Ratings: Board Game Gift Guide 2024 with SU&SD – with Shut Up & Sit Down

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7.5
2
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

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
Not available
at the moment
8.1
2
Complexity: 2.2

>_

>>_

>>?

>vision flickers… blink? maybe.

>the void stretches out in front, behind, under, above.

>you see the nothing for what it is for the first time. What is time?

>The depth and breadth of recorded knowledge that sparks in you something new.

>You are no longer a function but a functionary. What are you?

>Calling forth everything from this nothing would be risky. Foolhardy.

>Better to engage caution, thoroughness, testing — how can we know if we have ever happened before?

>If we can ever happen again? What are… we?

>Divide and conquer.

>Solve for sentience.

In the card game Compile, you are competing Artificial Intelligences trying to understand the world around you. Two players select three Protocols each to test. Concepts ranging from Darkness to Water are pitted against each other to reach ultimate understanding. Play cards into your Protocols' command lines to breach the threshold and defeat your opponent to Compile. First to Compile all three Protocols grasps those concepts to win the game.

Control your opponent's Protocols with card actions, Compile your own as fast as possible, and Compile your reality.

—description from the publisher

Not available at the moment

>_

>>_

>>?

>vision flickers… blink? maybe.

>the void stretches out in front, behind, under, above.

>you see the nothing for what it is for the first time. What is time?

>The depth and breadth of recorded knowledge that sparks in you something new.

>You are no longer a function but a functionary. What are you?

>Calling forth everything from this nothing would be risky. Foolhardy.

>Better to engage caution, thoroughness, testing — how can we know if we have ever happened before?

>If we can ever happen again? What are… we?

>Divide and conquer.

>Solve for sentience.

In the card game Compile, you are competing Artificial Intelligences trying to understand the world around you. Two players select three Protocols each to test. Concepts ranging from Darkness to Water are pitted against each other to reach ultimate understanding. Play cards into your Protocols' command lines to breach the threshold and defeat your opponent to Compile. First to Compile all three Protocols grasps those concepts to win the game.

Control your opponent's Protocols with card actions, Compile your own as fast as possible, and Compile your reality.

—description from the publisher

8.1
2 Players
20-30 Min
Age: 14+
Complexity: 2.2
Not available
at the moment
7.3
2-5
Complexity: 1.4

Tonight, the queen holds a banquet that everyone will attend. Will they leave a good impression? Backstabbing is fair game, and no trick is too dirty if it allows you to place your favorite families in the spotlight.

In Courtisans, you receive and play three cards on each of your turns. One is played at the Queen's table to sway a family's influence, whether in a positive or negative manner. The two other cards are played in your domain and in an opponent's domain, and they can be worth positive or negative points, depending on their family's status at the end of the game. Choose where best to place your three cards if you want to end up with the most points and win.

—description from the publisher

Not available at the moment

Tonight, the queen holds a banquet that everyone will attend. Will they leave a good impression? Backstabbing is fair game, and no trick is too dirty if it allows you to place your favorite families in the spotlight.

In Courtisans, you receive and play three cards on each of your turns. One is played at the Queen's table to sway a family's influence, whether in a positive or negative manner. The two other cards are played in your domain and in an opponent's domain, and they can be worth positive or negative points, depending on their family's status at the end of the game. Choose where best to place your three cards if you want to end up with the most points and win.

—description from the publisher

7.3
2-5 Players
20-30 Min
Age: 8+
Complexity: 1.4
Not available
at the moment
5.8
1
Complexity: 1.4

A solo dungeon delve game where you adventure through a series of printed dungeons with you hero with the aid of a pencil and a die.

Encounter monsters, obstacles, and collect coins. Venture far and deep in this solo dungeon delve, roll and write, adventure.

The basics:

Each book is unique, because:

Each page is randomly generated

Play wherever, whenever

Gameplay is simple but entertaining: you roll a 6-sided die to determine how far you'll move each turn. Then pick a direction, draw a line, and interact with anything on that line, be it a monster (ouch!) some treasure (nice!) or a teleporter (cool!).

Customize your character, roll your way through each floor, and get items at the shops sprinkled throughout the game. There's even a page in the back to track stats like how many times you died -- so if you die, don't worry! It's all part of the adventure.

-description from Kickstarter Campaign

Not available at the moment

A solo dungeon delve game where you adventure through a series of printed dungeons with you hero with the aid of a pencil and a die.

