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18USA cover
BGG · needs curation

18USA

(Self-Published) · 2017

BGG #5711
2–7420–540 min8.4
18USA is a member of the 18xx family of railroad games. The game uses most of the rules from 1817 and requires a copy of 1817 to play. The primary differences from 1817 are that 18USA adds randomization during initial setup, modifies the train manifest and train exporting rules, and provides a completely new set of private companies. The financial complexity of mergers, loans, and shorting from 1817 is thus combined with randomization of the map and private companies during setup to present players with a different scenario every game. Game Features: Uses a map of the contiguous United States Follows 1817 rules for loans, mergers, and shorting The value of each off-map area is randomized during setup A subset of 15 out of the 30 private companies is used each game City subsidies provide incentives to start companies in otherwise inferior locations Only 3 of the 6 most valuable cities are in play each game
Tornado Splash cover
BGG · needs curation

Tornado Splash

Arclight Games · 2025

BGG #5718
2–520–40 min7.4
Make a splash with Tornado Splash, the high-speed, high-stakes jet ski racing game! Race your rivals to the finish line by playing route cards that balance speed and control. Will you zoom ahead on the straights or carve tight corners around the curves? Every turn counts. Falling behind? Don't wipe out just yet! Each player has one powerful boost per race — play it at just the right moment to surge into the lead and leave the others in your wake.
BattleTech TCG cover
BGG · needs curation

BattleTech TCG

Wizards of the Coast · 1996

BGG #5722
220 min6.5
GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages. Set in the Battletech universe, this collectible card game has each player customizing her deck with mechs, vehicles, 5 types of resources, and characters and locations from the BT universe. Play is similar to magic - draw a card, play cards, tap resources and build. Players play resources which they tap to build their units. Once built, units attack the opponents units, resources, or deck. Each point of damage to the deck scraps a card from it. Once a player's deck runs out of cards, he loses the game. There were several expansion sets including: Mechwarrior, Counterstrike, Mercenaries, Arsenal, Commanders & Crusade. A compendium of the entire card set is downloadable here: Battletech Card List.
Fearless cover
BGG · needs curation

Fearless

2F-Spiele · 2025

BGG #5727
3–530–45 min6.9
In Fearless, you walk through a gloomy forest and try to stay on the safe path. If you still wander astray, you try to turn back again as close as possible. The closer you are to the safe path, the less fear you will suffer. Not walking at all is no alternative as you'll remain behind on your own in the scary ruin. If you are the most fearless after several rounds, you will win the game! Fearless is a simple trick-taking game with four suits and without trump. The card with the highest value in the led suit always wins the trick. The unusual part of the game is the card values as they are not all positive as typical for trick-taking games, but have values from +6 to -6 in each suit. Thus, you collect both negative and positive cards. The kicker: You try to gain a balanced score, collecting both minus and plus points. This is theoretically possible for all players, but "sadly" you play against each other — and the others are always pleased when they can scare you with another handful of points.
Crazy Time cover
BGG · needs curation

Crazy Time

2 Pionki · 2013

BGG #5733
4–730 min6.8
Somewhere in the universe creatures exist that count the hours in order for time to flow. Eternity being quite long, to make passing time more enjoyable, they invented a game with rules that change all the time! In Crazy Time, the players count the passing hours while revealing cards from their personal deck. Their goal is to get rid of all of their cards. But beware! Time has its own Laws and whoever forgets them will fall in a "Temporal Flaw" and collect all of the cards played so far, further delaying his victory! Crazy Time is a mix of deduction, concentration, speed and laughter!
Utopia cover
BGG · needs curation

