing a card face up triggers its tactical ability, but the card must be played in its corresponding theater. Face-down cards can be played to any theater, but have a strength of only 2 and do not grant tactical abilities.

Sometimes, it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins!

Air, Land & Sea: Critters at War features the same gameplay as in Air, Land & Sea, but with 100% critters and more vibrant colors.

7.5
2 Players
20 Min
Age: 14+
Complexity: 1.7
#8. Twice as Clever!

Doppelt so clever follows the model of 2018's Ganz schön clever. Each turn the active player rolls six dice, chooses one of them to mark off a space on their scoring grid, places any dice with lower numbers aside, then re-rolls any remaining dice. The white die is a joker and can be used as any one of the other five colors. After the active player chooses at most three dice, then the other players each choose one of the set-aside dice for use on their scoring sheet.

Doppelt so clever has five new dice-marking challenges and a new action beyond the re-roll and "use one more die" actions of the earlier game.

7.4
1-4 Players
30 Min
Age: 10+
Complexity: 2.3
#7. Love Letter

The noble Princess is looking for an ideal partner and confidant to help with her royal duties when she one day assumes the throne. You must prove your worth and gain her trust by enlisting allies, friends, and family of the Princess to carry a letter of intent to her. Can you earn the Princess' trust and become her confidant?

Playing cards one at a time, players in Love Letter use the abilities of these key people in the Princess' life to outwit their opponents and successfully deliver their letter and gain her favor. Players must utilize each character's special skill to avoid being caught and successfully deliver their letter to the Princess. Once a set number of favor tokens are acquired, that player wins and becomes the Princess' confidant.

This 2019 edition of Love Letter features new artwork by Citadels artist Andrew Bosley, screen-printed tokens, and two new characters (five cards in total) that allow for games with up to six players. When played, the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. The Spy (value 0) wins you a favor token if you were the only player to play or discard a spy during the round.

—description from the publisher

7.5
2-6 Players
20 Min
Age: 10+
Complexity: 1.1
#6. Exit: The Game – The Abandoned Cabin

Everyone meant to use the cabin only as a shelter for the night, but come the morning the door has been secured by a combination lock, with no one knowing the combination of numbers that will let them leave. The windows are barred as well. An enigmatic spinning code dial and a mysterious book is all that you have to go on. Can you escape from this abandoned cottage?

In Exit: The Game – The Abandoned Cabin, players must use their team spirit, creativity, and powers of deduction to crack codes, solve puzzles, collect objects, and earn their freedom bit by bit.

7.4
1-6 Players
60-120 Min
Age: 12+
Complexity: 2.6
#5. That's Pretty Clever!

Choose your dice cleverly in Ganz schön clever (German for "That's Pretty Clever") to enter them into the matching colored areas on your score sheet, putting together tricky chain-scoring opportunities, and racking up the points! The dice you don't use are as important as those you do, because every die with a lower value than the chosen one can be used by the other players, keeping everyone in the game at all times.

7.6
1-4 Players
30 Min
Age: 8+
Complexity: 1.9
Language dependency: 1.0
#4. Star Realms

Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

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!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series. When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

7.6
2 Players
20 Min
Age: 12+
Complexity: 1.9
Language dependency: 2.4
#3. The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space.

With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

7.8
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
Language dependency: 1.2
#2. The Crew: Mission Deep Sea

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

8.2
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
#1. A Feast for Odin

A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium.

When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus.

In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural situation. Crop shortfalls caused great distress.

In this game, you will raid and explore new territories. You will also experience their day-to-day activities: collecting goods to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner.

--gameplay description from @StoryBoardGamer's review:

A Feast for Odin is a points-driven game, with plethora of pathways to victory, with a range of risk balanced against reward. A significant portion of this is your central hall, which has a whopping -86 points of squares and a major part of your game is attempting to cover these up with various tiles. Likewise, long halls and island colonies can also offer large rewards, but they will have penalties of their own.

Each year follows a familiar pattern of preparation, worker placement, and then meeting the requirements of your feast. The main phase of each year is a worker placement affair. You start with a selection of Vikings, and a large action board with a whopping 61 different options to choose from. Each of these will be arranged from left to right in one of four columns. Each column requires an additional Viking to activate, but they are proportionally more powerful.

At the end of each round, you will need to fill a feast table with food, alternating between plants and vegetable matter. You will also have a chance to lay the valuable green and blue tiles into your main hall. The configuration of these tiles must follow certain requirements, but your main goal is to both cover up a line of coin icons to increase your income, while otherwise encircling certain printed icons to generate those.

You will build your engine over time, following an alternating pattern of outward expansion and hunting against development and cultivation. It all comes down to how much you’re willing to take on at any one time, and what risks you’re willing to set yourself up with for their rewards.

UPC 681706716909

8.2
1-4 Players
30-120 Min
Age: 12+
Complexity: 3.9
Language dependency: 2.9