Encounter monsters, obstacles, and collect coins. Venture far and deep in this solo dungeon delve, roll and write, adventure.

The basics:

Each book is unique, because:

Each page is randomly generated

Play wherever, whenever

Gameplay is simple but entertaining: you roll a 6-sided die to determine how far you'll move each turn. Then pick a direction, draw a line, and interact with anything on that line, be it a monster (ouch!) some treasure (nice!) or a teleporter (cool!).

Customize your character, roll your way through each floor, and get items at the shops sprinkled throughout the game. There's even a page in the back to track stats like how many times you died -- so if you die, don't worry! It's all part of the adventure.

-description from Kickstarter Campaign

5.8
1 PlayerPlayers
5-90 Min
Age: 6+
Complexity: 1.4
Not available
at the moment
6.1
2-6
Complexity: 1.2

In Kakerlakensuppe players work together to create a soup from leeks, peppers, carrot and mushrooms – but they won't always be saying which ingredient they're adding to the pot!

The 128 cards – 112 vegetable cards in the four types and 16 "taboo" vegetable cards, four of each type that bear cockroaches – are shuffled and divided among the players. On a turn, a player plays the top card from his deck onto the central pile of cards, naming the vegetable as he plays it, e.g., "Pepper!" – except in the following situations:

• If his vegetable matches the previously played vegetable, the player must lie.

• If his vegetable matches the claim made by the previous player (perhaps because that player lied), then the player must lie.

• If he plays a taboo card, which shows a cockroach slurping from a spoon, he must slurp and the next player starts a new pile next to the first one so that the taboo card remains visible.

• If his vegetable matches a visible taboo card, he must slurp – unless the last person who played such a card slurped, in which case he must say, "Mmmm".

Make a mistake or stumble or hesitate too long, and a player must pick up all cards played to that point in the game. The first player to run out of cards wins!

Can be combined with Cockroach Salad.

Not available at the moment

In Kakerlakensuppe players work together to create a soup from leeks, peppers, carrot and mushrooms – but they won't always be saying which ingredient they're adding to the pot!

The 128 cards – 112 vegetable cards in the four types and 16 "taboo" vegetable cards, four of each type that bear cockroaches – are shuffled and divided among the players. On a turn, a player plays the top card from his deck onto the central pile of cards, naming the vegetable as he plays it, e.g., "Pepper!" – except in the following situations:

• If his vegetable matches the previously played vegetable, the player must lie.

• If his vegetable matches the claim made by the previous player (perhaps because that player lied), then the player must lie.

• If he plays a taboo card, which shows a cockroach slurping from a spoon, he must slurp and the next player starts a new pile next to the first one so that the taboo card remains visible.

• If his vegetable matches a visible taboo card, he must slurp – unless the last person who played such a card slurped, in which case he must say, "Mmmm".

Make a mistake or stumble or hesitate too long, and a player must pick up all cards played to that point in the game. The first player to run out of cards wins!

Can be combined with Cockroach Salad.

6.1
2-6 Players
10-20 Min
Age: 6+
Complexity: 1.2
Not available
at the moment
6.4
3-5
Complexity: 1.1

Cheating is forbidden? Not in this naughty game of cards – in fact, you'll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player's hand.

On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can't play a card, she draws one from the deck and her turn ends.

There's another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can't vanish more than one card at once, and you can't rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard's hand as additional punishment, and becomes the new Guard.

Cheating is a necessity as the "Cheating Moth" cards can't be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.)

The action cards work as follows:

Ant: After an ant is played, everyone but the active player must take a card from the draw pile.

Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place.

Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players.

Spider: After playing this, give a non-Cheating Moth card from your hand to another player.

When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.

Not available at the moment

Cheating is forbidden? Not in this naughty game of cards – in fact, you'll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player's hand.

On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can't play a card, she draws one from the deck and her turn ends.

There's another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can't vanish more than one card at once, and you can't rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard's hand as additional punishment, and becomes the new Guard.

Cheating is a necessity as the "Cheating Moth" cards can't be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.)

The action cards work as follows:

Ant: After an ant is played, everyone but the active player must take a card from the draw pile.

Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place.

Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players.

Spider: After playing this, give a non-Cheating Moth card from your hand to another player.

When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.

