| A | B | C | D | E | F | G | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Happy Badger lautapelikahvilan lautapelikirjasto | Päivitetty viimeksi 2.2.2025 - tietojen haku BGG:stä kaikkien pelien osalta automatisoitu ja valmis! :) | |||||||||||||||||||||||||||
2 | Käyttöohjeet: Filtteröi (tai järjestä) pelilistaa haluamillasi filttereillä. Filtterin voit luoda menemällä vasemmalta ylhäältä "Data/Tiedot" -> "Create Filter View/Luo suodatettu näkymä". Jokainen rivi on yksi peli (tai yksi pelin lisäosa) - ja eri filtterit löydät kolumneista C-P! Kaikki tiedot on haettu suoraan BGG:stä :) | ||||||||||||||||||||||||||||
3 | |||||||||||||||||||||||||||||
4 | Nr | Name | Sijainti | Ostolinkki | BGG Link | Publishing Year, Version | Nr of Players, all | Playing Time | Age | Age, BGG | Weight, BGG | Types | Categories | Mechanisms | BGG Avg Rating | BGG, Overall Rank | BGG Description | Comment | |||||||||||
5 | 1 | 6 nimmt! / Take 5 / Category 5 | Pikkupelit | https://www.happybadger.fi/products/6-nimmt | https://boardgamegeek.com/boardgame/432/take-5 | 1994 | 2-10 | 45 | 8 | 8 | 1.19 | Hand Management, Score-and-Reset Game, Simultaneous Action Selection | Card Game, Number | Hand Management, Score-and-Reset Game, Simultaneous Action Selection | 6.97 | 664 | In 6 nimmt!, a.k.a. Category 5 and many other names, you want to score as few points as possible. To play the game, you shuffle the 104 number cards, lay out four cards face-up to start the four rows, then deal ten cards to each player. Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in its row. In addition to a number from 1 to 104, each card has a point value. After finishing ten rounds, players tally their score and see whether the game ends. (Category 5 ends when a player has a score greater than 74, for example, while 6 nimmt! ends when someone tops 66.) When this happens, the player with the fewest points wins! 6 nimmt! works with 2-10 players, and the dynamics of gameplay change the more players that you have. One variant for the game has you use 34 cards, 44 cards, 54 cards, etc. (instead of all 104 cards) when you have three, four, five, etc. players. This change allows you to know which cards are in play, thereby allowing you to track which cards have been played and (theoretically) make better choices as to which card to play when. | HB | |||||||||||
6 | 2 | 7 Wonders (Second Edition) | Tiskihylly: Europelit | https://www.happybadger.fi/products/7-wonders | https://boardgamegeek.com/boardgame/68448/7-wonders | 2010 | 2-7 | 30 | 10 | 10 | 2.32 | Closed Drafting, Hand Management, Neighbor Scope, Set Collection, Simultaneous Action Selection, Variable Player Powers | Ancient, Card Game, City Building, Civilization, Economic | Closed Drafting, Hand Management, Neighbor Scope, Set Collection, Simultaneous Action Selection, Variable Player Powers | 7.67 | 101 | You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times. 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how her choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. Though the box of earlier editions is listed as being for 3–7 players, there is an official 2-player variant included in the instructions. | HB | |||||||||||
7 | • Expansion: Cities | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/316378/7-wonders-second-edition-cities | ||||||||||||||||||||||||||
8 | 3 | 7 Wonders Duel | Tiskihylly: kaksinpelit | https://www.happybadger.fi/products/7-wonders-duel | https://boardgamegeek.com/boardgame/173346/7-wonders-duel | 2015 | 2-2 | 30 | 10 | 10 | 2.23 | End Game Bonuses, Income, Layering, Market, Modular Board, Multi-Use Cards, Once-Per-Game Abilities, Open Drafting, Set Collection, Sudden Death Ending, Tags, Tech Trees / Tech Tracks, Tug of War, Variable Player Powers, Variable Set-up, Victory Points as a Resource | Ancient, Card Game, City Building, Civilization, Economic | End Game Bonuses, Income, Layering, Market, Modular Board, Multi-Use Cards, Once-Per-Game Abilities, Open Drafting, Set Collection, Sudden Death Ending, Tags, Tech Trees / Tech Tracks, Tug of War, Variable Player Powers, Variable Set-up, Victory Points as a Resource | 8.09 | 20 | In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players. Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area. You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins. | HB | |||||||||||
9 | 5 | Afrikan Tähti | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/5130/afrikan-tahti | HB | ||||||||||||||||||||||||
10 | • Expansion: Afrikan Tähti: Retkikunnat | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/165320/afrikan-tahti-retkikunnat | HB | |||||||||||||||||||||||||
11 | 6 | Agemonia | Mecatol Rex pikkuhylly | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/270871/agemonia | 2024 | 1-4 | 60-120 | 10 | 10 | 3.31 | Cooperative Game, Dice Rolling, Role Playing, Scenario / Mission / Campaign Game, Storytelling | Adventure, Exploration, Fantasy | Cooperative Game, Dice Rolling, Role Playing, Scenario / Mission / Campaign Game, Storytelling | 8.98 | 1918 | Agemonia, an enchanted world brimming with magic, is experiencing its greatest upheaval. Earth tremors, tidal surges, electrical storms — the cataclysmic events are increasing and driving the mortal races to the brink of war. What could this have to do with the resurgence of mysterious, ancient devices? And what of the approaching darkness that reaches from beyond the shadowy gates of the Breach...? Agemonia is a fully co-operative board game with challenging, moral choices, set in an expansive storyline for 1-4 players. Live your destiny, and become the mightiest of unlikely heroes — or even the most despicable of villains — in this unforgettable adventure! Gameplay As your Heroes explore the Scenario map, story points are triggered, revealing more information about your surroundings. They may provide useful equipment or treasure, spawn new enemies onto the map, or give your Hero an opportunity to test one of their abilities: Might, Agility or Will, by rolling dice, and spending Stamina. You spend Stamina in the form of Stamina chips, but these are also spent and flipped to their wound side when your hero takes damage, reducing the amount of Stamina available for you to use. Each turn your Hero will perform an action (such as attacking, healing, or focusing your abilities) and a maneuver (such as moving, meditating to regain precious Stamina, or recovering to heal your wounds) in either order. Choose wisely, as your choice of action will also affect your turn order for the round, and coordinating your actions with your fellow Heroes is key. Combat Each Hero has one or more actions that allow them to perform an attack by rolling dice and spending stamina. Attacks may be melee, ranged or magic. Melee and ranged attacks require a weapon to perform, and a good quality weapon will enhance an attack. Each Hero has a selection of different attacks to choose from that can be changed on their Hero board between scenarios. Each enemy attack is of a fixed value and is linked to one of the 3 Hero abilities: Might, Agility or Will. The attacked Hero will have to test the corresponding ability to attempt to resist the attack. Damage is taken by flipping over your Hero's valuable stamina chips to their wound side. Too much damage and your Hero may become wounded, gaining an injury. Some enemy attacks may inflict a negative condition on your Hero such as Bleeding or Entangled which they will have to overcome to continue their heroic deeds." | ||||||||||||
12 | 7 | Age of Innovation | Mecatol Rex takahylly | https://www.happybadger.fi/products/age-of-innovation | HB | ||||||||||||||||||||||||
13 | 8 | Agricola (FI) | Tiskihylly: Settler games | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/31260/agricola | 2007 | 1-5 | 30-150 | 12 | 12 | 3.64 | Automatic Resource Growth, Closed Drafting, Enclosure, Hand Management, Increase Value of Unchosen Resources, Solo / Solitaire Game, Turn Order: Claim Action, Variable Player Powers, Worker Placement | Animals, Economic, Farming | Automatic Resource Growth, Closed Drafting, Enclosure, Hand Management, Increase Value of Unchosen Resources, Solo / Solitaire Game, Turn Order: Claim Action, Variable Player Powers, Worker Placement | 7.87 | 57 | Description originally from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. At first, on a turn, your family gets to take only two actions, one for you and one for your spouse, as might be found among all the possibilities on a farm: plowing fields; collecting materials; building fences, and so on. There are numerous choices available, and while the game progresses you'll have more and more, as each round a new action card is flipped over, offering one more possible action. You might think about having kids in order to get more work accomplished but first you'll need to expand your house to make room--and what are you going to feed all the little rug rats? The game supports many levels of complexity, mainly through the distribution of cards which represent Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release) these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Each player starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit into his/her strategy. Agricola is a turn-based game, and the problem to be overcome is that each available action can be taken by only one player each round so it's important to be careful about your choices. There are countless strategies, some of which depend on your hand of cards. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions... | ||||||||||||
14 | 9 | A La Carte | https://boardgamegeek.com/boardgame/217/a-la-carte | ||||||||||||||||||||||||||
15 | 10 | Alias | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/3818/alias | 1990 | 4-12 | 60 | 7 | 7 | 1.26 | Acting, Point to Point Movement, Race, Team-Based Game | Party Game, Trivia, Word Game | Acting, Point to Point Movement, Race, Team-Based Game | 5.93 | 7858 | Alias consists of many cards, each card has 6 words written on it. Each word has a number, from 1 to 6. Words are various - from very easy to very hard. Some are made of several words defining one thing (example: "Silver Medal"). There is also a board with tiles. Each tile is marked with number from 1 to 6. Alias is played in teams, usually in teams of 2, but more people are also allowed. The "explainer" must change every turn. Each team gets a figure representing them on the board. Their goal is to get through the board. Each time a figure stops one team member must take cards from the pack (not showing it to the other team member(s)) and explain the words on every card that have the same number as the space their figure landed on. The hourglass (also included) is set just before the team member starts explaining the word. (Looking at the first card and thinking about how to explain the word before the time is set is allowed.) The Player must get the other team member to say the word that is written on card by using sentences to describe the word. For example, if the word is "Silver Medal", a player can say "something that a sportsman wins at the Olympic games". But if other team member says just "Medal", it isn't correct. Then the first player must further define what the hint might be. Second player can answer as often as he/she wants until the time runs out. If time runs out or first player accidentally uses the word which is written in card, the team loses a turn. Variations: opposites and/or foreign words are allowed. Based on Alias' success, Tactic has kept publishing re-implemented versions of the same basegame, such as Fame Alias, Junior Alias, Junior Alias: Travel, Muumi Alias, Family Alias, Party Alias, High School Musical Party Alias, and has also licensed Noteability as Musiikki Alias. Tactic gives the official launch year of Alias as 1991, but the first edition was actually available already in 1990 and a limited release of the game may have been issued as early as 1989. Expansions in the form of additional decks of cards have been published since the early 1990's. | |||||||||||||
