179,663 games available

Choose your next story.

Explore the catalog. Curated games have tailored logs, verified achievements, and campaigns.

DreadBall: The Futuristic Sports Game cover
BGG · needs curation

DreadBall: The Futuristic Sports Game

Heidelberger Spieleverlag · 2012

BGG #3749
290 min7.3
Game description from the publisher: DreadBall: The Futuristic Sports Game is the hyper-kinetic sci-fi sports game of unparalleled speed and ferocity – a fast, fun and tactical miniature sports board game written by Jake Thornton and created by Mantic Games. Two coaches compete for victory with teams of beautiful miniatures on a stunning sci-fi pitch. The game is easy to learn, yet challenging, with carefully orchestrated plays and counter attacks hinging on positioning and the mercy of the dice gods. Created by the finest sculptors, artists and game designers, DreadBall: The Futuristic Sports Game is the first in a series of visually stunning sci-fi sports games, to be supported with expansions introducing new teams and exciting new game play, building on the already impressive 84-page full-colour A4 rulebook.
Nightfall: Martial Law cover
BGG · needs curation

Nightfall: Martial Law

Alderac Entertainment Group · 2011

BGG #3752
2–545 min7.0
Game description from the publisher: Darkness envelops the world; chaos reigns. Humanity fights back in the only way they know how -- with forceful control. But how does one control creatures whose existence defies all logic? Nightfall: Martial Law is a stand-alone game that can be integrated with the hit competitive deck-building game Nightfall. Martial Law brings you a complete new set of cards with special powers, and features all-new vampires, werewolves, hunters and ghouls. Martial Law also introduces the feeding mechanism: Feed your chained orders to give them greater effect! Each card has a main color and two linking colors. If you can match the main color of a card to one of the linking colors of the previous card, you can chain those cards together. Once a chain is started, players all get an opportunity to link additional cards onto the chain during that turn. Cards in the chain resolve in reverse order: first in, last out. Instant effects fire off as cards come off the chain, doing damage to your opponents or bringing characters into play to defend you and attack your opponents. The object of Nightfall is to put wounds into your opponents’ decks and end the game with the least amount of wounds in your deck. But beware: the more wounds a person has, the more enraged they become and the faster their deck works, meaning more cards and bigger chains will come your way!
The Voynich Puzzle cover
BGG · needs curation

The Voynich Puzzle

Salt & Pepper Games · 2025

BGG #3760
1–490–120 min7.3
The Voynich manuscript, named after the bookseller who discovered it in 1912, is an enigma that has resisted human curiosity for over 600 years. Is it an otherworldly botanical treatise? A secret code of alchemists? Or perhaps an elaborate hoax by some medieval genius Every theory falters before the abyss of its unknown author, its incomprehensible purpose, and its unreadable language. But one thing is certain: whoever delves into its pages will never see the world the same way again. Now, the manuscript has fallen into your hands. Will you be able to decipher its secrets and piece together this mysterious puzzle? The ink is dry, but the story lives on... and you are about to write its next chapter. In The Voynich Puzzle, you will collectively try to decipher the Voynich manuscript, using your copy of the book as the main tool to do it. As the collective understanding of the manuscript grows, you will be able to gradually decipher pages on your book, improving your chances to decode it. The player with the most overall knowledge at the end of the game, will be the winner. On your turn, you will select a double page on your book, and perform the actions on the top side of those pages(cards). Each pair of pages will allow you to interact with one of the 5 main sections of the manuscript (botany, astrology, baths, writing and recipes). Once you gain enough knowledge on an area, you will share that knowledge, adding a piece of the puzzle that the manuscript represents. All players will have access to that knowledge, helping them decipher the manuscript, which is represented by the turning and flipping of the cards in your book. Deciphering the manuscript gives you access to better actions and endgame scorings, so it should be your main focus of the game. The game ends when the marker of any player reaches the endgame icon on the 52nd space. End the round so all players have played the same number of turns, and then all players play one more turn, before performing endgame scoring. —description from the publisher
The Castle of the Devil cover
BGG · needs curation

The Castle of the Devil

DV Games · 2010

BGG #3764
4–820–40 min6.4
Castle of the Devil is a 4-8 player card game. All players are passengers within a carriage that is rushing to Devil's Castle. They each act as a member of a secret association, but no one knows who is friend and who is foe. Each player starts in one of two secret associations. He also gets a secret profession with a special ability. So at the beginning of the game you have no information about the membership and the professions of the others. To win the game, each association has to collect 3 defined artifacts jointly. Therefore you have to find out who your allies are and where to find the artifacts among the other secret objects that are in possession of other players. You can get this information during the game either by trading objects with other players, because every object has a special ability, e.g. "Trade it in and you may take a look at your trading partners-association." or by struggling with other players, because the winner of a struggle can view the cards of the underdog and steal one of them. But be careful, all players can support the attacker OR defender in a struggle. If they know about your identity but you don't know theirs it may be risky to struggle. Turn actions, one of: Trade Duel Spy - Choose another player and draw one random object card from her/his hand. Look at this object without revealing it to the other players. Then give it back to her/him. Declare Victory by naming your team and who has the three items, starting with yourself, OR declare the opposing team and their items. If someone refuses a trade you offer, you get a duel token as compensation. These tokens are used as extra votes that can be applied in future duels. Duels: Everyone declares sides secretly and simultaneously. Then anyone can apply items, professions and duel tokens in any order. Players must declare for one or the other and abstentions are not allowed. Victory: Declare Victory by naming your team and who has the three items, starting with yourself, then one by one. If you name players on your team incorrectly or they don't have the object(s) you lose. You can also declare victory by announcing the opposing team and the members of that team holding their objects by naming them, as firstly part of the team, and secondly that they have a relevant object. If you get the player's team wrong or they don't have the object(s) you lose. Reimplements: Die Kutschfahrt zur Teufelsburg