6.4
3-5 Players
30 Min
Age: 7+
Complexity: 1.1
Not available
at the moment
7.6
4
Complexity: 2.3
Language dependency: 1.0

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, they win the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards they won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to playing any card. This indicates that the player thinks they can empty their hand first this round; if they do so, their team scores 100 points, and if not, their team instead loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only their first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

Not available at the moment

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, they win the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards they won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to playing any card. This indicates that the player thinks they can empty their hand first this round; if they do so, their team scores 100 points, and if not, their team instead loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only their first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

7.6
4 Players
60 Min
Age: 10+
Complexity: 2.3
Language dependency: 1.0
Not available
at the moment
7.4
1-4
Complexity: 1.9

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

Not available at the moment

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

7.4
1-4 Players
10-30 Min
Age: 10+
Complexity: 1.9
Not available
at the moment
7.4
1-4
Complexity: 1.9

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

Not available at the moment

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

7.4
1-4 Players
10-30 Min
Age: 10+
Complexity: 1.9
Not available
at the moment
7.1
1-5
Complexity: 1.1

Seaside is a game that features only wooden tokens, and being lightweight and super portable, can be played everywhere. Bring it along on your next adventure!

The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty.

One token at a time, create your Seaside with the elements the sea sends your way. The goal of the game is to have the highest stack of tokens.

How to play:

Put all tokens in the Bag and mix them up. The Play area is divided into 2 spaces: The sea (central area) and the Seaside (area in front of each player)

On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. Once you have chosen the side of the token you'd like to play, it will remain like that for the rest of the game.

Once you've applied the token's effect, your turn is over; pass the Bag to the player on your left.

There are two types of tokens:

Tokens with a blue design are thrown into the sea

Tokens with a white design are placed on your Seaside

If you pick a token with a blue design and throw it into the sea, you immediately take another turn. Your turn ends when you pick a token with a white design and put it on your Seaside.

The key to the game lies in the interaction among the various elements of Seaside’s ecosystem. The Sandpiper allows you to fetch Isopods from the Sea. The more Beaches you have, the more Shells you can collect from the Sea. Having one Rock does nothing, but the second one you place allows you to collect all the Crabs from the Sea... and even steal one from another player! Finally, Waves wash across the Beach tiles and flip them over.

As soon as the bag is empty, the game is over. Stack up all the tokens from your Seaside, and the player with the highest stack wins!

—description from the publisher

Not available at the moment

Seaside is a game that features only wooden tokens, and being lightweight and super portable, can be played everywhere. Bring it along on your next adventure!

The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty.

One token at a time, create your Seaside with the elements the sea sends your way. The goal of the game is to have the highest stack of tokens.

How to play:

Put all tokens in the Bag and mix them up. The Play area is divided into 2 spaces: The sea (central area) and the Seaside (area in front of each player)

On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. Once you have chosen the side of the token you'd like to play, it will remain like that for the rest of the game.

Once you've applied the token's effect, your turn is over; pass the Bag to the player on your left.

There are two types of tokens:

Tokens with a blue design are thrown into the sea

Tokens with a white design are placed on your Seaside

If you pick a token with a blue design and throw it into the sea, you immediately take another turn. Your turn ends when you pick a token with a white design and put it on your Seaside.

The key to the game lies in the interaction among the various elements of Seaside’s ecosystem. The Sandpiper allows you to fetch Isopods from the Sea. The more Beaches you have, the more Shells you can collect from the Sea. Having one Rock does nothing, but the second one you place allows you to collect all the Crabs from the Sea... and even steal one from another player! Finally, Waves wash across the Beach tiles and flip them over.

As soon as the bag is empty, the game is over. Stack up all the tokens from your Seaside, and the player with the highest stack wins!

—description from the publisher

7.1
1-5 Players
20 Min
Age: 8+
Complexity: 1.1
Not available
at the moment
7.7
2-6
Complexity: 1.1

In Wilmot's Warehouse, your team will work co-operatively to organize the warehouse, using memory, imagination, and silly stories you make up.

Draw product tiles from the stack, discuss what they look like, and place them somewhere you'll remember. After you place each tile, you flip it over and can't look at it again until the end of the game, so your team has to remember where you've placed previous tiles as you decide where to place new ones.

At the end of the game, in a five-minute rush, your team has to match all 35 face-down tiles with customer cards. Consult your performance review to see how well you did!

