179,663 games available

Choose your next story.

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

Jerusalem cover
BGG · needs curation

Jerusalem

ABACUSSPIELE · 2010

BGG #5065
2–490 min6.7
Jerusalem in the 12th Century was a city embroiled in intrigues and power struggles. The Crusader Houses established themselves as the city's rulers, but who would rule over them? Now you must join in the power politics of the holy city, using your resources to control the most important districts and building a castle that towers over your opposition. Prove yourself the most capable Baron, and take your rightful place as the ruler of Jerusalem! OVERVIEW The goal for each player is to control the key Sectors of the city: the King, the Church, the Market, the Military, the Nobilty and the Tower of David. This control is achieved gaining the favors of the most important roles of the city (such as the Constable) and by placing Men and Barons into these Sectors. Who owns the most forces gets the Revenue of that area: Men, Gold and Tower-Points. The players can use these new resources to improve their position in the city. At the end of each round the players can rise their Towers building new floors. Also players will have to manage the Special Privileges and bad Events that will take place at end of each Round. At the end of the game, the player with the highest Tower will be the winner and his family will rule the city!
Warhammer 40,000 (Eighth Edition) cover
BGG · needs curation

Warhammer 40,000 (Eighth Edition)

Games Workshop Ltd. · 2017

BGG #5071
2–12120–180 min7.4
Warhammer 40k is played in a space populated with various bits of terrain. Two players control an army of miniatures each and take turns to move their armies across the board, shooting their opponent’s figures or mashing them up in close combat as appropriate. The game is played across five battle rounds, with each player taking a turn in each battle round. Each turn consists of seven phases; the command phase, the movement phase, the psychic phase, the shooting phase, the charge phase, the combat phase and the morale phase. The 8th edition is a total revision and simplification of the rules and army structure, introducing the Three Ways to Play concept. It is not compatible with 7th edition and earlier Warhammer 40K books/materials. The Core Rules explain everything you need to play to play Warhammer 40,000. Moving, shooting, using psychic powers, charging, fighting and morale tests are covered, giving you the basic framework to play with. You can play a game using only these pages, bolting on more advanced and complex rules when you and your opponent are ready. Open Play – pick some models, put them on the table and begin a game. This is the most flexible approach, designed with near-limitless possibilities; all you need is some models, their datasheets and the core rules. Included are some themes and ideas you can use or build upon to add atmosphere to your games, and 3 example missions. Narrative Play – Warhammer 40,000 has a vast, rich history with countless epic battles. Narrative Play is designed to let you and your friends re-enact those battles at your leisure. There are special rules to help you do this, such as Concealed Deployment and unpredictable, random battle lengths, and the book includes several missions * 6 Crucible of War missions and 1 Echoes of War mission, each showing you how to play in this style. Matched Play – for many players, Warhammer 40,000 is an opportunity to prove their mettle with tactics and strategy, an exercise in out-thinking and out-gunning their opponent with balanced, equal armies: Matched Play is for them. There are several ways to ensure that your forces are balanced against each other – a points limit is the typical way, but the system is flexible enough to allow armies based on unit numbers, Power Ratings, Wounds; as long as your limits are agreed, the possibilities are manifold. This book provides details on choosing your armies, and provides missions as examples of the tactical challenges available: 6 Eternal War and 6 Maelstrom of War missions, with explanations covering the use of Tactical Objectives. Advanced Rules While the Core Rules provide with you with everything needed to play, the Advanced Rules are a selection of rules and expansions that can be used to play with your miniatures the way that you want to. With these rules, there are always new challenges to face, new battles to fight, and new ways to play.
Shiver Me Timbers cover
BGG · needs curation

Shiver Me Timbers

Weltflucht Verlag · 2021

BGG #5073
2–490–150 min7.9
Shiver Me Timbers is a highly thematic, strategic sandbox game set in the Golden Age of Piracy. The game is heavily Euro-inspired: It uses a tactical card-based combat system and takes lots of strategic planning to use your available actions to optimal effect and become the most notorious pirate of your era. Each playing will vary as you randomly reveal five of ten vastly different victory conditions: One game, you'll be rescuing your lost family, the next you might have to conquer enemy ships and fortresses or face the hideous Kraken. At the beginning of the game, each player secretly chooses two of the revealed conditions as their personal goals. After all players have chosen, they set-up the fully modular board, each of them trying to find a constellation that optimally supports their hidden agenda. Then they outfit their modable ship miniatures, select their starting abilities and equipment and set sails to fight, conquer, trade, loot, hunt for treasure and much more. During play, every achievement is rewarded with victory points. The game continues until all five victory conditions have been met. There's a final scoring in which players collect extra points if they managed to achieve the goals they chose, and highest point total wins. —description from the designer
Brook City cover
BGG · needs curation

