Aether
Touko Tahkokallio; Onni Games; 2-4; 45
Double tile-laying game. The lower layer are hexagonal and represent
the elements earth, air, wind and fire
while the upper layer are smashed glass and represent elementals
(in player colors). Elementals gain strength from the type of element
it is on, plus adjacent ones, but loses power for each unfavorable
wrong element placed next to it. Goal is surround tiles of the fifth
element: aether.
[more]
Arlecchino
Bernard Tavitian; Asmodée/Lud Editions; 2-4
Tile placement with movement from the creator of
Blokus.
Pieces in four colors are randomly distributed on a grid.
Each turn you can move to an adjacent
space showing your color or jump over
one to capture it. Player left with the
most colors showing wins.
[more]
Avverso
Henrik Morast; Gerhards Spiel und Design; 2; 20
On a hexagonal grid with just 25 spaces, players try to
get their pieces to connect two sides, but there's a catch:
you can only move your opponent's pieces. The board begins
empty. If you want to place on a space that is occupied, you
shunt the piece to an adjacent space, which may trigger a
chain reaction of shunting.
[more]
Caminos
Stefan Kögl; Spielewerkstatt Murmel, Bambus; 2/4; 15-25
Connection game reminiscent of
Rumis
and Punct in which players try to form a continuous line of
3D Tetris-like blocks to connect two board edges.
Pieces may be placed anywhere above the board so long as no
empty space is created beneath them. Also permits team play.
The connection must be visible when viewed from above.
By the inventor of
Rumis.
[more]
Don Q. und die Vermessung von La Mancha
Heinrich Glumpler; Edition Perlhuhn; 2; 20
"Don Q. and the La Mancha Survey".
Each player places hidden markers on his side of the board, some
positive, some negative. Then they take
turns placing tokens on the board, each placement forcing
revelation of an opposing marker.
Tokens facing three or more positive markers will score.
When a player believes that more than half of the final
points have been scored, he can decide to play Don Q.
From that moment on, all points count for Sancho Panza. When
all markers have been revealed, the player with most points
is the winner.
[more]
18 Ghosts
Michael Rieneck; nestorgames; 2; 15
The story line is of ghosts trying to escape via three
magic portals – in fixed locations
– from a castle in Scotland in which they
have imprisoned for five centuries.
There are twenty-five rooms plus a dungeon while ghosts come
in two (player) types and three colors.
Each room has a "carpet" showing a movement path in the form
of an elbow, a T or a cross.
Each player tries to be the
first to escape a red, blue and yellow of his own ghosts.
Actions including moving a ghost to an adjacent chamber,
fighting one in an adjacent chamber (the result completely
pre-determined by color) or releasing a defeated on from the
dungeon. Portals rotate each time a same-color ghost is defeated
which is important as they can only be entered from a single
side.
[more]
Kakuzu
Bruno Stefanini; Gigamic; 1-4; 20; 8+
Inspired by Sodoku, each player using the same grid.
There is one example of each number per line, per column
and per square. At the start the numbers are
hidden by pieces. Drawing a number from the bag tells which
number you must find by removing one of the 81
pieces. If successful, you keep the piece and go again.
If not, the piece goes to the next
player who now tries to find the number. Goal is to
collect the most pieces. Includes twenty double-sided grids.
[more]
Knotz!
Fred Horn; Österreichisches Spiele Museum/SP&L/Ducosim/Club TreEmme; 2
"Cut-and-play game" consisting of a
board printed on a card plus 64 pieces.
Players take turns populating a grid of connected spaces
with their own tokens. When the board is completely full, the players
take turns removing one of their own tokens one at a time. When a
player's turn ends with one or more tokens isolated, i.e. not
connected to any other tokens, those tokens are immediately removed as
well. The first player with no tokens left on the board wins the
game.
[more]
Lino
Chislaine van den Bulk; Giuoco; 2; 20
Boardless game, or rather one in which the board is formed
during play by placement of square tiles.
Players take turns placing blue or clear glass pieces on
any free tile, gaining points by ending a row.
Also, at the end of play each row of 4 or more in their color
scores.
[more]
Malta!
Tim Mierzejewski; Z-Man Games; 2-6; 30
The playing area is formed by 49 round face up tiles
which because they point in 0-4 directions form a
directed graph. Based on a player's current location
they draw cards, play half of them and move.
Becoming trapped or out of card knocks a player out.
Win by being the last standing.
[more]
Mijnlieff
Andy Hopwood; Prime Games; 2; 10
Derived from Noughts and Crosses (Tic-Tac-Toe), but with
each piece having a particular power and trying create the
most lines of 3 counters. Made up of a four 2x2 boards
which together form a 4x4 or arrangeable in different ways
as a variant. Each player has eight pieces with two of four
different symbols and each play determines something about
where the opponent can play their next piece, i.e. to play
in a straight line from it, away from it or adjacent to it.