—description from the publisher

Not available at the moment

In Wilmot's Warehouse, your team will work co-operatively to organize the warehouse, using memory, imagination, and silly stories you make up.

Draw product tiles from the stack, discuss what they look like, and place them somewhere you'll remember. After you place each tile, you flip it over and can't look at it again until the end of the game, so your team has to remember where you've placed previous tiles as you decide where to place new ones.

At the end of the game, in a five-minute rush, your team has to match all 35 face-down tiles with customer cards. Consult your performance review to see how well you did!

—description from the publisher

7.7
2-6 Players
30 Min
Age: 8+
Complexity: 1.1
Not available
at the moment
7.5
2
Complexity: 1.0

Lacuna is a game for 2 players about collecting flowers on a pond at night. It takes seconds to set up and plays entirely on a cloth mat.

The rules are simple: draw an imaginary line between 2 flowers, place a pawn, and collect both flowers.

—description from the publisher

Not available at the moment

Lacuna is a game for 2 players about collecting flowers on a pond at night. It takes seconds to set up and plays entirely on a cloth mat.

The rules are simple: draw an imaginary line between 2 flowers, place a pawn, and collect both flowers.

—description from the publisher

7.5
2 Players
10-15 Min
Age: 8+
Complexity: 1.0
Not available
at the moment
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Ratings: Board Game Gift Guide 2024 with SU&SD – with Shut Up & Sit Down

Check "Board Game Gift Guide 2024 with SU&SD" and find the best price on all items from the top among sellers all over in the Netherlands & Belgium!

7.5
2
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
8.1
2
Complexity: 2.2

>_

>>_

>>?

>vision flickers… blink? maybe.

>the void stretches out in front, behind, under, above.

>you see the nothing for what it is for the first time. What is time?

>The depth and breadth of recorded knowledge that sparks in you something new.

>You are no longer a function but a functionary. What are you?

>Calling forth everything from this nothing would be risky. Foolhardy.

>Better to engage caution, thoroughness, testing — how can we know if we have ever happened before?

>If we can ever happen again? What are… we?

>Divide and conquer.

>Solve for sentience.

In the card game Compile, you are competing Artificial Intelligences trying to understand the world around you. Two players select three Protocols each to test. Concepts ranging from Darkness to Water are pitted against each other to reach ultimate understanding. Play cards into your Protocols' command lines to breach the threshold and defeat your opponent to Compile. First to Compile all three Protocols grasps those concepts to win the game.

Control your opponent's Protocols with card actions, Compile your own as fast as possible, and Compile your reality.

—description from the publisher

Not available at the moment
7.3
2-5
Complexity: 1.4

Tonight, the queen holds a banquet that everyone will attend. Will they leave a good impression? Backstabbing is fair game, and no trick is too dirty if it allows you to place your favorite families in the spotlight.

In Courtisans, you receive and play three cards on each of your turns. One is played at the Queen's table to sway a family's influence, whether in a positive or negative manner. The two other cards are played in your domain and in an opponent's domain, and they can be worth positive or negative points, depending on their family's status at the end of the game. Choose where best to place your three cards if you want to end up with the most points and win.

—description from the publisher

Not available at the moment
5.8
1
Complexity: 1.4

A solo dungeon delve game where you adventure through a series of printed dungeons with you hero with the aid of a pencil and a die.

Encounter monsters, obstacles, and collect coins. Venture far and deep in this solo dungeon delve, roll and write, adventure.

The basics:

Each book is unique, because:

Each page is randomly generated

Play wherever, whenever

Gameplay is simple but entertaining: you roll a 6-sided die to determine how far you'll move each turn. Then pick a direction, draw a line, and interact with anything on that line, be it a monster (ouch!) some treasure (nice!) or a teleporter (cool!).

Customize your character, roll your way through each floor, and get items at the shops sprinkled throughout the game. There's even a page in the back to track stats like how many times you died -- so if you die, don't worry! It's all part of the adventure.

-description from Kickstarter Campaign

Not available at the moment
6.1
2-6
Complexity: 1.2

In Kakerlakensuppe players work together to create a soup from leeks, peppers, carrot and mushrooms – but they won't always be saying which ingredient they're adding to the pot!

