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Fortunes of Scoundrel Bay cover
BGG · needs curation

Fortunes of Scoundrel Bay

Chilifox Games · 2025

BGG #5883
1–475–120 min7.3
You have finally reached the archipelago of Scoundrel Bay! Here, amidst treasures and dangers, fortune awaits any crew daring — or foolish — enough to seize it. In Fortunes of Scoundrel Bay, players are pirate captains who try to collect the most gold by conquering harbors, seeking hideouts, delivering crates, digging up treasures, and gaining reputation by fighting monsters. During the game, each player builds up their crew to unlock stronger actions such as digging for treasure, invading hideouts, and picking up and delivering crates. On your turn, play one card from your hand and choose one of three actions for it: Recruit Sail and shoot monster Invade You may not pick the same action you took on your previous turn. The deck contains 84 unique, multi‑use cards, and every card works with all three actions. After each of five reefs, you resolve an event and feed your crew. The game ends as soon as a captain crosses the fifth reef. Sailing quickly shortens the game, but racing ahead might leave your engine too weak to claim victory. In the box, you'll find unique player power tiles, asymmetric player boards, screen-printed captain figures, screen-printed pirate ship figures, 108 pirate figures, event cards, and a lot more. Fortunes of Scoundrel Bay is a high interaction game in which players compete to gain area‑majority over lucrative islands, outpace foes in an open draft of crew cards, race to engage monsters before others can, and outwit captains in tense blind bids — all without resorting to negative or take‑that attacks. —description from the designer
Death Valley: Battles for the Shenandoah cover
BGG · needs curation

Death Valley: Battles for the Shenandoah

GMT Games · 2019

BGG #5884
1–2300–1200 min8.4
Death Valley: Battles for the Shenandoah is the seventh installment of the Great Battles of the American Civil War (GBACW) series, published by GMT Games. Death Valley: Battles for the Shenandoah contains eight battle games with multiple scenarios. They range from division level contests on half sized maps to two map battles between armies. Experienced players will be able to play many of the scenarios in one sitting. The rules compare the development of the cavalry, and the changes in infantry and artillery organization and tactics in 1862 and 1864. Three Battles of the Shenandoah Valley Campaign of 1862 In a campaign still studied in military academies, Confederate General Thomas J. (Stonewall) Jackson engaged and defeated the Union forces pursuing him. Greatly outnumbered and at times facing three Union armies, Jackson defeated them all within ten weeks, at one point completely freeing the Shenandoah Valley of Union forces. Three battles from Jackson’s 1862 Valley Campaign are featured. Kernstown, March 23, 1862 Winchester, May 25, 1862 Cross Keys and Port Republic, June 8-9, 1862 Five Battles of the Shenandoah Valley Campaigns of 1864 New Market, May 15, 1864 2nd Kernstown, July 24, 1864 3rd Winchester, September 19, 1864 Fisher's Hill, September 22, 1864 Cedar Creek, October 19, 1864 The Great Battles of the American Civil War Series: This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT, the rules system has remained stable, but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the oftentimes-chaotic nature of the 19th Century battlefield at the regimental level. Changes have been made to the series rules for Death Valley in order to enhance their clarity and simulation value. Veteran players will find the revised rules to be very familiar, with the main differences being in the user-friendliness of the rulebook, as well as how the game "feels", especially for players versed in Civil War tactics. Components: 1960 counters Three 22" x 34" double-sided maps Two 17" x 22" double-sided maps One GBACW series rules booklet Two Battle booklets Sixteen Activation and Turn Record charts Two Player Aid Cards One Terrain Effects Chart One 2nd Disorder Chart Two 10-sided dice TIME SCALE: Each Turn = 1 Hour MAP SCALE: 145 Yards Per Hex with 25-Foot Elevations UNIT SCALE: 50 Men or 1 Cannon per Strength Point description from GMT website
Brazen Chariots: Battles for Tobruk, 1941 cover
BGG · needs curation