16 | 11 | Allegra | Pikkupelit | https://boardgamegeek.com/boardgame/316407/allegra | 2020 | 2-6 | 30-40 | 8 | 8 | 1.50 | Auction / Bidding, Deck Construction, Highest-Lowest Scoring, Pattern Building, Semi-Cooperative Game, Set Collection, Team-Based Game | Card Game, Number | Auction / Bidding, Deck Construction, Highest-Lowest Scoring, Pattern Building, Semi-Cooperative Game, Set Collection, Team-Based Game | 6.39 | 10226 | In Allegra, based on the public card game "Golf", you want to keep your score as low as possible, but to do this sometimes you must help your neighbors along the way. The deck consists of cards numbered -1 to 11, and in each of the three rounds, each player starts with twelve cards face down in a grid of four columns and three rows. Your rightmost column is also considered to belong to your right-hand neighbor, and likewise your area includes the rightmost column of your left-hand neighbor. Each player reveals any two cards in their area, then the round begins. On a turn, you either draw the top card of the deck and reveal it, or draw the top card of the discard pile. If you draw from the discard pile, swap that card with any card in your area, then discard the replaced card. If you draw from the deck, you can discard that card (turning any card in your area face up) or you can swap that card with any card in your area. If you draw from the deck, any other player can knock on the table to indicate that they want this card. You can ignore the knock, or you can give them the card; in the latter case, they then replace one card in their area with this new card, taking the old card in their hand. You then take any one card in their area and swap it for a card in your area, discarding the replaced card. The other player then places the card in their hand into the hole you created when you took one of their cards. Any time you have three identical cards in a row or column — even a row that includes a card in your left neighbor's rightmost column! — you discard those cards from play. Whenever one player has all their cards face up, each other player takes one more turn, then players sum the value of the cards in their area (which includes any cards remaining their neighbor's rightmost column). If the player who triggered the end of the round doesn't have the lowest sum, their sum is doubled. The player with the lowest total score after three rounds wins. | |||||||||||||
17 | 12 | Apiary | https://boardgamegeek.com/boardgame/400314/apiary | ||||||||||||||||||||||||||
18 | 13 | Arboretum | Pikkupelit | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/140934/arboretum | 2015 | 2-4 | 30 | 8 | 8 | 2.13 | Hand Management, Pattern Building, Set Collection, Tile Placement | Card Game, Number | Hand Management, Pattern Building, Set Collection, Tile Placement | 7.28 | 386 | Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors. The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile. When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn't have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins. | ||||||||||||
19 | 14 | Arcs | Mecatol Rex takahylly | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/359871/arcs | 2024 | 2-4 | 60-120 | 14 | 14 | 3.40 | Action Points, Area Majority / Influence, Area Movement, Campaign / Battle Card Driven, Dice Rolling, Die Icon Resolution, Hand Management, Negotiation, Trick-taking, Turn Order: Claim Action, Variable Player Powers | Science Fiction, Wargame | Action Points, Area Majority / Influence, Area Movement, Campaign / Battle Card Driven, Dice Rolling, Die Icon Resolution, Hand Management, Negotiation, Trick-taking, Turn Order: Claim Action, Variable Player Powers | 8.17 | 139 | Arcs is a sharp sci-fi strategy game for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle. A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play. Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau. Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience. | ||||||||||||
20 | 15 | Arena for the Gods | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/207753/arena-for-the-gods | 2017 | 2-6 | 30-40 | 8 | 8 | 1.77 | Auction / Bidding, Dice Rolling, Die Icon Resolution, Grid Movement, Hidden Victory Points, Re-rolling and Locking | Dice, Fighting, Mythology | Auction / Bidding, Dice Rolling, Die Icon Resolution, Grid Movement, Hidden Victory Points, Re-rolling and Locking | 6.43 | 4610 | Arena: For the Gods! has two phases. First, players use their life points to bid for the best equipment, mounts, and weapons. Second, they fight! When one player dies, the game ends, and whoever has the most life points left wins. All cards in the game have a mythological theme, featuring some of the most famous members of various cultures' myths and histories, such as Mjölnir, Osiris, and Quetzalcoatl. | |||||||||||||
21 | 16 | Ark Nova | Tiskihylly: Eläinpelejä | https://www.happybadger.fi/products/ark-nova | https://boardgamegeek.com/boardgame/342942/ark-nova | 2021 | 1-4 | 90-150 | 14 | 14 | 3.78 | Action Queue, End Game Bonuses, Grid Coverage, Hand Management, Hexagon Grid, Income, Increase Value of Unchosen Resources, Open Drafting, Race, Set Collection, Solo / Solitaire Game, Tags, Tile Placement, Variable Player Powers, Variable Set-up | Animals, Economic, Environmental | Action Queue, End Game Bonuses, Grid Coverage, Hand Management, Hexagon Grid, Income, Increase Value of Unchosen Resources, Open Drafting, Race, Set Collection, Solo / Solitaire Game, Tags, Tile Placement, Variable Player Powers, Variable Set-up | 8.53 | 3 | In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal. Each player has a set of five action cards to manage their gameplay, and the power of an action is determined by the slot the card currently occupies. The cards in question are: CARDS: Allows you to gain new zoo cards (animals, sponsors, and conservation project cards). BUILD: Allows you to build standard or special enclosures, kiosks, and pavilions. ANIMALS: Allows you to accommodate animals in your zoo. ASSOCIATION: Allows your association workers to carry out different tasks. SPONSORS: Allows you to play a sponsor card in your zoo or to raise money. 255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points. —description from the publisher | ||||||||||||
22 | • Ark Nova: Marine Worlds | Tiskihylly: Eläinpelejä | https://www.happybadger.fi/products/ark-nova-marine-worlds-exp | https://boardgamegeek.com/boardgame/368966/ark-nova-marine-worlds | 2023 | 1-4 | 90-150 | 14 | 14 | 3.80 | End Game Bonuses, Hand Management, Hexagon Grid, Income, Open Drafting, Set Collection, Solo / Solitaire Game, Tile Placement, Variable Player Powers, Variable Set-up | Expansion for Base-game, Animals, Economic, Environmental | End Game Bonuses, Hand Management, Hexagon Grid, Income, Open Drafting, Set Collection, Solo / Solitaire Game, Tile Placement, Variable Player Powers, Variable Set-up | 8.93 | Not Ranked | Ark Nova: Marine Worlds, an expansion for Ark Nova, introduces multiple new elements to the game, such as sea animals that each have to be played in new special enclosures that must be built adjacent to water. Roughly half the sea animals are reef dwellers, and whenever you add a reef dweller to your zoo, you trigger the ability of all reef dwellers in your zoo. To deal with the dilution of the deck, naturally caused by adding more cards, all sea cards feature a wave icon, and whenever it is revealed in the display, you discard the first card in the row, then replenish. A new fourth university is available on the association board, and if you take it, you claim one of six special universities from the reserve that feature one research icon and one of six animal icons. When you take this registry, you reveal cards from the top of the deck and keep the first revealed card with an animal icon that matches your chosen university. For each of the five action cards, four alternate versions with a little twist will be available. Players draft action cards at the start of play, replacing two of their standard action cards with these new ones, increasing the asymmetry in the game. New bonus tiles and final scoring cards will also be included. Also the expansion will include alternate wooden markers for the 3 tracks and cute animals to mark the conservation projects you support instead of using your regular player markers. | |||||||||||||
23 | 17 | Aspens | https://boardgamegeek.com/boardgame/424507/aspens | ||||||||||||||||||||||||||
24 | 18 | Avalon | https://boardgamegeek.com/boardgame/6187/avalon | 2003 | 2-2 | 45 | 12 | 12 | 1.83 | Hand Management | Card Game, Exploration, Fantasy | Hand Management | 5.88 | 16127 | Avalon is a card-based game where a line of 11 landscape cards form the board and the cards in your hand are made up of Knights and Enchantresses. There are 8 of each in each of five different colors, for a total of 80 cards, which both players share as a common draw deck. The game starts with the landscapes face down, randomly assigned knights or enchantresses on each player's side of the landscape cards, and five knights/enchantresses in each players hand. In the course of the game, if you play knights on your side of the territory and you have at least as many cards on your side before playing the card, you have the option of declaring an attack with that knight. The other player has a chance to respond by defending with a knight of exactly the same color (in which case both knights are left in place). If the attacker is successful, the loser loses all of their cards from their side, and the winner loses an equal number. Then, the winner must lose an additional number of cards from their side or the hand equal to the total number of knights on both sides that were involved in the conflict. Finally, the region is turned face up with the crowns on the bottom facing toward the controlling player. You can only attack up to two landscapes per turn, but you may play as many cards as you would like to on your turn. The max hand size at the end of a round is 5. The object is to control 15 crowns at the end of your turn (number of crowns on a card ranges from 1-3). Two landscape cards have special abilities - Avalon reduces your loss from battles by one once per turn, and the forest with a standing stone allows you to declare an attack on your opponent with an enchantress as if she was a knight. Enchantresses normally will convert enemy knights from their side of the board to yours unless countered with a same color enchantress. The countering player receives the aggressor's attacking enchantress into his hand if he counters an enchantress. When the player is done playing cards, he draws one of the 5 Light tiles or 4 Dark tiles that describe the options for replenishing cards in hand. Light tiles give you their benefit immediately, and Dark tiles give you their benefit at the beginning of your next turn. Each tile is used only once until all tiles have been used, at which point they are all available again. After drawing a replenishment tile, the player's turn is over and the game continues with the next player. Avalon is part of the Kosmos two-player series. | 2003 versio | |||||||||||||
25 | 19 | Azul | https://www.happybadger.fi/products/azul | https://boardgamegeek.com/boardgame/230802/azul | 2017 | 2-4 | 30-45 | 8 | 8 | 1.77 | End Game Bonuses, Open Drafting, Pattern Building, Set Collection, Tile Placement, Turn Order: Claim Action | Abstract Strategy, Puzzle, Renaissance | End Game Bonuses, Open Drafting, Pattern Building, Set Collection, Tile Placement, Turn Order: Claim Action | 7.74 | 83 | Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by the Portuguese when their king Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles. As a tile-laying artist, you have been challenged to embellish the walls of the Royal Palace of Evora. In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins. | |||||||||||||
26 | 20 | Azul: Duel | https://www.happybadger.fi/products/azul-duel | ||||||||||||||||||||||||||
27 | 21 | Babylon | https://boardgamegeek.com/boardgame/418354/babylon | 2024 | 2-4 | 40-60 | 8 | 8 | 2.00 | Modular Board, Open Drafting, Three Dimensional Movement, Tile Placement | Ancient, City Building | Modular Board, Open Drafting, Three Dimensional Movement, Tile Placement | 7.25 | 5655 | In the 6th century BCE, Nebuchadnezzar II, king of Babylon, wanted to honor his young wife, Amytis of Media, with magnificent gardens featuring a multitude of beautifully scented flowers, so he called on the most eminent architects in his kingdom to test their ingenuity and realize his vision of creating what would become one of the seven wonders of the ancient world. In Babylon, you take on the role of an eminent architect. Dig the quarry for the best materials, and use them wisely to build your gardens. At the end of the game, the player who unveils the most impressive design before the king will be declared the winner and crowned the greatest architect in the kingdom. Although Babylon is accessible to the whole family, it is also very popular with heavy gamers, due to a large number of optimization possibilities. The game box, representing the quarry from which you will draw your construction materials, is placed in the center of the table. On your turn, take a Terrace tile of your choice from the quarry and receive, depending on its location, a variable number of pillars. Use these pillars to place your tile on your personal board and, if you can, beautify your garden with different decorative elements. Build your terraces to go from floor to floor and decorate them as much as possible. At the end of the game, each decorative element will give you victory points depending on the floor where it is located. —description from the publisher | ||||||||||||||
