Skip to main content

2017
Image
Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton.

Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps:

1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.

2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.

Winning the game - If either of your builders reaches the third level, you win.

Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.

Read more Read less
Year Published: 2016
Designers: Gord!
Publishers: Roxley
Image
Year Published: 2017
Designers: Jacob Jaskov
Publishers: Hush Hush Projects
Year Published: 2016
Designers: Gord!
Publishers: Roxley
Year Published: 2017
Designers: Uwe Rosenberg
Publishers: Lookout Games
Year Published: 2017
Designers: Joshua Buergel
Publishers: Foxtrot Games
Year Published: 2017
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
2017
Image
This War Of Mine: The Board Game is the tabletop adaptation of the award-winning video game that pictures the drama of civilians trapped in a war-torn city.

You will enter this experience as a group of civilians trapped in a besieged and conflict-ridden city, enduring many hardships that often test the essence of humanity.

During day time you will take shelter in a ruined tenement house, which you will care about and manage by: removing rubble, searching through various rooms (often behind barricaded doors), you will build beds, improvised workshops, stoves, tools, water filters, small animal traps, you will cultivate an improvised vegetable garden, fix the tenements’ shelled facilities, reinforce the security of your shelter and should winter come, you’ll try to keep it warm.

Upon nightfall your main duties will consist of guarding your shelter and what little possessions you can accumulate against bandits and raiders. Those in your group fit for such a task will use the cover of the night to carefully explore dozens of the ever-changing locations scattered throughout the dangerous city in search of all the things that a person needs to survive (materials, food, meds, equipment, etc.). On your way you will meet tens of characters, each with a unique story (residents of the locations you visit, thieves, bandits, soldiers, war victims, refugees, neighbors, traders and members of local communities), each encounter is a potential, unique adventure. To guide you through all these events you will have the special SCRIPTS mechanism, responsible for implementing the deep and complex story and a coherent plot (each game will be unique and different than the previous).

Your goal is to SURVIVE until the cessation of war hostilities. During your struggle as the survivors, you will experience dramas connected with making extremely difficult decisions and choices (you will have to face the consequences of your actions sooner or later in the playthrough). Survival itself will often prove not to be enough. The price each of you will decide to pay, might be too high in the final outcome. So the goal is really to survive in a way that will let you live on with the decisions you made. The EPILOGUES mechanism will kick in here.

TWOM: The Board Game features a multiplayer experience for up to 6 players, as well as a solo variant. You will be able to personify one of the well-known characters from the electronic version of the game and face hundreds of new challenges and difficult choices.

The boardgame significantly broadens the original game’s universe and emphasises the depth of plot, yet its main focus will be on human interactions driven by survival instinct and group decision-making.

The project aims to omit the usual boardgame threshold - TWOM: The Board Game is an INSTANT PLAY game, with no need for reading the manual before starting the adventure.

Experience the simulation of a struggle for survival as a group of civilians facing a blind and merciless war.

In war, not everyone is a soldier.

Read more Read less
Year Published: 2017
Designers: Michał Oracz
Publishers: Awaken Realms
Image
Year Published: 2017
Designers: R. Eric Reuss
Publishers: Greater Than Games, LLC
Year Published: 2017
Designers: Ryan Laukat
Publishers: Red Raven Games
Year Published: 2017
Designers: Michał Oracz
Publishers: Awaken Realms
Year Published: 2017
Designers: Adam P. McIver
Publishers: Renegade Game Studios
Year Published: 2017
Designers: Hjalmar Hach
Publishers: Blue Orange (EU)
2017
Image
Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined-- these are the fires that fuel the wanderers' journeys, but can they overcome their own greed and inner demons on the way?

In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you'll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.

Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.

Answer the call of the ruins and begin your journey.

Errata

Read more Read less
Year Published: 2017
Designers: Ryan Laukat
Publishers: Red Raven Games
Image
Year Published: 2017
Designers: Ryan Laukat
Publishers: Red Raven Games
Year Published: 2017
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2017
Designers: Bruno Cathala
Publishers: Days of Wonder
Year Published: 2017
Designers: Vital Lacerda
Publishers: Eagle-Gryphon Games
Year Published: 2017
Designers: Emerson Matsuuchi
Publishers: Plan B Games
2017
Image
Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.

This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.

Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.

Read more Read less
Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
Image
Year Published: 2017
Designers: R. Eric Reuss
Publishers: Greater Than Games, LLC
Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
Year Published: 2017
Designers: Josh J. Carlson
Publishers: Chip Theory Games
Year Published: 2017
Designers: Hjalmar Hach
Publishers: Blue Orange (EU)
Year Published: 2017
Designers: Hjalmar Hach
Publishers: Horrible Guild
2017
Image
Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.

This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.

Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.

Read more Read less
Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
Image
Year Published: 2017
Designers: R. Eric Reuss
Publishers: Greater Than Games, LLC
Year Published: 2017
Designers: Ludovic Roudy
Publishers: Serious Poulp
Year Published: 2017
Designers: Ryan Laukat
Publishers: Red Raven Games
Year Published: 2017
Designers: Adrian Adamescu
Publishers: Floodgate Games
Year Published: 2017
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2017
Designers: Emerson Matsuuchi
Publishers: Plan B Games
Year Published: 2017
Designers: Rob Daviau
Publishers: Z-Man Games
Year Published: 2017
Designers: Jonathan Gilmour
Publishers: Pandasaurus Games
Year Published: 2017
Designers: Michael Kiesling
Publishers: Next Move Games
Image

TDT # 553 - Stop, Drop, and Scrape

In this show, we talk about Dr. Beaker, Die Horbies, Drop It, Monster Trap, Stop Thief, and Decrypto.  We also look at some classic games, like High Society and Indigo; and discuss the effect of hype on us as gaming consumers!

Image

TDT # 552 - Games that teach English

Tom and Mandi record live from a small convention the Gathering of Friends.  We talk about analysis paralysis, Choose Your Own Adventure Games, Pie Town, The Mind, Keyflow, Sunset over Water, Thanos Rising, and more!  Stephen Buonocore crashes the show to help us answer questions, and we finish up with our top ten games to help teach English!

Subscribe to