179,663 games available

Choose your next story.

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

Dust Tactics cover
BGG · needs curation

Dust Tactics

Dust Games · 2010

BGG #4611
2–430 min7.1
The year is 1947. Throughout the world, three major superpowers fight to claim exclusive control over a revolutionary source of power: Vk. Elite troops and massive combat robots wage violent battles to control these energy reservoirs... Dust Tactics is a tactical miniatures board game for 2-4 players. In an alternate 1940s reality, alien technology fuels gigantic machines of war as the forces of the Axis and Allies clash over rare mineral deposits that could inevitably decide the outcome of the war. With over 30 highly detailed miniatures, nine double-sided terrain boards, 12 custom dice, unit cards, terrain, and plastic scenery, Dust Tactics delivers everything you need to wage battles in the immersive world of Dust. A deep and engaging game setting, featuring stunning artwork by Paolo Parente, will draw players into a world desperately at war... and the highly detailed miniatures only add to this immersion. Eight included scenarios and nearly limitless customization ensures hundreds of hours of replayability, while scalable rules offer a satisfying experience for players of all levels. • Over 30 highly detailed miniatures • Nine double-sided boards to customize your own battle • A deep and engaging setting • A battle book including eight unique scenarios • Quick-start rules to get into the action quickly
Madame Ching cover
BGG · needs curation

Madame Ching

Hurrican · 2014

BGG #4622
2–445 min6.4
Madame Ching is a hand-management game in which 2-4 players try to put together voyages that take their ships far across the waters, possibly all the way to Hong Kong. Each player starts the game with four cards in hand, each card having a number from 1 to 50-something; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of her ships to the right on the ocean. Players then repeat this process, possibly starting a new journey — a.k.a., new row of played cards — or adding to the journey already begun by playing a higher-valued card that what was last played. In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right. When a player can't add to a journey any more and must start a new one, she scores that voyage, possibly claiming one of the ship tiles on display based on the length of the voyage. (Each space on the game board's ocean has values on it, and the more times you move both down and right, the higher your score overall — doing this is more difficult than you'd hope for, however, since you must consistently have cards that are both of higher value and different color.) Each ship bears some combination of gems, and those are worth points at the end of the game. If you have certain symbols on a voyage, you can claim bonus action cards that let you steal gems or cards from opponents, take cards from the discard pile, insert cards in a voyage, and so on. Get the right symbols, and you can claim the Madame Ching vessel, ending the game. Players then tally their points for destinations, gems, and so forth, and whoever has the highest score wins.
Simurgh cover
BGG · needs curation

Simurgh

NSKN Games · 2015

BGG #4627
2–545–90 min6.6
Simurgh is a game for 2-5 players who become heads of powerful clans in a fantastical world where humans and dragons live, hunt and go to wars together. As a head of a powerful family, each player will breed mighty dragons, make use of their special abilities, gather resources and try to make their house the most powerful by gathering the most Power Points. The game is played in a sequence of turns, with each turn allowing a player to perform 1 Main Action and any number of Free Actions. As a Main Action, a player will usually place a worker on an Action Space. The workers (collectively known as Vassals) come in two types: Spearmen – young warriors of each house, and Dragonriders – noble warriors and hunters gifted with their own Simurgh steed. On their turn, each player will place one of their Vassals on an empty Action Space to gain resources, exchange their assets for Power Points, add new Vassals to their house or breed a new type of Simurgh. During the game, players will collectively build the board by drawing and placing Action Tiles, each either providing new Action Spaces (some allowing any Vassals, some exclusively the Dragonriders), or creating an opportunity to score points for combinations of specific dragons in a player’s possession. When all the scoring spaces are filled with tiles, the game ends at the end of the round and Power Points are tallied.