28 | 22 | Balloon Pop | https://www.happybadger.fi/products/balloon-pop | https://boardgamegeek.com/boardgame/386761/balloon-pop | 2023 | 2-4 | 20-30 | 8 | 8 | 1.33 | Grid Coverage, Pattern Building | Abstract Strategy, Puzzle | Grid Coverage, Pattern Building | 6.12 | 12773 | In Balloon Pop, your goal is to make groups of balloons that are all the same color or all have a symbol. When a group is scored, all of its balloons pop and your remaining balloons float upward to take their place and form new groups to score. But be careful! You must balance choosing the perfect balloon set with having flexibility in placing it. Combine your scoring cleverly to clear the rows and columns of your player board, and float to victory! —description from the publisher | |||||||||||||
29 | 23 | Bang! | https://www.happybadger.fi/products/bang | https://boardgamegeek.com/boardgame/3955/bang | 2002 | 4-7 | 20-40 | 8 | 8 | 1.63 | Hand Management, Hidden Roles, Hot Potato, Kill Steal, Player Elimination, Take That, Team-Based Game, Variable Player Powers | American West, Bluffing, Card Game, Deduction, Fighting | Hand Management, Hidden Roles, Hot Potato, Kill Steal, Player Elimination, Take That, Team-Based Game, Variable Player Powers | 6.49 | 1661 | "The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box) The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal. Four different Roles are available, each with a unique victory condition: Sheriff - Kill all Outlaws and the Renegade Deputy - Protect the Sheriff and kill any Outlaws Outlaw - Kill the Sheriff Renegade - Be the last person standing A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability. There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table! Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included. | |||||||||||||
30 | 24 | Bang: The Dice Game | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/143741/bang-the-dice-game | |||||||||||||||||||||||||
31 | 25 | Barrage | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/251247/barrage | 2019 | 1-4 | 60-120 | 14 | 14 | 4.11 | Action Retrieval, Contracts, End Game Bonuses, Income, Network and Route Building, Ownership, Solo / Solitaire Game, Turn Order: Stat-Based, Variable Player Powers, Variable Set-up, Worker Placement | Economic, Environmental, Industry / Manufacturing | Action Retrieval, Contracts, End Game Bonuses, Income, Network and Route Building, Ownership, Solo / Solitaire Game, Turn Order: Stat-Based, Variable Player Powers, Variable Set-up, Worker Placement | 8.16 | 36 | In the dystopic 1930s, the industrial revolution pushed the exploitation of fossil-based resources to the limit, and now the only thing powerful enough to quench the thirst for power of the massive machines and of the unstoppable engineering progress is the unlimited hydroelectric energy provided by the rivers. Barrage is a resource management strategic game in which players compete to build their majestic dams, raise them to increase their storing capacity, and deliver all the potential power through pressure tunnels connected to the energy turbines of their powerhouses. Each player represents one of the four international companies who are gathering machinery, innovative patents and brilliant engineers to claim the best locations to collect and exploit the water of a contested Alpine region crossed by rivers. Barrage includes two innovative and challenging mechanisms. First, the players must carefully plan their actions and handle their machinery, since both their action tokens and resources are stored on a Construction Wheel and will only be available after a full turn of the wheel. The better you manage your wheel, the earlier your resources and actions come back to you. Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches the downstream dams), raise the dams to increase their capacity, and build long tunnels to channel the water to their powerhouses. Water is never consumed — its flow is just used to produce energy —, it is instead released back to the rivers, so you have to strategically place your dams to recover the water diverted by you and the other players. Over five rounds, the players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to enhance their machinery to acquire new and more efficient construction actions and to build and activate special unique-effect buildings to forward their own developing strategy. | |||||||||||||
32 | 26 | Beyond the Sun | https://boardgamegeek.com/boardgame/317985/beyond-the-sun | 2020 | 2-4 | 60-120 | 14 | 14 | 3.13 | Area Majority / Influence, Contracts, Events, Income, Point to Point Movement, Tech Trees / Tech Tracks, Worker Placement | Civilization, Science Fiction, Space Exploration | Area Majority / Influence, Contracts, Events, Income, Point to Point Movement, Tech Trees / Tech Tracks, Worker Placement | 7.90 | 93 | Beyond the Sun is a space civilization game in which players collectively decide the technological progress of humankind at the dawn of the Spacefaring Era, while competing against each other to be the leading faction in economic development, science, and galactic influence. The game is played over a variable number of rounds until a number of game-end achievements are collectively claimed by the players. The winner is the faction with the most victory points, which are obtained by researching technologies, improving their economy, controlling and colonizing systems, and completing various achievements and events throughout the game. On a turn, a player moves their action pawn to an empty action space, then takes that action. They then conduct their production phase, either producing ore, growing their population, or trading one of those resources for another. Finally, they can claim up to one achievement, if possible. As players take actions, they research new technologies that come in four levels. Each technology is one of four types (scientific, economic, military, commercial), and higher-level technologies must match one of the types of tech that lead into it. Thus, players create their own technology tree in each game, using these actions to increase their military strength, to jump to different habitable exoplanetary systems, to colonize those systems, to boost their resource production, to develop android tech that allows growth without population, and more. | ||||||||||||||
33 | 27 | Bezzerwizzer | https://www.happybadger.fi/products/bezzerwizzer | https://boardgamegeek.com/boardgame/32441/bezzerwizzer | 2007 | 2-12 | 45 | 14 | 14 | 1.55 | Betting and Bluffing, Simultaneous Action Selection | Party Game, Trivia | Betting and Bluffing, Simultaneous Action Selection | 6.42 | 2872 | Bezzerwizzer is a quiz game from Denmark. It contains 5000 questions (English version has 3000 questions) from 20 categories. It takes its name from the german 'Besserwisser' meaning "know-it-all". On your turn players draw the category tiles from a bag and sort them on their player board according to their knowledge. If you know the answer to the category questions that you thought you're worst at, you get one point. For your best category question you receive 4 points. Each players has 3 additional tokens. One is labeled with a "Z" the other two are labeled with a "B". With the "Z" token you can swap one of your categories with another player. Afterwards it's out of the game for this round. You can use the "B" token when you think you can answer a question that your opponent might not know. This brings you additional points. It's a quick and funny party game that you can also play with teams. | Tarkistettava: Ei löydy BGG:stä | ||||||||||||
34 | 28 | Blood Rage | https://boardgamegeek.com/boardgame/170216/blood-rage | 2015 | 2-4 | 60-90 | 14 | 14 | 2.89 | Action Points, Area Majority / Influence, Area Movement, Card Play Conflict Resolution, Closed Drafting, Hand Management, Map Reduction, Memory, Open Drafting, Simultaneous Action Selection, Take That | Fantasy, Fighting, Miniatures, Mythology | Action Points, Area Majority / Influence, Area Movement, Card Play Conflict Resolution, Closed Drafting, Hand Management, Map Reduction, Memory, Open Drafting, Simultaneous Action Selection, Take That | 7.92 | 55 | "Life is Battle; Battle is Glory; Glory is ALL" In Blood Rage, players control the warriors, leader, and ship of their own Viking clan. Ragnarök has come and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their places in Valhalla at Odin’s side! As a Viking you can pursue one of many pathways to glory. You can: invade and pillage the land for its rewards; crush your opponents in battle: fulfill quests: increase your clan's stats: or even die gloriously in battle or from Ragnarök, the ultimate inescapable doom. Most player strategies are guided by the cards drafted at the beginning of each of the three game rounds (or Ages). These “Gods’ Gifts” grant you numerous boons for your clan including: increased Viking strength and devious battle strategies, upgrades to your clan, or even the aid of legendary creatures from Norse mythology. They may also include various quests, from dominating specific provinces, to having many of your Vikings sent to Valhalla. Most of these cards are aligned with one of the Norse gods, hinting at the kind of strategy they support. For example, Thor gives more glory for victory in battle. Heimdall grants you foresight and surprises. Tyr strengthens you in battle, while the trickster Loki actually rewards you for losing battles or punishes the winner. Players must choose their strategies carefully during the draft phase, but also be ready to adapt and react to their opponents’ strategies as the action phase unfolds. Battles are decided not only by the strength of the figures involved but also by cards played in secret. By observing your opponent’s actions and allegiances to specific gods you may predict what card they are likely to play, and plan accordingly. Winning battles is not always the best course of action, as the right card can get you even more rewards by being crushed. The only losing strategy in Blood Rage is to shy away from battle and a glorious death! | ||||||||||||||
35 | 29 | Bohnanza | Pikkupelit | https://www.happybadger.fi/products/bohnanza | https://boardgamegeek.com/boardgame/11/bohnanza | 1997 | 2-7 | 45 | 12 | 12 | 1.67 | Hand Management, Multi-Use Cards, Negotiation, Set Collection, Trading | Card Game, Farming, Negotiation | Hand Management, Multi-Use Cards, Negotiation, Set Collection, Trading | 7.07 | 527 | Bohnanza is the first in the Bohnanza family of games and has been published in several different editions, including a 2023 version with flowers. This entry Lists 5 different major card sets for Bohnanza; The base game for 3-5 players; the expanded game with the same name for 2-7 players (That is, first expansion included), The really expanded game (Bohnanza+/Semenza, Erweiterung revised included), Bohniläum and Bohnanza Pocket. In the game, you plant, then harvest bean cards in order to earn coins. Each player starts with a hand of random bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Unlike in most other card games, you can't rearrange the order of cards in hand, so you must use them in the order that you've picked them up from the deck — unless you can trade them to other players, which is the heart of the game. On a turn, you must plant the first one or two cards in your hand into the "fields" in front of you. Each field can hold only one type of bean, so if you must plant a type of bean that's not in one of your fields, then you must harvest a field to make room for the new arrival. This usually isn't good! Next, you reveal two cards from the deck, and you can then trade these cards as well as any card in your hand for cards from other players. You can even make future promises for cards received right now! After all the trading is complete — and all trades on a turn must involve the active player — then you end your turn by drawing cards from the deck and placing them at the back of your hand. When you harvest beans, you receive coins based on the number of bean cards in that field and the "beanometer" for that particular type of bean. Flip over 1-4 cards from that field to transform them into coins, then place the remainder of the cards in the discard pile. When the deck runs out, shuffle the discards, playing through the deck two more times. At the end of the game, everyone can harvest their fields, then whoever has earned the most coins wins. The original German edition supports 3-5 players. The English version from Rio Grande Games comes with the first edition of the first German expansion included in a slightly oversized box. One difference in the contents, however, is that bean #22's Weinbrandbohne (Brandy Bean) was replaced by the Wachsbohne, or Wax Bean. This edition includes rules for up to seven players, like the Erweiterungs-Set, but also adapts the two-player rules of Al Cabohne in order to allow two people to play Bohnanza. | ||||||||||||