[more]
Mobbing: Reine Chefsache
Raphael Gottlieb & Frank Stark; Heidelberger; 3-6; 30
Players compete to succeed an 83-year old CEO by
gaining a voting majority on the board, plus good references.
How is this to be accomplished? By argument, lies
and sucking up. Playing lobby cards which constitute
an auction can get the ear of board members. Other
cards improve one's references, or rubbish those of
others. Subtitle means "Good Company".
[more]
Nexos
Bernard Tavitian; Winning Moves Deutschland; 2,4; 30
Each player has 24 different pieces composed of 1 to 4
segments. Placed pieces must touch other pieces of the same
color. By the inventor of the similar
Blokus,
but this time pieces are long tubes which lie in the grooves
of a square grid.
[more]
Omega
Néstor Romeral Andrès; nestorgames; 2-4; 60
Said to be a cross between Hex and Go, has
players trying to create groups by placing
in a hexagonal grid. Each player controls a color, but may place in
any color.
The final score for a color is calculated by multiplying the sizes
of the different groups of that color. Includes 135 pieces in black
and white, 91 in red and 68 in blue.
[more]
Orado
Hartmut Kommerell; HiKu-Spiele; 2; 15-20; 10+
Each player has 13 counters, 8 in one color and 5 in another. The
board shows 13 spaces. Gradually players "color" the board with their
pieces, the goal being to
create fewer equal color combinations in adjacent spaces than the opponent.
Comes with several semi-precious stones in a leather pouch that when
opened forms the board.
[more]
Ostriches
Bruno Cathala & Bruno Faidutti; nestorgames; 2; 15
Ostrich warfare, but since they put their heads in the sand
you don't know what special powers they have, or even whose
side they're on.
The board is composed by arranging four 3x3 tiles grids.
Bushes are placed on them and each player places six
ostrich pawns on his side. A turn is either moving any
ostrich by the knight's move or rotating a tile by ninety degrees.
Face down ostriches all look alike and their sides
are not revealed until they reach the opponent's edge.
Some of them also have special abilities, e.g. moving
bushes, swapping piece locations, examining pieces or
swapping tiles. The first player to achieve four face up
ostriches wins.
[more]
Penta
Reiner Knizia; Schmidt; 1
There are individually colored Tetris-style pieces
and puzzle cards that have a few colored squares
amid a majority of black areas. The puzzle is solved by
placing pieces to cover all the space, starting with the
colored ones which must match exactly.
[more]
Plateau X
Hendrik Simon; Winning Moves Deutschland; 2-4; 20-30
Players try to reach the highest point on the constantly
build mound of blocks.
A turn consists of either placing a tile, placing a
pawn or moving a pawn. Moves require that for each step
the pawn either go up or down a level. The player at the
highest point when play ends wins.
[more]
RRR
Seiji Kanai & Hayato Kisaragi; One Draw/Japon Brand; 2; 15
Title stands for "Regality vs. Religion: Revolution".
Players take turns placing pawns on a
3x3 board. Each pawn either turns
or destroys one or more of the pawns surrounding it. When
all squares have been filled,
the holder of the most pawns are facing in his direction wins.
[more]
Rotaris
Andreas Dante; Sphinx Spieleverlag/dante-Spiele; 2; 5-10
The board reminds of a small version of
Chinese Checkers,
but the center rotates and so does a ring around the
center. Players place marbles and make 60 degree rotations
trying to get five in a row.
[more]
Schäfchen ins Trockene
Philipp Kolhoff; 2; 10-20; 10+
"Little Sheep in the Dry (desert?)" is about sheep and the inevitable
wolves. Both players move the sheep around, possibly into the shelter
in pairs or off the map to score (like they're not "scoring" in the
shelter). The wolf then kills one of the sheep in the largest flock
which players avoid being the one having
(try to get the flock out of there).
Comes with several semi-precious stones in a leather pouch that when
opened forms the board.
[more]
Scho K.O.
Andreas Kuhnekath & Steffen Mühlhäuser; Steffen Spiele; 2; 10-20
Place tiles resembling black and white chocolate squares on
two layers, trying to create the largest connected region.
Smarties that go on the tile intersections both permit and
block overlapping at the second layer. Looks delicious!
[more]
Sedici
Niek Neuwahl; Steffen Spiele; 1-2; 10-20
Perhaps a puzzle as much as a game.
Sixteen unique pieces colored in black and white
combine to form a square – or not.
The only rule is that white must be placed against white and
black against black. With two players, each takes eight
pieces and tries to obstruct the opponent so that there is
place to play.
[more]
Splits
Francesco Rotta; Jactalea; 2; 5
The board is constructed by the players using eight
four-hex tiles. Then each player places a tall stack of
disks on one of the border hexes. Then, in turn, each player
chooses some number of disks to take off the top
and moves them as far away as they can go
in a straight line without obstructions.
A player wins when the opponent is unable to make a move.
With this edition
Jactalea switches from leather to wood.
[more]
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