Brazen Chariots: Battles for Tobruk, 1941

Multi-Man Publishing · 2019

BGG #5886
1–4120–1260 min8.4
Brazen Chariots is a Series: Battalion Combat Series (MMP) game that chronicles fighting in the North African desert during 1941. Once Axis forces under Rommel had laid siege to Tobruk, they then set about trying to take it. Meanwhile, Commonwealth forces pushed back to the Egyptian border launched several attempts to break into and relieve the fortress. Two of these efforts, BREVITY and BATTLEAXE, lacked the depth needed to accomplish this goal and were utter failures. The third, CRUSADER, was a massive undertaking that successfully opened communications to Tobruk and proved to the British 8th Army that Rommel could be beaten. It also set the stage for Rommel's Gazala offensive in 1942. Brazen Chariots is the third game in the Battalion Combat Series, which took players by storm with its blockbuster initial release Last Blitzkrieg: Wacht am Rhein, The Battle of the Bulge and follow-up fast playing game Baptism By Fire: The Battle of Kasserine. In Brazen Chariots, the wide-open desert, the limited number of Formations, and numerous shorter scenarios provide players with both a rapid and fun introduction to this highly acclaimed new series. The masterful order of battle research by Carl Fung showcases the forces involved with finer detail than ever before. Components: BCS v1.2 rulebook (full color) two v1.2 BCS Charts and Tables (full color) BCS v1.2 Crib Notes Booklet Brazen Chariots game specific rulebook three full color 22” x 34” maps four countersheets (1,120 counters) 12 scenarios: Easter Battle, 1 map, 5 turns (11-15 April 41) Battle for the Salient, 1 map, 5 turns (30 April - 4 May 41) Operation Brevity, 1 map, 2 turns (15-16 May 41) Operation Skorpion, 1 map, 2 turns (26-27 May 41) Operation Battleaxe, 1 map, 3 turns (15-17 June 41) Operation Battleaxe: Mini-Crusader, 3 maps, 10 turns (15-24 June 41) Operation Crusader (Campaign), 3 maps, 21 turns (19 Nov - 9 Dec 41) Two Map Crusader, 2 maps, 21 turns 41 (19 Nov - 9 Dec 41) Operation Crusader: Clash of Armor, 3 maps, 19 turns 41 (21 Nov - 9 Dec 41) Totensonntag, 2 maps, 3 turns (21 Nov - 23 Nov 41) Operation Crusader: Dash to the Wire, 3 maps, 15 turns (25 Nov - 9 Dec 41) Operation Crusader: Victory by Logistics, 3 maps, 11 turns (29 Nov - 9 Dec 41) box and dice Map scale: 1 mile per hex Units scale: battalion and a few companies (description from MMP website and BGG user)
Funkoverse Strategy Game: DC Comics 101 cover
BGG · needs curation

Funkoverse Strategy Game: DC Comics 101

Funko Games · 2019

BGG #5890
220–60 min7.0
In the Funkoverse Strategy Game, you combine your favorite characters and go head-to-head in four exciting game scenarios. Use your characters' unique abilities to gain points and achieve victory! Each turn, you select one of your characters and perform two actions. Each character has access to basic actions like moving and challenges as well as several unique abilities that may be performed only by spending ability tokens. Funkoverse uses an innovative "cooldown" system — the more powerful the ability, the longer it will take for the ability token to become available again — so players have to spend their ability tokens wisely. Each character in Funkoverse is unique, so players are encouraged to try out different combinations of characters and items in order to discover their favorite synergies and powerful strategies for all four game scenarios. Funkoverse Strategy Game: DC Comics 101 is a standalone game that includes the characters Robin and Catwoman. This set may be combined with others, giving you the ability to assemble the team you want!
Dr. Jekyll & Mr. Hyde cover
BGG · needs curation

Dr. Jekyll & Mr. Hyde

Bambus Spieleverlag · 1997

BGG #5891
3–460 min6.7
An interesting little game that uses a miniscule deck of 28 cards, consisting of 2 identical suits of Sun and Moon cards. Each partnership takes the part of either the Sun or Moon cult, and plays cards only of its designated suit. An interesting mechanic is that since the cards are dealt randomly, it is often necessary and even prudent to have an opponent play a card for you. The object of the game is to collect souls (of either cult) and temples of your own suit (which serve as a multiplier). Rounds move quickly, and points can add up dramatically. (Description from original incarnation, named 'Twilight')
Urbion (Second Edition) cover
BGG · needs curation