36 | 30 | Bomb Busters | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/413246/bomb-busters | |||||||||||||||||||||||||
37 | 31 | Botanicus | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/413260/botanicus | |||||||||||||||||||||||||
38 | 32 | Brass Lancashire | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/28720/brass-lancashire | 2007 | 2-4 | 60-120 | 14 | 14 | 3.85 | Hand Management, Income, Loans, Market, Network and Route Building, Tech Trees / Tech Tracks, Turn Order: Stat-Based | Economic, Industry / Manufacturing, Post-Napoleonic, Transportation | Hand Management, Income, Loans, Market, Network and Route Building, Tech Trees / Tech Tracks, Turn Order: Stat-Based | 8.20 | 21 | Brass: Lancashire — first published as Brass — is an economic, strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build and establish your industries and network so that you can capitalize on demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each phase. VPs are gained from your canals, rails, and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following: Build an industry tile Build a rail or canal Develop an industry Sell cotton Take a loan At the end of your turn, you replace the two cards you played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, the lowest spender going first. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns. After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed from the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and double-connection builds (though expensive) are possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned. The cards limit where you can build your industries, sell cotton or build connections (though any card can be used to 'develop'). This leads to a strategic timing/storing of cards. Resources are common so that if you build a rail line (which requires coal) you have to use the coal from the nearest source, which may be an opponent's coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized). Brass: Lancashire, the 2018 edition from Roxley Games, reboots the original Warfrog Games edition of Brass with new artwork and components, as well as a few rules changes: The virtual link rules between Birkenhead have been made optional. The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck and distant market tiles slightly to ensure a consistent experience. Two-player rules have been created and are playable without the need of an alternate board. The level 1 cotton mill is now worth 5 VP to make it slightly less terrible. | |||||||||||||
39 | 33 | Brass: Birmingham | https://www.happybadger.fi/products/brass-birmingham | https://boardgamegeek.com/boardgame/224517/brass-birmingham | 2018 | 2-4 | 60-120 | 14 | 14 | 3.87 | Hand Management, Income, Loans, Market, Multi-Use Cards, Network and Route Building, Tags, Tech Trees / Tech Tracks, Turn Order: Stat-Based, Variable Set-up | Age of Reason, Economic, Industry / Manufacturing, Post-Napoleonic, Trains, Transportation | Hand Management, Income, Loans, Market, Multi-Use Cards, Network and Route Building, Tags, Tech Trees / Tech Tracks, Turn Order: Stat-Based, Variable Set-up | 8.58 | 1 | Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870. It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game): 1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link, expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton, manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action: 6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.) | |||||||||||||
40 | 34 | Bunny Kingdom | https://www.happybadger.fi/products/bunny-kingdom | https://boardgamegeek.com/boardgame/184921/bunny-kingdom | 2017 | 2-4 | 40-60 | 12 | 12 | 2.30 | Area Majority / Influence, Closed Drafting, End Game Bonuses, Grid Coverage, Square Grid | Animals, Medieval, Territory Building | Area Majority / Influence, Closed Drafting, End Game Bonuses, Grid Coverage, Square Grid | 7.42 | 360 | Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land! Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources... Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game. After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game. | |||||||||||||
41 | 35 | Calico | https://www.happybadger.fi/products/calico | https://boardgamegeek.com/boardgame/283155/calico | 2020 | 1-4 | 30-45 | 10 | 10 | 2.19 | Enclosure, End Game Bonuses, Grid Coverage, Hexagon Grid, Open Drafting, Pattern Building, Set Collection, Solo / Solitaire Game, Tile Placement | Animals, Puzzle | Enclosure, End Game Bonuses, Grid Coverage, Hexagon Grid, Open Drafting, Pattern Building, Set Collection, Solo / Solitaire Game, Tile Placement | 7.51 | 252 | Calico is a puzzly tile-laying game of quilts and cats. In Calico, players compete to sew the coziest quilt as they collect and place patches of different colors and patterns. Each quilt has a particular pattern that must be followed, and players are also trying to create color and pattern combinations that are not only aesthetically pleasing, but also able to attract the cuddliest cats! Turns are simple. Select a single patch tile from your hand and sew it into your quilt, then draw another patch into your hand from the three available. If you are able to create a color group, you may sew a button onto your quilt. If you are able to create a pattern combination that is attractive to any of the cats, it will come over and curl up on your quilt! At the end of the game, you score points for buttons, cats, and how well you were able to complete your unique quilt pattern. —description from the publisher | |||||||||||||
42 | 36 | Captain Sonar | https://www.happybadger.fi/products/captain-sonar | https://boardgamegeek.com/boardgame/171131/captain-sonar | 2016 | 2-8 | 45-60 | 14 | 14 | 2.19 | Deduction, Grid Movement, Hidden Movement, Line Drawing, Real-Time, Role Playing, Secret Unit Deployment, Simulation, Team-Based Game | Deduction, Fighting, Modern Warfare, Nautical, Real-time | Deduction, Grid Movement, Hidden Movement, Line Drawing, Real-Time, Role Playing, Secret Unit Deployment, Simulation, Team-Based Game | 7.51 | 227 | At the bottom of the ocean, no one will hear you scream! In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer. All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game. Roles include: the Captain, who is responsible for moving the submarine and announcing some details of this movement; the Radio Operator listening to the opposing captain's orders and try to decipher where that sub might be in the water; the Engineer working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat. Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor. Multiple maps are included with varying levels of difficulty. | |||||||||||||
43 | 37 | Carcassonne | https://www.happybadger.fi/products/carcassonne | https://boardgamegeek.com/boardgame/822/carcassonne | 2000 | 2-5 | 30-45 | 7 | 7 | 1.89 | Area Majority / Influence, Enclosure, Map Addition, Pattern Building, Tile Placement | Medieval, Territory Building | Area Majority / Influence, Enclosure, Map Addition, Pattern Building, Tile Placement | 7.41 | 229 | Carcassonne is a tile placement game in which the players draw and place a tile with a piece of southern French landscape represented on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, et cetera. Having placed a tile, the player can then decide to place one of his/her meeples in one of the areas on it: in the city as a knight, on the road as a robber, in the cloister as a monk, or in the field as a farmer. When that area is complete that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, giving him/her a hard time to complete his/her project and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities. First game in the Carcassonne series. | |||||||||||||
44 | 38 | Carcassonne: junior | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/41010/my-first-carcassonne | |||||||||||||||||||||||||
45 | 39 | Cards Against Humanity | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/50381/cards-against-humanity | |||||||||||||||||||||||||
46 | 40 | Cartagena | https://boardgamegeek.com/boardgame/826/cartagena | 2000 | 2-5 | 45 | 8 | 8 | 1.60 | Action Points, Catch the Leader, Hand Management, Modular Board, Race, Resource to Move, Track Movement | Nautical, Pirates | Action Points, Catch the Leader, Hand Management, Modular Board, Race, Resource to Move, Track Movement | 6.68 | 1454 | Cartagena takes as its theme the famous 1672 pirate-led jailbreak from the fortress of Cartagena. Each player has a group of six pirates, and you want to be the first to have all six escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them. To move a pirate, you need to play a card from your hand. Each card bears one of six symbols (dagger, pirate hat, etc.), and when you play a card, you move one of your pirates forward to the next matching symbol in the tunnel, leapfrogging over matching symbols where another pirate already stands. The only way to get more cards, however, is to move backwards; more specifically, you move one of your pirates backwards to the first space that holds one or two pirates, drawing one or two cards after doing so. Each turn, you take 1-3 actions, whether moving forward or backward or both. When you move a pirate to the end of the track, it jumps on the sloop where it must await the other pirates in its crew. With every step toward victory, though, you have fewer and fewer pirates to move each turn, possibly locking you in to actions you don't want, so be sure to plan ahead and not leave yourself empty-handed! | Löytyy sekä 2000 että 2017 versiot | |||||||||||||
47 | 41 | Cascadia | https://www.happybadger.fi/products/cascadia | https://boardgamegeek.com/boardgame/295947/cascadia | 2021 | 1-4 | 30-45 | 10 | 10 | 1.86 | End Game Bonuses, Hexagon Grid, Open Drafting, Pattern Building, Solo / Solitaire Game, Tile Placement, Variable Set-up, Victory Points as a Resource | Animals, Environmental, Puzzle | End Game Bonuses, Hexagon Grid, Open Drafting, Pattern Building, Solo / Solitaire Game, Tile Placement, Variable Set-up, Victory Points as a Resource | 7.93 | 49 | Cascadia is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest. In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with the five types of habitat in the game), and on a turn you choose a new habitat tile that's paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what's available — unless you have a nature token to spend so that you can pick your choice of each item. Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game's end, with a bonus if your group is larger than each other player's. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the four scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen? | |||||||||||||
48 | 42 | Cascadia: Rolling Rivers | https://www.happybadger.fi/products/cascadia-rolling-rivers | ||||||||||||||||||||||||||
