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Early American Chrononauts cover
BGG · needs curation

Early American Chrononauts

Looney Labs · 2004

BGG #4975
1–645 min6.6
Early American Chrononauts is a stand-alone prequel to Chrononauts, also from Looney Labs. The all-new TimeLine begins just before the American Revolution in 1770 and continues through the Civil War, stopping at 1916. As with Chrononauts, players travel through time to change linchpin events, patch paradoxes, and collect artifacts. This is a stand-alone game, but Early American Chrononauts's TimeLine can fit together with the Chrononauts TimeLine to combine the two games into one huge game. Integrates with: Chrononauts
Key Largo cover
BGG · needs curation

Key Largo

Egmont Polska · 2005

BGG #4977
3–530–40 min6.6
Created by Paul Randles, designer of Pirate's Cove, and developed by Mike Selinker and Bruno Faidutti, Key Largo transports players into the Florida Keys in 1899. As the new century dawns, players ply the thriving trade of finding treasures in shipwrecks around the island. Before a hurricane hits, players need to search the many shipwrecks and sell the lost treasures to the island denizens for as much cash as possible. This was designer Paul Randles' final game before passing away in 2003. Tilsit Editions published it in French, German, and Italian in 2005, and Titanic Games made it available in English for the first time, with an all-new graphic design and pieces. The Titanic edition of Key Largo contains: Full-color board of the island in the Florida Keys 5 wooden boats 1 diving helmet 130 cards 15 divers 40 hoses, tridents, and weights Money Full-color rulebook The setting : The action takes place on a Caribbean island, in the very last days on the 19th century. The island has long been a pirate's harbour, and it has recently be found out that there were many sunken galleons around. Hurricane Katty is due in ten days, so you have little time to hire a diver team and bring back as much sunken treasure as possible. The systems : Key Largo is a double-guessing game, like Paul Randles' other game, Pirate's Cove. Every morning, each player secretly decides what he will do the coming day - take tourists dolphin watching, search a wreck for treasures, sell treasures at the market, buy equipment at the local shop, or go to the tavern to hire more divers and listen to the rumours. It's also a light management game, where you start with little cash and must make your money grow through fruitful investment. The winner is the richest player when the hurricane breaks through and stops all diving around the island.
Alcatraz: The Scapegoat cover
BGG · needs curation

Alcatraz: The Scapegoat

Kuźnia Gier · 2011

BGG #4978
3–445–60 min6.3
Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat. Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in," you don't always keep your promises, and you don't do "what's best for the group." Instead, you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players. In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist. The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.
Song of Blades and Heroes: Revised Edition cover
BGG · needs curation

Song of Blades and Heroes: Revised Edition

Ganesha Games · 2007

BGG #4980
2–630–120 min7.7
Song of Blades and Heroes is a fast-play, skirmish-level fantasy miniature system. It uses an action-point system that requires no book-keeping. The rules are designed to be simple, fast and fun so that a mini campaign of several games can be played in a single evening. The game uses only 6 sided dice and requires approximately 5-10 models per player. The rules recommend 15 mm figures on a 60x60cm play area, but can be played in other scales. There is nothing scaled in inches or centimetres, three measuring sticks to measure all distances and ranges. Alternatively the game can be played without measuring sticks on a hexgrid. The game includes statistics for 180+ monsters and heroes, and details to be able to create your own. Also there are campaign rules where your warband grows more powerful after every battle, and six basic scenarios. There are some stand-alone games based on the same system, which could also be used as expansions to the base game: Song of Arthur and Merlin (2008) - Arthurian supplement featuring sections on the historical Dark Ages king, the Welsh legendary king, and the Hollywood king. Originally an expansion, in 2011 this was re-released as a stand-alone product. Mutants and Death Ray Guns (2008) - a post-holocaust skirmish game. Song of the Splintered Lands (2009) - Sourcebook based on the Splintered Light miniatures line. Song of Drums and Shakos (2009) - a Napoleonics skirmish game. Flying Lead (2010) - a game of gang warfare to Pulp action, from military operations to black-clad assassins.