Urbion (Second Edition)

inPatience · 2024

BGG #5893
1–230 min7.7
For eons, the happy Sognae and the sad Incubi have dwelled as opposed but complementary forces in the library-city of dreams. Your task in Urbion is to maintain this delicate equilibrium: Place the dreams in the various districts of the city, and balance their strengths so that neither group becomes more powerful than the other. During the game, you want to claim all the city cards by playing your dream cards so that the positive and negative values balance each other out. Manage your cards wisely by placing them in the best spots or by discarding them to trigger powerful effects that will help you achieve your goal. The second edition of Urbion features new art by Elise Plessis and seven expansions.
Age of Discovery cover
BGG · needs curation

Age of Discovery

Devir · 2007

BGG #5899
2–445 min6.3
Not to be confused with Age of Empires III: The Age of Discovery. In Age of Discovery the players supply famous expeditions of well-known explorers like Columbus and Magellan with their ships. They have to purchase these ships and cleverly direct them to the most successful expeditions. Of course, they need a lot of money for this! The players receive income by accepting trade assignments with their ships. In the end, the player who received the most victory points by assigning ships to expeditions and fulfilling his special contract wins the game. From the publisher (Phalanx Games B.V.): "During the 15th and 16th centuries, the great royal houses of Europe sent explorers and conquerors all over the world, hoping to discover and secure new areas of influence and sources of wealth. Without the right naval vessels, these voyages would have been impossible. But even the incredible wealth of the royal houses could not sustain these expeditions for long. So they were happy that private entrepreneurs were ready to finance these expensive journeys. Now your king has come to offer you the opportunity to invest in the great voyages of famous explorers like Columbus and Magellan. You will need to purchase a fleet of ships, and assign them to the most successful expeditions. Of course, you will need a lot of money! To earn money, you must fulfill trade contracts. Can you balance the needs of trade with the demands of the great explorers? It is time to seek wealth and glory in the Age of Discovery!"
Coney Island cover
BGG · needs curation

Coney Island

Argentum Verlag · 2011

BGG #5901
2–460 min6.4
There's still much left to do in order to become the world's largest and most diverse amusement park! Your family (one of four) has a small, but steady income that should suffice to hire a few showmen to bring life to the oh-so-empty park site. As you earn more, you can afford a favor or two: the police officer is kinder to you, you can hire a migrant worker to do extra work, and you can even finagle the attention of a promoter or a journalist! The families will need to co-operate from time to time; after all, those grand attractions don't build themselves. In the end, the grand attractions are what will impress the crowds and bring about euphoric headlines in the newspapers! To set up Coney Island, each player takes two money tiles, a random building material and a player board, covering most of the spaces on that board with showmen tiles. At the start of each turn, a player receives income. At the beginning of the game a player's income is one VP, one money and one randomly drawn building material; as the game progresses, the player can remove showmen tiles to uncover VP, money and material spaces, thereby boosting his income. A player can never have more than five money tiles and five materials. A player then takes one to three main actions and up to five special actions: Place a building site tile. Pay the cost of the space you cover and receive the reward shown there (VPs, materials, an additional action) Place a showmen tile. Pay the cost in building materials shown on your player board, then place this tile on an empty space on a building site. This boosts your income (by uncovering a space) and gives you and others potential places to build. Place a grand attraction tile. These tiles cost 2-5 materials to build and cover 1-4 spaces, each of which must have a showman tile on it. Players receive points for their showmen used or attraction placed, then the showmen are returned to the appropriate player boards. By spending two money, a player can acquire one of five character tiles (either from the supply or another player); each character provides a special action that the player can use each turn, such as spending money or VPs for material or buying newspaper tiles (which are worth points and can be spent for an additional action). Each main action may be executed at most once per turn unless extra actions are used from newspapers or from bonuses earned by placing certain building site tiles. After one player reaches 60 VP, and each player has had the same number of turns, the game ends, with players scoring their newspaper tiles and losing points for each showman on their player boards. The player with the most points wins.