49 | 43 | Cash n Guns Second edition | https://boardgamegeek.com/boardgame/155362/ca-dollar-h-n-guns-second-edition | 2014 | 4-8 | 30 | 10 | 10 | 1.25 | Open Drafting, Player Elimination, Simultaneous Action Selection, Take That, Variable Player Powers | Bluffing, Fighting, Humor, Mafia, Negotiation, Party Game | Open Drafting, Player Elimination, Simultaneous Action Selection, Take That, Variable Player Powers | 6.82 | 990 | In an abandoned warehouse a gangster band is splitting its loot, but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game! Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive. Each round, one player is the Boss, and he controls the pace of play. First, loot cards are revealed on the table to show what's up for grabs. Next, players load their guns by secretly selecting either a "Bang!" or a "Click! Click!" card from their hand. The Boss counts to three, and on "Three" each player points his foam gun at someone else; due to his status, the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes, the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round. Everyone who's pointing a gun at someone still in the round now reveals their card, and anyone who's the target of a "Bang!" takes a wound marker and gets none of the available loot. Starting with the Boss, everyone still in the round takes one loot card at a time from the table — money, diamonds, paintings, the position of Boss, medical care (to remove a wound), or a new bullet (to add a "Bang!" card to your hand) — until everything has been claimed. After eight rounds, the game ends. Whoever has the most diamonds receives a big bonus, and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins! | ||||||||||||||
50 | • Expansion: Cash n Guns - More Guns | https://boardgamegeek.com/boardgameexpansion/181228/ca-dollar-h-n-guns-second-edition-more-ca-dollar-h | |||||||||||||||||||||||||||
51 | 44 | Castle Combo | Pikkupelit | https://boardgamegeek.com/boardgame/416851/castle-combo | 2024 | 2-5 | 10-25 | 10 | 10 | 1.72 | Open Drafting | Card Game, Medieval | Open Drafting | 7.59 | 888 | A quick and nifty card game by the publisher of Faraway. Each player will spend coins to draft 9 cards from 2 open markets on the table (the lower and upper city), creating along the game a 3x3 square of people interacting with each other to trigger instant effects and end-of-game bonuses. Castle Combo is a tableau-building game that combines simplicity with deep, engaging gameplay, offering highly satisfying experiences. Each turn, you add a character to your tableau—a seemingly straightforward action that packs a punch regarding strategic decisions. You'll need to carefully manage your Keys to influence the Messenger pawn at critical moments, as it controls which characters are available for recruitment from two different areas – peasants and nobles. Balancing your Gold reserves is equally important, ensuring you can afford the characters that best suit your strategy throughout the game. Selecting the right characters is crucial to maximising their immediate effects and the points they will contribute at the game's end. Finally, carefully arranging these characters on your 3x3 board is key to unlocking their full potential. | |||||||||||||
52 | 45 | Castles of Mad Kind Ludwig 2nd edition | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/155426/castles-of-mad-king-ludwig | 2014 | 1-4 | 90 | 13 | 13 | 2.65 | End Game Bonuses, Hidden Victory Points, I Cut, You Choose, Increase Value of Unchosen Resources, Pattern Building, Set Collection, Tile Placement, Turn Order: Progressive | Post-Napoleonic, Puzzle | End Game Bonuses, Hidden Victory Points, I Cut, You Choose, Increase Value of Unchosen Resources, Pattern Building, Set Collection, Tile Placement, Turn Order: Progressive | 7.51 | 212 | In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players. In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards. After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins. | |||||||||||||
53 | 46 | Catan (Siedler Von Catan) | https://www.happybadger.fi/products/catan | https://boardgamegeek.com/boardgame/13/catan | 1995 | 3-4 | 60-120 | 10 | 10 | 2.29 | Chaining, Dice Rolling, Hexagon Grid, Income, Modular Board, Negotiation, Network and Route Building, Race, Random Production, Trading, Variable Set-up | Economic, Negotiation | Chaining, Dice Rolling, Hexagon Grid, Income, Modular Board, Negotiation, Network and Route Building, Race, Random Production, Trading, Variable Set-up | 7.09 | 572 | In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick and ore) which are represented by the relevant resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep. Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile. A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile. Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win. | |||||||||||||
54 | • Expansion: Catan - Seafarers | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/325/catan-seafarers | 1997 | 3-4 | 90 | 10 | 10 | 2.38 | Dice Rolling, Hand Management, Memory, Modular Board, Network and Route Building, Trading | Expansion for Base-game, Exploration, Nautical, Negotiation | Dice Rolling, Hand Management, Memory, Modular Board, Network and Route Building, Trading | 7.15 | Not Ranked | This is an expansion for CATAN. Players can build shipping lanes, which are very similar to roads. Additionally, the game comes with many different water-hex-heavy variant setups. The English version (CATAN Studio) should only be used with the English base game, instead of the German one (Kosmos), because of matching components. The Kosmos German version should only be used with the German base game. Additionally, several different editions exist; 5th edition is the most recent. Editions should only be used with same edition, otherwise the purchase of adapter kit is required. Part of the Catan Series. This game requires CATAN. Ideally, using the same publisher and edition of the game. | ||||||||||||||
55 | 47 | Catan: Junior | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/184842/catan-junior | |||||||||||||||||||||||||
56 | 48 | Caverna: The Forgotten folk | https://boardgamegeek.com/boardgame/245932/caverna-the-forgotten-folk | ||||||||||||||||||||||||||
57 | 49 | Caverna: The Cave Farmerers | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/102794/caverna-the-cave-farmers | 2013 | 1-7 | 30-210 | 12 | 12 | 3.78 | Automatic Resource Growth, Increase Value of Unchosen Resources, Solo / Solitaire Game, Tile Placement, Turn Order: Claim Action, Worker Placement | Animals, Economic, Fantasy, Farming | Automatic Resource Growth, Increase Value of Unchosen Resources, Solo / Solitaire Game, Tile Placement, Turn Order: Claim Action, Worker Placement | 7.94 | 50 | Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises. It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins. You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave. Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys. | |||||||||||||
58 | 50 | Century: A New World | https://boardgamegeek.com/boardgame/270970/century-a-new-world | 2019 | 2-4 | 30-45 | 8 | 8 | 2.12 | Action Retrieval, Contracts, Set Collection, Variable Set-up, Worker Placement | Renaissance | Action Retrieval, Contracts, Set Collection, Variable Set-up, Worker Placement | 7.30 | 799 | Century: A New World is the third and final installment of the Century series from designer Emerson Matsuuchi. Century: A New World sends players to the Americas at the dawn of the 16th century. Braving the wilderness, players are forced to explore new lands, trade with local inhabitants, journal their findings, and hunt/gather to survive! The game integrates the compelling and incredibly fun resource trading mechanisms found in the Century series with a worker placement mechanism with a twist! Century: A New World may be combined with Century: Spice Road or Century: Eastern Wonders or both for all new mixable games. | ||||||||||||||
59 | 51 | Century: Eastern Wonders | https://boardgamegeek.com/boardgame/242574/century-eastern-wonders | 2018 | 2-4 | 30-45 | 8 | 8 | 2.11 | Contracts, Grid Movement, Modular Board, Pick-up and Deliver, Point to Point Movement, Set Collection | Nautical | Contracts, Grid Movement, Modular Board, Pick-up and Deliver, Point to Point Movement, Set Collection | 7.11 | 836 | Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices of the world were found. This discovery also led to further exploration, competition....and later, war! During this time of prosperity and opportunity, you find yourself traveling on the high seas in search of these exotic wonders. As a merchant and privateer representing your nation, you seek to control this region for glory and profit. Your journey continues in the Far East... Designed by Emerson Matsuuchi, Century: Eastern Wonders invites fans to return to the exciting world of spice trading as players take to the high seas in the role of merchants seeking to prosper in the exotic Indonesian islands. Century: Eastern Wonders offers new, satisfying game mechanisms that provide infinite replayability and countless strategies. Century: Eastern Wonders can be combined with Century: Spice Road to create a new gaming experience called Sand To Sea! Century: Eastern Wonders FAQ | ||||||||||||||
60 | 52 | Century: Spice Road | https://boardgamegeek.com/boardgame/209685/century-spice-road | 2017 | 2-5 | 30-45 | 8 | 8 | 1.80 | Action Retrieval, Auction: Dutch, Contracts, Deck, Bag, and Pool Building, Hand Management, Increase Value of Unchosen Resources, Open Drafting, Set Collection | Card Game, Economic, Medieval | Action Retrieval, Auction: Dutch, Contracts, Deck, Bag, and Pool Building, Hand Management, Increase Value of Unchosen Resources, Open Drafting, Set Collection | 7.30 | 361 | Century: Spice Road is the first in a series of games that explores the history of each century with spice-trading as the theme for the first installment. In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Each turn, players perform one of four actions: Establish a trade route (by taking a market card) Make a trade or harvest spices (by playing a card from hand) Fulfill a demand (by meeting a victory point card's requirements and claiming it) Rest (by taking back into your hand all of the cards you've played) The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins. | ||||||||||||||
61 | 53 | Champions of Midgard | https://boardgamegeek.com/boardgame/172287/champions-of-midgard | 2015 | 2-4 | 60-90 | 10 | 10 | 2.62 | Dice Rolling, Set Collection, Variable Player Powers, Worker Placement | Adventure, Dice, Fantasy, Fighting, Medieval, Mythology | Dice Rolling, Set Collection, Variable Player Powers, Worker Placement | 7.72 | 153 | Champions of Midgard is a middleweight, Viking-themed, worker placement game with dice rolling in which players are leaders of Viking clans who have traveled to an embattled Viking harbor town to help defend it against the threat of trolls, draugr, and other mythological Norse beasts. By defeating these epic creatures, players gain glory and the favor of the gods. When the game ends, the player who has earned the most glory earns the title of Jarl and is recognized as a champion of Midgard! Placing workers allows for the collection of resources and warriors, which players may then send on journeys to neighboring villages or across the sea to defeat monsters and gain the glory they need for victory. Resources are used to carve runes, build ships, and feed your followers. Viking warriors (custom dice) do battle with the myriad enemies the town faces. | ||||||||||||||
62 | 54 | Chinatown | https://boardgamegeek.com/boardgame/47/chinatown | 1999 | 3-5 | 60 | 12 | 12 | 2.23 | Enclosure, Income, Investment, Negotiation, Set Collection, Tile Placement, Trading, Victory Points as a Resource | City Building, Economic, Negotiation | Enclosure, Income, Investment, Negotiation, Set Collection, Tile Placement, Trading, Victory Points as a Resource | 7.43 | 369 | This is a negotiation game in the truest sense of the word. In it, players acquire ownership of sections of city blocks then place tiles, representing businesses, onto the block-sections. At the end of each turn, each tile you've laid gives you some sort of payout, but completed businesses (formed of three to six connected tiles of the same type) pay quite a bit better. All these resources are dealt to the players randomly, however, so players must trade to get matching businesses and adjacent locations. This game is #2 in the Alea big box series. | ||||||||||||||
63 | 55 | Citadels | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/205398/citadels | 2016 | 2-8 | 30-60 | 10 | 10 | 2.05 | Action Drafting, Closed Drafting, Income, Lose a Turn, Set Collection, Take That, Turn Order: Role Order, Variable Player Powers, Variable Set-up | Bluffing, Card Game, City Building, Medieval | Action Drafting, Closed Drafting, Income, Lose a Turn, Set Collection, Take That, Turn Order: Role Order, Variable Player Powers, Variable Set-up | 7.25 | 524 | In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points, and the player with the highest score wins. Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay. | Tarkistettava: 2000 vai 2016 versio? Alustava oletus 2016 | ||||||||||||