Brook City

Blacklist Games · 2019

BGG #5078
1–445–120 min7.2
A mysterious criminal element has taken root in Brook City. Known only as "The Syndicate," this collection of ruthless murderers, clever thieves, corrupt politicians, and dirty cops has given rise to a new era of crime. The Brook City Police Department needs the best of the best to clean up the streets of this once peaceful metropolis. So here's your gun and badge...get to work, officer. Brook City is a co-operative miniatures board game of blockbuster action for 1–4 cops. Taking on the roles of heroic cops inspired by classic action movie stars, players take their cop decks up against sinister criminal decks and cryptic case decks. Gameplay focuses on a sprawling game board depicting the mean streets of Brook City. Players must use their chosen cop's unique deck to race across the city—both on foot and behind the wheel—busting up their chosen criminal's machinations while simultaneously piecing together the clues to the chosen case. Brook City thrusts players into a world of big budget Hollywood action, where they can take down dangerous criminals, bust crimes with custom dice, commandeer a variety of vehicles, and solve complex cases inspired by classic cop stories. Brook City utilizes Adam and Brady Sadler's "Modular Deck System (MDS)," which they introduced in Street Masters. The MDS focuses on quick setup and elegant, card-driven gameplay, while allowing players to customize their game experience by mixing and matching fixed decks to create truly unique match-ups.
Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster cover
BGG · needs curation

Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster

The Gamers · 1996

BGG #5079
2180–900 min7.3
"Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster", covers the Soviet counteroffensive and the German operations to hold the pincers apart and (if that fails) to relieve the Stalingrad pocket. Soviet play requires the use of a ponderous and fragile weapon of great size (the Red Army of 1942). German play requires sabre-like use of mobile reserves in hit and run attacks. History: (from the back of the box:) The German Wehrmacht stands at the pinnacle of its last season of blitzkrieg. Embattled German troops hold most of the city of Stalingrad ­ but the flanks are covered with less dependable Axis allied units. Opposing these flanks are the shock troops of the 1942 Soviet winter counteroffensive. They are poised to encircle Stalingrad and turn the tide of the war. The Game: 2nd Edition Stalingrad Pocket: This is the second edition of Stalingrad Pocket, winner of the 1992 CSR Award for Best World War 2 wargame. It includes a reworked map and Order of Battle (utilizing Enemy at the Gates, the 1994 CSR Best Workd War 2 wargame award winner). It also applies the series rules version 1.6 used in its sister games Yom Kippur and Ardennes. 'Stalingrad Pocket 2nd Edition adds the following features to make play even more interesting: Reserves Determined Attacks and Defenses Air Power Artillery Barrage attacks Limited use of "dead unit count" victory conditions. Features : Easy to learn and use game system. Dynamic and Fluid situation Balance of Military and Political Victory Conditions required to win Fast and Furious Action Player Skill is highly rewarded Three Major Scenarios Game Scale: Game Turn: 2 Days Hex: 3.4 miles / 5.5 Km Units: Battalion to Division Game Inventory: One 22 x 34" full color map Two dual-side printed countersheets (560 1/2" counters) One 8-page SCS system rulebook One 16-page Stalingrad Pocket II specific rulebook Two 6-sided dice Solitaire Playability: High Complexity Level: Low Players: 1 or more Playing Time: 3-15 hours
Mini Kubb cover
BGG · needs curation

Mini Kubb

999 Games

BGG #5086
2–1215 min7.2
A mini table top version of Kubb made in eco-friendly wood and great for indoors. Kubb is pronounced koob and is often referred to as Viking Chess or simply the Viking Game. Kubb is a game where the object is to knock over wooden blocks (called kubbs) by throwing wooden sticks at them. Once all of the kubbs on the opposite team's baseline are knocked over then an attempt may be made to knock over the king in the center for the win. Knocking over the king before that is an automatic loss.