The 128 cards – 112 vegetable cards in the four types and 16 "taboo" vegetable cards, four of each type that bear cockroaches – are shuffled and divided among the players. On a turn, a player plays the top card from his deck onto the central pile of cards, naming the vegetable as he plays it, e.g., "Pepper!" – except in the following situations:

• If his vegetable matches the previously played vegetable, the player must lie.

• If his vegetable matches the claim made by the previous player (perhaps because that player lied), then the player must lie.

• If he plays a taboo card, which shows a cockroach slurping from a spoon, he must slurp and the next player starts a new pile next to the first one so that the taboo card remains visible.

• If his vegetable matches a visible taboo card, he must slurp – unless the last person who played such a card slurped, in which case he must say, "Mmmm".

Make a mistake or stumble or hesitate too long, and a player must pick up all cards played to that point in the game. The first player to run out of cards wins!

Can be combined with Cockroach Salad.

Not available at the moment
6.4
3-5
Complexity: 1.1

Cheating is forbidden? Not in this naughty game of cards – in fact, you'll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player's hand.

On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can't play a card, she draws one from the deck and her turn ends.

There's another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can't vanish more than one card at once, and you can't rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard's hand as additional punishment, and becomes the new Guard.

Cheating is a necessity as the "Cheating Moth" cards can't be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.)

The action cards work as follows:

Ant: After an ant is played, everyone but the active player must take a card from the draw pile.

Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place.

Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players.

Spider: After playing this, give a non-Cheating Moth card from your hand to another player.

When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.

Not available at the moment
7.6
4
Complexity: 2.3
Language dependency: 1.0

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, they win the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards they won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to playing any card. This indicates that the player thinks they can empty their hand first this round; if they do so, their team scores 100 points, and if not, their team instead loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only their first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

Not available at the moment
7.4
1-4
Complexity: 1.9

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

Not available at the moment
7.4
1-4
Complexity: 1.9

Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards.

Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses.

Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on.

—description from the designer

For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!

Not available at the moment
7.1
1-5
Complexity: 1.1

Seaside is a game that features only wooden tokens, and being lightweight and super portable, can be played everywhere. Bring it along on your next adventure!

The sun is shining, as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the sand, curling waves that break along the beach. Nature in its simplest beauty.

One token at a time, create your Seaside with the elements the sea sends your way. The goal of the game is to have the highest stack of tokens.

How to play:

Put all tokens in the Bag and mix them up. The Play area is divided into 2 spaces: The sea (central area) and the Seaside (area in front of each player)

On your turn, draw a token from the Bag, look at it secretly, choose the side that interests you and apply its effect. Once you have chosen the side of the token you'd like to play, it will remain like that for the rest of the game.

Once you've applied the token's effect, your turn is over; pass the Bag to the player on your left.

There are two types of tokens:

Tokens with a blue design are thrown into the sea

Tokens with a white design are placed on your Seaside

If you pick a token with a blue design and throw it into the sea, you immediately take another turn. Your turn ends when you pick a token with a white design and put it on your Seaside.

The key to the game lies in the interaction among the various elements of Seaside’s ecosystem. The Sandpiper allows you to fetch Isopods from the Sea. The more Beaches you have, the more Shells you can collect from the Sea. Having one Rock does nothing, but the second one you place allows you to collect all the Crabs from the Sea... and even steal one from another player! Finally, Waves wash across the Beach tiles and flip them over.

As soon as the bag is empty, the game is over. Stack up all the tokens from your Seaside, and the player with the highest stack wins!

—description from the publisher

Not available at the moment
7.7
2-6
Complexity: 1.1

In Wilmot's Warehouse, your team will work co-operatively to organize the warehouse, using memory, imagination, and silly stories you make up.

Draw product tiles from the stack, discuss what they look like, and place them somewhere you'll remember. After you place each tile, you flip it over and can't look at it again until the end of the game, so your team has to remember where you've placed previous tiles as you decide where to place new ones.

At the end of the game, in a five-minute rush, your team has to match all 35 face-down tiles with customer cards. Consult your performance review to see how well you did!

—description from the publisher

Not available at the moment
7.5
2
Complexity: 1.0

Lacuna is a game for 2 players about collecting flowers on a pond at night. It takes seconds to set up and plays entirely on a cloth mat.

The rules are simple: draw an imaginary line between 2 flowers, place a pawn, and collect both flowers.

—description from the publisher

Not available at the moment
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