Utopia

Matagot · 2007

BGG #5734
2–560 min6.3
The king of Utopia has invited princes of the greatest civilizations of antiquity to come and live within the walls of his city, welcoming in doing so, the architectural wealth of their far-away cities. As the King’s Minister, your Sovereign has given you the mission to welcome and accompany these princes and princesses who will present themselves at the gates of the city. Every development added to the city made by your guests increases your prestige. Online play Jeux sur un Plateau (turn-based) Components: 40 Monument Figures: 8 for each of the 5 civilizations (Mayan, Persian, Egyptian, Greek and Chinese) 4 Wonder Figures 5 Minister Figures: 1 of each color (used for Score Track) 200 Prince Tokens: 40 of each color 40 Bases: 8 of each color 10 Privilege tokens: 2 of each color 40 Guest tokens: 2 per civilization for each of the four islands on the board 50 Action Cards: 10 for each civilization 5 Rule Summary Cards: 1 per player 1 Bag Basic Game play: Turn order (after the first player) is derived from who has the highest score on the perimtere score track yet has not had a turn. Each game turn is broken down into three phases: Phase 1: Welcoming the Princes Phase 2: Development of the City Phase 3: Calculation of Prestige Points Phase 1: Welcoming the Princes In the first phase, Guest tokens are placed on the board near ship icons but corresponding to the symbol on each token. These guest tokens are then replaced with Prince tokens that is their own color, or of the same civilization as the chosen Guest or in any District of the island indicated by the Guest or any combination of these. This is repeated three times until all Guest tokens have been removed from the board. While this is happening, players may Build a Wonder or Take Control of a District. At any point during their turn, if a player has one prince of each of the 5 civilizations on one island (regardless of which Districts they are in), he may immediately construct a Wonder and receives 6 Prestige Points. There may only be one Wonder per island and a player does not have to construct Wonders. At any point during their turn, if a player possesses 3 princes of the same civilization in the same District, and that District is not already controlled by another player, he may decide to take control of the District by placing a Monument on that District. There can only be one Monument per District, and this space, once acquired, cannot be retaken. For taking control of a District the player gains Prestige Points during Phase 3: Calculation of Prestige Points. Also, if the District belongs to an island where a Wonder has been constructed, the owner of the Wonder immediately scores the number of Prestige Points indicated on the District. Phase 2: Development of the City Each player receives 5 Action cards and discards based on their score in the score track. The person in the lead discards two cards, the last player doesn't discard any and all other players discard one. Four types of actions are possible and occur multiple times in a player's turn: 1) Move one or two princes: If a player decides to move two princes with a single action card, these two princes must be within the same District and make the same movement. LAND MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization to an adjacent District (Districts are separated by alleys or bridges). SEA MOVEMENT: By discarding an action card, a player may move one or two princes of that civilization from one maritime District (showing a ship) to another maritime District. These two Districts must be in the same maritime sector or in two adjacent maritime sectors. (The division of the maritime sectors is indicated by the dotted lines originating from the 3 lighthouses of the city). 2) Add a prince: By discarding an Action Card, a player may place a prince in a District occupied by a Monument of that civilization. 3) Remove a Prince: If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. Th e player’s Minister figure is moved up two places on the Score Track. or 4) Influence the King (altering the Prestige Scale): If the player possesses a prince in a District occupied by a Monument of that civilization, regardless of the player who controls the District, that player may, with an Action Card of that civilization, remove the Prince from the board. For this action the player immediately gains 2 Prestige Points. The player’s Minister figure is moved up two places on the Score Track. The value of each civilization, indicated on the Prestige Scale, determines the point value of the districts controlled by each player at the end of the turn. By discarding an Action Card, a player may increase the value of a civilization by 1. The Value figure of the civilization changes places with the figure directly above it. With two Action cards, a player may reduce the value of a civilization to 1. All the other figures are moved up accordingly. At the end of their turn a player can only have a maximum of 5 Action Cards. Phase 3: Calculation of Prestige Points Once all the players have carried out their actions, the points for the round are calculated. Each player, in turn order, gains points for each District that they control. The value of each civilization is indicated on the Prestige Scale. The players’ Minister figures are moved up the Score Track. If one or more players have reached at least 50 Prestige Points at the end of this phase, the game ends. The player with the most points wins.