64 | 56 | Civolution | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/400602/civolution | 2024 | 1-4 | 90-180 | 14 | 14 | 4.21 | Area Movement, Dice Rolling, Events, Hand Management, Income, Modular Board, Open Drafting, Pattern Building, Tech Trees / Tech Tracks, Track Movement, Variable Set-up | Civilization, Dice, Economic, Exploration, Science Fiction | Area Movement, Dice Rolling, Events, Hand Management, Income, Modular Board, Open Drafting, Pattern Building, Tech Trees / Tech Tracks, Track Movement, Variable Set-up | 8.25 | 788 | Hello, student beings! The cosmic faculty of the Technical Academy of Creation is delighted to welcome you to your Civolution, the final exam in Civilization Design! For this occasion, we prepared a humanoid scenario on an isolated continent. Here, each of you holds the rank of a local deity which is closely linked to its very own civilization and must lead it to success over the other civilizations. Your developmental possibilities are endless and reach from cultural and technical progress to evolutional adaptations. For example, what would you consider more beneficial to your tribes: inventing the wheel or growing wings? Demonstrate your ability to operate your civilization console and show us how well you can adjust to changeable environmental conditions and mild creational chaos. When the exam ceases after four eras, whoever managed to gather the most success points will not only pass the exam but will become a full member of the Technical Academy of Creation and garner the opportunity to be promoted to the next instance. Civolution is a medium heavy to heavy euro-style game that utilizes a dice selection mechanism to trigger actions on a tech tree-like structure. As you figure out how to best use your dice and put your unique cards into play, tons of strategies and paths to victory emerge, though each time you play, you will only explore a fraction of the possibilities that the game’s system and many cards provide. —description from the publisher A webapp implementation of the V.I.C.I solo automa is available (requires a physical copy of the game). | |||||||||||||
65 | 57 | Claim | https://boardgamegeek.com/boardgame/233961/claim | 2017 | 2-2 | 25 | 10 | 10 | 1.65 | Area Majority / Influence, Auction / Bidding, Auction: Once Around, Trick-taking | Card Game, Fantasy | Area Majority / Influence, Auction / Bidding, Auction: Once Around, Trick-taking | 6.92 | 1305 | The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions? Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that affects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game! | ||||||||||||||
66 | 58 | Claim 2 | Tiskihylly: Kaksinpelit | https://boardgamegeek.com/boardgame/249763/claim-2 | 2018 | 2-2 | 25 | 10 | 10 | 1.60 | Take That, Trick-taking | Card Game, Fantasy | Take That, Trick-taking | 6.97 | 2174 | The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions? Claim 2 is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game! Claim 2 is a standalone sequel to Claim, featuring five new factions that can be played on their own or mixed in any combination with the factions in Claim. | |||||||||||||
67 | 59 | Clank!: A Deck-Building Adventure | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/201808/clank-a-deck-building-adventure | 2016 | 2-4 | 30-60 | 12 | 12 | 2.23 | Action Points, Deck, Bag, and Pool Building, Delayed Purchase, End Game Bonuses, Movement Points, Open Drafting, Player Elimination, Point to Point Movement, Push Your Luck, Variable Set-up | Adventure, Fantasy | Action Points, Deck, Bag, and Pool Building, Delayed Purchase, End Game Bonuses, Movement Points, Open Drafting, Player Elimination, Point to Point Movement, Push Your Luck, Variable Set-up | 7.77 | 85 | Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow. Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive! Clank! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game. You start each of your turns with five cards in your hand, and you'll play them all in any order you choose. Most cards will generate resources, of which there are three different kinds: Skill, which is used to acquire new cards for your deck. Swords, which are used to fight the monsters that infest the dungeon. Boots, which are used to move around the board. Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards become part of a bigger and better deck! Each player starts with the same cards in their deck, but they’ll acquire different cards during their turns. Because cards can do many different things, each player’s deck (and strategy) will become more and more different as the game unfolds. During the game, you have two goals: Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon. Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest Thief in the Realm! | |||||||||||||
68 | 60 | Clue (aka Cluedo) | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/130592/clue | 2012 | 2-6 | 40 | 8 | 8 | 1.48 | Dice Rolling, Roll / Spin and Move | Bluffing, Deduction, Murder / Mystery | Dice Rolling, Roll / Spin and Move | 5.94 | 6295 | Refresh of classic Clue/Cluedo game. Significant change: Adds a new character, Dr. Orchid. Also includes two-player rules. Clue/do is a murder mystery game. The aim is to find out who committed the murder, which weapon they used, and where in the mansion they did it. How do you solve the case? By careful questioning of your fellow players you can deduce which information is concealed in the crime envelope. The trick is to be clever with your questioning... Everyone develops their own system! This version of the game plays faster than older versions of Clue, with the help of bigger spaces on the board, special Red Cards, and a new layout of the mansion so you can walk between rooms. The bedroom has an ensuite, and you can wander from the kitchen straight into the dining room. All new artwork brings this classic murder mystery to life, with a high level of detail. It also comes with cool red dice! Note: In this version of Clue, when playing with the 2-player/Team rules: before you deal the black Clue cards to the players, you take the top four black CLUE cards from the deck and place them face down in a row at the side of the board. When the other player/team cannot answer your question, you get to secretly look at one of the four cards at the side of the board. You also don't use the Red Bonus cards in a 2-player/Team game. | Tarkistettava: Minkä vuoden versio? Alustavasti oletettu 2012 | ||||||||||||
69 | 61 | Codenames | https://www.happybadger.fi/products/codenames-fi | https://boardgamegeek.com/boardgame/178900/codenames | 2015 | 2-8 | 15 | 14 | 14 | 1.26 | Communication Limits, Memory, Push Your Luck, Team-Based Game | Card Game, Deduction, Party Game, Spies / Secret Agents, Word Game | Communication Limits, Memory, Push Your Luck, Team-Based Game | 7.54 | 151 | Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like "disease", "Germany", and "carrot". Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake. In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game. Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play. | |||||||||||||
70 | 62 | Codenames: Duet | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/224037/codenames-duet | |||||||||||||||||||||||||
71 | 63 | Coffee Rush | https://www.happybadger.fi/products/coffee-rush | https://boardgamegeek.com/boardgame/377061/coffee-rush | 2023 | 2-4 | 30 | 8 | 8 | 1.79 | Contracts, Grid Movement | Contracts, Grid Movement | 7.16 | 1844 | A cup of coffee sure is relaxing — for the customer. For the coffee shop, however, orders tend to pile up during peak hours, and it is no different today at Coffee Rush. Your goal: Complete customer orders to increase your ratings and be recognized as the best barista! In more detail, each player moves on the ingredient board to collect the ingredients that they need to fulfill orders — and fulfilling orders boosts your rating. Orders that are not fulfilled in time become penalties, which subtract from your rating. If a player has fulfilled three orders, they may activate an upgrade that lets them acquire ingredients more easily. The game ends once all order cards have run out or after a barista collects their fifth penalty card. The player with the highest rating wins! —description from the publisher | ||||||||||||||
72 | 64 | Concept | https://boardgamegeek.com/boardgame/147151/concept | 2013 | 4-12 | 40 | 10 | 10 | 1.38 | Communication Limits, Team-Based Game | Deduction, Party Game, Word Game | Communication Limits, Team-Based Game | 6.75 | 1047 | In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess "milk", for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for "food/drink" and "white". For a more complicated concept, such as "Leonardo DiCaprio", the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins. | ||||||||||||||
73 | 65 | Concordia | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/124361/concordia | |||||||||||||||||||||||||
74 | 66 | Cosmic Encounter + Lisärit | https://boardgamegeek.com/boardgame/39463/cosmic-encounter | 2008 | 3-5 | 60-120 | 12 | 12 | 2.58 | Alliances, Card Play Conflict Resolution, Hand Management, Interrupts, Negotiation, Prisoner's Dilemma, Race, Simultaneous Action Selection, Take That, Trading, Variable Player Powers | Bluffing, Negotiation, Science Fiction, Space Exploration | Alliances, Card Play Conflict Resolution, Hand Management, Interrupts, Negotiation, Prisoner's Dilemma, Race, Simultaneous Action Selection, Take That, Trading, Variable Player Powers | 7.52 | 209 | Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. This classic game of alien politics returns from the warp once more! In Cosmic Encounter, each player becomes the leader of one of dozens of alien races, each with its own unique power. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. Both sides can invite allies and play cards to try and tip the encounter in their favor. The object of the game is for players to establish colonies in other players' planetary systems by landing their ships on the other players' planets. The winner(s) are the first player(s) to have five colonies on planets outside his or her home system. The players must use force, cunning, and diplomacy to ensure their victory. And, because alliances are a key part of the game, multiple players can win together! | Tarkistettava: Mitkä kaikki lisärit löytyy? | |||||||||||||
75 | 67 | Coup | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/131357/coup | 2012 | 2-6 | 15 | 13 | 13 | 1.41 | Hidden Roles, Memory, Player Elimination, Take That, Variable Player Powers | Bluffing, Card Game, Deduction, Party Game, Political | Hidden Roles, Memory, Player Elimination, Take That, Variable Player Powers | 6.98 | 676 | You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers: Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions: Income: Take one coin from the treasury. Foreign aid: Take two coins from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.) When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game! A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards. Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you. | |||||||||||||
76 | 68 | Courtisans | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/402283/courtisans | 2024 | 2-5 | 20-30 | 8 | 8 | 1.44 | End Game Bonuses, Set Collection, Take That | Card Game, Medieval | End Game Bonuses, Set Collection, Take That | 7.34 | 2197 | 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 | |||||||||||||
77 | 69 | Dale of Merchants | https://www.happybadger.fi/products/dale-of-merchants | https://boardgamegeek.com/boardgame/176165/dale-of-merchants | 2015 | 2-4 | 30 | 10 | 10 | 2.08 | Auction: Dutch, Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Race, Set Collection, Take That, Team-Based Game | Animals, Card Game, Fantasy | Auction: Dutch, Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Race, Set Collection, Take That, Team-Based Game | 7.17 | 912 | It is an age of great discoveries. New and wonderful items find their ways into the hands of the greatest merchants. And if there ever is a place those traders love, it is the town of Dale. There’s an extraordinary guild in the Dale founded by the greatest merchants. The tricky part is getting the membership since one must win the annual trading competition to be invited to the guild. Notable animalfolk merchants from all over the world have gathered in the town to take part in the event. Everyone has only one goal in mind – to be celebrated as the winner and the newest member of the legendary guild. In Dale of Merchants, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild! | |||||||||||||
78 | 70 | Dale of Merchants 2 | https://www.happybadger.fi/products/dale-of-merchants-2 | https://boardgamegeek.com/boardgame/191597/dale-of-merchants-2 | 2016 | 2-4 | 30 | 10 | 10 | 2.07 | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game | Animals, Card Game, Fantasy, Print & Play | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game | 7.29 | 1381 | The world has grown smaller. Civilizations around different continents have established independent free trade cities in order to ease trading between distant lands. One of those cities, Yengzuh, is now looking for a new ruler – a new Trade Master. The post is only open every ten years and the selection of the said individual is no small task. It’s handled by holding a trading competition as it’s in everyone’s best interest to get the best merchant chosen for the job. All the participating merchants are prestigious, but the competition also tests their ability to deal with unexpected situations. After all, the winner will be responsible of keeping the global prices more fair and stable for years to come. There are only twelve free trade cities in the world. Yengzuh near Pandala is one of the oldest. The Guild of Extraordinary Traders from Dale promoted the founding of the city after the trade wars in Asia had spread too wide. The city’s harbour has tens of great ships all the time, loading and unloading passengers and cargo. In Dale of Merchants 2, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild! Dale of Merchants 2 contains six new decks and can be played by itself or combined with the decks from Dale of Merchants. The game includes a new ruleset for four players that introduces team battle! These new rules greatly enhance the four-player experience by adding cooperation between teammates and cutting downtime. These rules can also be used with the original game's six decks. The new decks are: 1)Crocodiles disturb other players 2)Platypuses have more control over cards 3)Polecats have a die 4)Owls are moved to action by things that happen (mostly what other players do) 5)Fennec foxes affect all players 6) Sloths do things at the start of your next turn | |||||||||||||
79 | 71 | Dale of Merchants 3 | https://www.happybadger.fi/products/dale-of-merchants-3 | https://boardgamegeek.com/boardgame/299452/dale-of-merchants-3 | 2020 | 2-4 | 20-40 | 10 | 10 | 2.14 | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game | Animals, Card Game, Fantasy | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game | 7.67 | 2610 | Dale of Merchants is a series of deck building games developed by Snowdale Design. The games are set in Daimyria, a world of animalfolks. Dale of Merchants 3 is a standalone game which introduces six new animalfolk decks. It can be played by itself and combined with other games from the Dale of Merchants series. Each deck is themed around different animalfolks with a different gameplay focus and mechanics. For example, Sharing Short-beaked Echidnas borrow cards from other players while Prepared Grizzled Tree-kangaroos are good at protecting their own valuables. | |||||||||||||
80 | 72 | Dale of Merchants Collection | https://www.happybadger.fi/products/dale-of-merchants-collection | https://boardgamegeek.com/boardgame/251551/dale-of-merchants-collection | 2019 | 2-4 | 20-60 | 10 | 10 | 2.29 | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game, Variable Player Powers | Animals, Card Game, Fantasy | Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Open Drafting, Set Collection, Take That, Team-Based Game, Variable Player Powers | 7.79 | 1716 | Dale of Merchants Collection is a standalone game. It contains plenty of content aimed at fans of the series. The game comes with a large box which lets you store all content from the original Dale of Merchants, Dale of Merchants 2, and Dale of Merchants 3. While this is a great storage solution to keep all your Dale of Merchants content in a single box, it does come with a ton of new things to play with. Dale of Merchants Collection introduces new animalfolk decks with such unique fellows as Wealthy Tuataras and Connected Emperor Penguins. A completely new feature in the series are the character cards. These cards are received at the start of the game and provide players with unique and powerful abilities that drastically influence the game. Dale of Merchants Collection includes dozens of different character cards adding even more depth and variance to the series' gameplay. | |||||||||||||
81 | • Expansion: Dale of Merchants: Systematic Eurasian Beavers | https://www.happybadger.fi/products/dale-of-merchants-beaver-mini-expansion | https://boardgamegeek.com/boardgame/207108/dale-of-merchants-systematic-eurasian-beavers | 2016 | 2-4 | 20-40 | 10 | 10 | 2.15 | Deck, Bag, and Pool Building, Hand Management, Open Drafting, Set Collection | Animals, Card Game, Expansion for Base-game, Fantasy | Deck, Bag, and Pool Building, Hand Management, Open Drafting, Set Collection | 7.57 | Not Ranked | The Dale of Merchants: Systematic Eurasian Beavers mini-expansion includes one additional animalfolk deck to be used with any of the Dale of Merchants games. Beavers' effects happen only after certain triggers, which makes it really important to plan ahead. If you're crafty enough, you can create awesome combos with them. | ||||||||||||||
82 | 73 | Danse Macabre | https://boardgamegeek.com/boardgame/87280/danse-macabre | 2010 | 2-2 | 30 | 9 | 9 | 1.00 | Hand Management | Card Game, Medieval, Religious | Hand Management | 5.09 | 25216 | 2-player game based on famous painting fragment by Bernt Notke situated in Niguliste Museum, Tallinn, Estonia. One player takes the role of god, other player takes the role of Devil. Then players compete to earn more dancers' souls. They bet for every soul and peek bets of opponent or secret dancers' cards. The player who owns the more souls in the end of the game is the winner. Components: Gameboard 6 Secret dancers God's carddeck Devil's carddeck Coin | ||||||||||||||
83 | 74 | Darwin's Journey | https://www.happybadger.fi/products/darwins-journey | https://boardgamegeek.com/boardgame/322289/darwins-journey | |||||||||||||||||||||||||
84 | 75 | Dead Last | https://boardgamegeek.com/boardgame/184522/dead-last | 2016 | 6-12 | 45-60 | 14 | 14 | 1.06 | Player Elimination, Prisoner's Dilemma, Simultaneous Action Selection, Take That, Voting | Bluffing, Card Game, Negotiation, Party Game | Player Elimination, Prisoner's Dilemma, Simultaneous Action Selection, Take That, Voting | 6.24 | 4071 | Stay alive, gain a fortune... Dead Last — originally known as Tontine — is a "social collusion" game of shifting alliances, betrayals, and murder for profit in which players must conspire and vote upon whom to kill each round. Any means of overt or covert communication is allowed — a glance, a nod, pointing under the table, flashing a card, anything – but make sure you don't tip off the target or they could ambush you instead! In the end, one or two players will remain, either claiming all the gold or squaring off in a final showdown before starting the next round of play. The first player to score 24 points of gold wins. Thematically, the inspiration for the game is one of the oldest pulp fiction/detective novel tropes: the Tontine, a financial investment that accrues, but pays out only to the last surviving member of the group. This practice is now largely illegal as it famously had the tendency to lead to murder. But it is the subtle art of communication that delivers the fun of the game and you conspire with each other. If you are the target of the most votes, you're dead, and if you did not side with the popular vote, you are also dead, so you constantly have to stay informed or deceive your target to band together without letting the target know. Wink, smile, kill — that's the whole game. As soon as someone asks, "Hey, wanna play Dead Last?", the game has already begun — and if you don't know who the target is, it very well could be you... | ||||||||||||||
85 | 76 | Deception Murder In Hongkong | https://www.happybadger.fi/products/deception-murder-in-hong-kong | https://boardgamegeek.com/boardgame/156129/deception-murder-in-hong-kong | 2014 | 4-12 | 20 | 14 | 14 | 1.58 | Communication Limits, Deduction, Events, Finale Ending, Hidden Roles, Storytelling, Team-Based Game, Traitor Game, Variable Set-up | Bluffing, Deduction, Murder / Mystery, Party Game | Communication Limits, Deduction, Events, Finale Ending, Hidden Roles, Storytelling, Team-Based Game, Traitor Game, Variable Set-up | 7.44 | 267 | Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players that plays in about 20 minutes. In the game, players take on the roles of investigators attempting to solve a murder case – but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist, Witness, Investigator, Murderer, and Accomplice. While the Investigators attempt to deduce the truth, the murderer's team must deceive and mislead. This is a battle of wits! The Forensic Scientist has the solution but can express the clues only using special scene tiles while the investigators (and the murderer) attempt to interpret the evidence. In order to succeed, the investigators must not only deduce the truth from the clues of the Forensic Scientist, they must also see through the misdirection being injected into the equation by the Murderer and Accomplice! Find out who among you can cut through deception to find the truth and who is capable of getting away with murder! Roles Forensic Scientist x1 As the game master, the Forensic Scientist holds the solution to the crime. They are responsible for assisting the Investigators in identifying the “Key Evidence” and “Means of Murder.” When an Investigator does that successfully, the crime is solved and the Forensic Scientist and the Investigators win the game. During the game, the Forensic Scientist is NOT allowed to hint to the solution with words, gestures, or eyes. Murderer x1 When the crime takes place, the Murderer chooses 1 Clue card and 1 Means card as the solution to the crime. These will be the “Key Evidence” and “Means of Murder” respectively. The Murderer tries to hide their role and look for a scapegoat. Even if they are identified, the Murderer still wins the game if no one correctly identifies both the “Key Evidence” and the “Means of Murder”. Investigators x8 To solve the crime, the Investigators must analyze the hints given by the Forensic Scientist. As long as one of the Investigators correctly identifies both the “Key Evidence” and “Means of Murder,” the Murderer is arrested and the Investigators win the game (as does the Forensic Scientist). Bear in mind that the Murderer (and sometimes Accomplice) is among the Investigators! The innocent Investigators must make a vigorous effort to defend themselves from false accusation. Accomplice x1 The Accomplice is an optional role for games with six or more players. The Accomplice knows who the Murderer is, as well as the solution to the crime. The Accomplice and Murderer both win if the Murderer gets away with his crime. Witness x1 The Witness is an optional role when playing with six or more players.* The Witness is an Investigator who has witnessed the culprits leaving the crime scene. They have no way of knowing which is the Murderer and which is the Accomplice and they do not know how the crime was committed. If the Murderer is arrested but can identify the Witness, the Witness is considered to be killed, allowing the Murderer and the Accomplice to get away with murder and win the game. | |||||||||||||
86 | 77 | Decrypto | https://boardgamegeek.com/boardgame/225694/decrypto | 2018 | 3-8 | 15-45 | 12 | 12 | 1.83 | Communication Limits, Targeted Clues, Team-Based Game | Deduction, Party Game, Spies / Secret Agents, Word Game | Communication Limits, Targeted Clues, Team-Based Game | 7.77 | 108 | Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team. In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure. Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.) The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins. | ||||||||||||||
87 | 78 | Detective Club | https://boardgamegeek.com/boardgame/256788/detective-club | ||||||||||||||||||||||||||
88 | 79 | Dice forge | https://www.happybadger.fi/products/dice-forge | https://boardgamegeek.com/boardgame/194594/dice-forge | 2017 | 2-4 | 45 | 10 | 10 | 1.97 | Deck, Bag, and Pool Building, Dice Rolling, Open Drafting, Random Production | Ancient, Dice, Fantasy, Mythology | Deck, Bag, and Pool Building, Dice Rolling, Open Drafting, Random Production | 7.22 | 449 | Heroes, stand ready! The gods are offering a seat in heaven to whichever hero defeats their rivals. Your courage and wits will be your most precious allies as you use divine dice to gather resources along the road to victory. Your divine dice are exceptional, with removable faces! Customize your dice to make them more powerful as the game progresses. Sacrifice gold to the gods to obtain enhanced die faces. Upgrade your dice to produce the resources you need. Overcome ordeals concocted by the gods to grow in glory and earn rewards. Skillfully manage the luck of the dice and take charge of your destiny. Only the greatest will ascend to the heavens! Dice Forge is a development game featuring innovative mechanics based on dice with removable faces. In this dice crafting game, players build their own dice. Roll your dice, manage your resources, complete ordeals before your opponents and explore multiple winning strategies. Now you control the luck of the dice! | |||||||||||||
89 | 80 | Dice Throne: Season one | https://boardgamegeek.com/boardgame/268201/dice-throne | 2018 | 2-6 | 20-40 | 8 | 8 | 2.12 | Dice Rolling, Re-rolling and Locking, Take That, Variable Player Powers | Card Game, Dice, Fantasy, Fighting | Dice Rolling, Re-rolling and Locking, Take That, Variable Player Powers | 7.65 | 1107 | GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages. Dice Throne is a fast-paced 2-6 player combat game, whether 1v1, 2v2, 3v3, 2v2v2, or free-for-all. Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly whether yours, your teammate's, or even your opponent's. Each player needs their own hero dice and cards to play Dice Throne. "Season One" of the game was released in a single box that contains components for six heroes, while "Season Two" was released in four small sets that each contain components for two heroes as well as a "Battle Chest" that has these four small sets. Heroes can be mixed-and-matched across seasons. Linked entries in the BGG database: Dice Throne: Season One Dice Throne: Season One ReRolled Dice Throne: Season One ReRolled – Barbarian v. Moon Elf Dice Throne: Season One ReRolled – Monk v. Paladin Dice Throne: Season One ReRolled – Pyromancer v. Shadow Thief Dice Throne: Season One ReRolled – Treant v. Ninja Dice Throne: Season Two – Battle Chest Dice Throne: Season Two – Seraph v. Vampire Lord Dice Throne: Season Two – Tactician v. Huntress Dice Throne: Season Two – Gunslinger v. Samurai Dice Throne: Season Two – Cursed Pirate v. Artificer Dice Throne Adventures | ||||||||||||||
90 | 81 | Dice Throne: Season Two | https://boardgamegeek.com/boardgame/244271/dice-throne-season-two-battle-chest | ||||||||||||||||||||||||||
91 | 82 | Dinosaur Island | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/221194/dinosaur-island | |||||||||||||||||||||||||
92 | 83 | Diplomacy | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/483/diplomacy | 1959 | 2-7 | 360 | 12 | 12 | 3.33 | Area Majority / Influence, Area Movement, Negotiation, Player Elimination, Prisoner's Dilemma, Simulation, Simultaneous Action Selection | Bluffing, Negotiation, Political, Post-Napoleonic, Wargame | Area Majority / Influence, Area Movement, Negotiation, Player Elimination, Prisoner's Dilemma, Simulation, Simultaneous Action Selection | 7.04 | 812 | Diplomacy, the classic boardgame of pure negotiation has taken many forms over the years. The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies. In the game, each player represents one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of "orders." The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers. Avalon Hill Complexity rating - 3 Re-implemented by: Colonial Diplomacy Diplomacy: Classical Variant Diplomacy: Hundred Variant | 2008 Avalon Hillin versio | ||||||||||||
93 | 84 | Discordia | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/360206/discordia | 2022 | 1-4 | 60-90 | 12 | 12 | 2.97 | Action / Event, Action Drafting, Dice Rolling, Income, Sudden Death Ending | Ancient, City Building, Civilization, Dice | Action / Event, Action Drafting, Dice Rolling, Income, Sudden Death Ending | 7.48 | 1958 | The first cities on the Rhine emerged from Roman outposts protecting the border with Germania. As the governor of one of these cities, your task is to develop it in the best possible way, while also defending it against the Germanic tribes. Empress Agrippina and her son Nero will inspect your actions and honor the most successful governor. In 'Discordia', you develop your city by building farms, barracks, defenses, harbors, and markets, and by trading with ships. Use your seamen, soldiers, merchants, and farmers profitably, fulfill decrees, and secure privileges — acting carefully at all times so that your city grows neither too fast nor too slow. Will you have the best-developed city at the end of the fourth year, or will you manage to impress the empress before then and win the game early? —description from the publisher | |||||||||||||
94 | 85 | Dixit | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/39856/dixit | 2008 | 3-8 | 30 | 8 | 8 | 1.19 | Race, Storytelling, Targeted Clues, Voting | Card Game, Humor, Party Game | Race, Storytelling, Targeted Clues, Voting | 7.19 | 397 | Each turn in Dixit, one player is the storyteller who chooses one of the six cards in his or her hand, then expresses an idea, with sounds or words, that is reflected on that card's image, and places the card face down on the playing surface. Each other player then selects the card in his or her hand that best matches that expression, and passes the selected card to the storyteller, face down as well. The storyteller shuffles all the cards together, then turns them over to reveal them. Each player other than the storyteller then secretly guesses which card belongs to the storyteller. If nobody or everybody guesses the correct card, the storyteller scores 0 points, and each other player scores 2 points. Otherwise, the storyteller and whoever found the correct answer score 3 points. Additionally, the non-storyteller players score 1 point for every vote received by their card. The game ends when the deck is empty or if a player has scored at least 30 points. In either case, the player with the most points wins. The Dixit base game and each expansion contains 84 cards, and the cards can be mixed together as desired. | |||||||||||||
95 | 86 | Dixit: Disney | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/381308/dixit-disney-edition | 2023 | 3-6 | 30 | 8 | 8 | 1.10 | Storytelling, Targeted Clues, Voting | Card Game, Party Game | Storytelling, Targeted Clues, Voting | 7.41 | 2264 | Each turn in Dixit, one player is the storyteller, chooses one of the six cards in their hand, then makes up a sentence based on that card's image and says it out loud without showing the card to the other players. Each other player then selects the card in their hand that best matches the sentence and gives the selected card to the storyteller, without showing it to anyone else. The storyteller shuffles their card with all of the received cards, then reveals all of these cards. Each player other than the storyteller then secretly guesses which card belongs to the storyteller. If nobody or everybody guesses the correct card, the storyteller scores 0 points, and each other player scores 2 points. Otherwise, the storyteller and whoever found the correct answer score 3 points. Additionally, the non-storyteller players score 1 point for every vote received by their card. The game ends when the deck is empty or if a player has scored at least 30 points. In either case, the player with the most points wins. Dixit: Disney Edition features 84 cards, with each card representing one of 84 films in the Disney or Pixar catalog from Steamboat Willie to Turning Red. | |||||||||||||
96 | 87 | Dominion | https://www.happybadger.fi/products/dominion | https://boardgamegeek.com/boardgame/36218/dominion | 2008 | 2-4 | 30 | 13 | 13 | 2.35 | Deck, Bag, and Pool Building, Delayed Purchase, Hand Management, Open Drafting, Take That, Variable Set-up | Card Game, Medieval | Deck, Bag, and Pool Building, Delayed Purchase, Hand Management, Open Drafting, Take That, Variable Set-up | 7.60 | 137 | "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted." —description from the back of the box In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end. Dominion is not a Collectible Card Game (CCG), but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety. —user summary Part of the Dominion series. | |||||||||||||
97 | 88 | Dobble: Harry Potter | Pikkupelit | Tilattavissa kahvilalla | https://boardgamegeek.com/boardgame/63268/spot-it | 2009 | 2-8 | 15 | 7 | 7 | 1.03 | Hot Potato, Pattern Recognition, Speed Matching | Card Game, Children's Game, Educational, Party Game, Real-time, Sports | Hot Potato, Pattern Recognition, Speed Matching | 6.55 | 1523 | Spot it!, a.k.a. Dobble, is a simple pattern recognition game in which players try to find an image shown on two cards. Each card in original Spot it! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! Rules for different games – each an observation game with a speed element – are included with Spot it!, with the first player to find a match either gaining or getting rid of a card. Multiple versions of Spot it! have been published, with images in each version ranging from Halloween to hockey to baseball to San Francisco. The game is sold as Spot it! in the USA and Dobble in Europe, with slight differences between the two editions. Note: some versions have fewer cards and fewer symbols per card. (E.g. 30 cards with 6 symbols each.): Spot it! 1,2,3 | ||||||||||||
98 | 89 | Dobble: Super Mario | Pikkupelit | Myynnissä kahvilalla | https://boardgamegeek.com/boardgame/63268/spot-it | 2009 | 2-8 | 15 | 7 | 7 | 1.03 | Hot Potato, Pattern Recognition, Speed Matching | Card Game, Children's Game, Educational, Party Game, Real-time, Sports | Hot Potato, Pattern Recognition, Speed Matching | 6.55 | 1523 | Spot it!, a.k.a. Dobble, is a simple pattern recognition game in which players try to find an image shown on two cards. Each card in original Spot it! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! Rules for different games – each an observation game with a speed element – are included with Spot it!, with the first player to find a match either gaining or getting rid of a card. Multiple versions of Spot it! have been published, with images in each version ranging from Halloween to hockey to baseball to San Francisco. The game is sold as Spot it! in the USA and Dobble in Europe, with slight differences between the two editions. Note: some versions have fewer cards and fewer symbols per card. (E.g. 30 cards with 6 symbols each.): Spot it! 1,2,3 | ||||||||||||
99 | 90 | Dulce | https://boardgamegeek.com/boardgame/367522/dulce | ||||||||||||||||||||||||||
100 | 91 | Dune Imperium | https://www.happybadger.fi/products/dune-imperium | https://boardgamegeek.com/boardgame/316554/dune-imperium | 2020 | 1-4 | 60-120 | 14 | 14 | 3.06 | Card Play Conflict Resolution, Deck, Bag, and Pool Building, Delayed Purchase, Force Commitment, Increase Value of Unchosen Resources, Multi-Use Cards, Open Drafting, Race, Solo / Solitaire Game, Tags, Take That, Turn Order: Progressive, Variable Player Powers, Worker Placement | Movies / TV / Radio theme, Novel-based, Political, Science Fiction | Card Play Conflict Resolution, Deck, Bag, and Pool Building, Delayed Purchase, Force Commitment, Increase Value of Unchosen Resources, Multi-Use Cards, Open Drafting, Race, Solo / Solitaire Game, Tags, Take That, Turn Order: Progressive, Variable Player Powers, Worker Placement | 8.43 | 6 | Dune: Imperium is a game that uses deck building to add a hidden information angle to traditional worker placement. It finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson. As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet. You start with a unique leader card, as well as a deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Unlike many deck building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card. Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious cards. The Spice must flow to lead your House to victory! Some important links: The Official FAQ, the Unofficial FAQ, and an Automa (solo and 2p) Overview |