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Dawn of Madness cover
BGG · needs curation

Dawn of Madness

Diemension Games · 2024

BGG #6122
1–490–120 min8.3
Unlock your past. Experience the nightmare. Embrace the dawn. You have awoken in a world that can't possibly exist. Everywhere you look you see some fresh nightmare; some new perversion of reality. You don't remember how you got here. In fact, your mind feels as though it has shattered, its fractured memories scattered in the wind. There are monstrous, impossible beings shuffling and slithering and skittering toward you, hideous beyond all comprehension. There are other people here, too, wandering through this fever dream with you. If you want to survive this place and escape, then you will have to band together with them. Because otherwise you won't just die: your very essence will cease to exist. Dawn of Madness is a story-driven cooperative game of survival horror for 1-4 players. Set in the same universe as the breakout hit board game Deep Madness, Dawn of Madness is a completely standalone, unique, and terrifying gaming experience. During the game players will assume the role of wanderers trapped in a feverish hellscape, surrounded by the distorted echoes of their own history. As one of these wanderers, you must seek to discover what led you to this horrific world, struggling to survive as your and your fellow players' stories unfold across multiple chapters in an ongoing campaign. Experience true horror unlike any board game before as you are immersed in stories of terror and madness, using the amplified powers of your mind to survive and fight back against the encroaching aberrations out to devour you. Bind your consciousness to other players' in order to accomplish difficult tasks, and earn coda cards and memories to boost your abilities while uncovering your past. All the while you will be gathering story points toward one of the multiple endings for each wanderer, and in the campaign's epic finale the wanderer - and the ending - with the most story points will spawn their respective terrifying, relentless final boss. The choices made throughout a chapter - and even the order those choices are made in - influence almost every aspect of the game, ensuring that no playthrough will ever be exactly the same. Adding even more variety, danger, and tension are the chapter-agnostic mini bosses and their distortions who plague each game in unique and changing ways, summoning vortexes of energy to alter the course of play and bring fresh dangers with every round. And all these challenges don't even include the malformations: alternate versions of the wanderers themselves, each one increasingly more corrupt than the one before, and each one able to take players into the darkest recesses of their comrades' souls. —description from the designer
Ada's Library cover
BGG · needs curation

Ada's Library

Eurogames · 2003

BGG #6125
220 min6.4
Your goal in Ada's Library — first published as Phoenix — is to arrange all of the books in your personal display in an order that matches the books in the "master display". The game includes larger "master" book cards in a six colors, as well as smaller books in these six colors. To set up, each player draws ten books from the bag, then places them in a row in front of themselves in the order drawn. Shuffle the six master cards, then lay them out in a row, e.g., red, light blue, gray, brown, yellow, dark blue. Shuffle the deck of action cards, with each player getting a hand of five cards. On a turn, either discard a card from your hand (ignoring its effect) or play a card from your hand. Cards will: Swap the position of two books in your display, with the number of spaces between these books being specified. Move a book in your display a specified number of spaces either left or right, but never past the end of your display. Move a book to either end of your display. Swap the books on the ends of your display. Swap a book of your choice with the book in the opponent's display directly opposite. Move a book in the master display 1 or 2 spaces to the left or right. Draw a replacement card to end your turn. As soon as the ten books in your display match the order of the books in the master display — regardless of whether all the colors are present — you win. Ada's Library differs from Phoenix in two ways. First, it includes only four books of each color whereas Phoenix had five pawns of each color. Second, in Phoenix, a complete game lasted three rounds, and players scored points at the end of each round based on whether they went out, had a pawn of each color, and had 3-5 pawns of a color in a row on their display. Whoever had the most points after three rounds won.
Battlestar Galactica: Starship Battles – Starter Set cover
BGG · needs curation

Battlestar Galactica: Starship Battles – Starter Set

Ares Games · 2018

BGG #6127
2–430–60 min7.7
Battlestar Galactica: Starship Battles is a starship combat miniature game created by the same designers as Wings of Glory and Sails of Glory. The game includes ready-to-play, painted and assembled miniatures, with a special base to support its unique game mechanisms. In the game, players take control of one or more Colonial and Cylon ships and face each other in furious dogfights and many other different kinds of missions. The game features innovative mechanisms allowing players to simulate space combat using simple and intuitive rules to imitate the unique dynamics of the battles in the TV show. Battlestar Galactica: Starship Battles includes both "Classical and "Reimagined" settings as the publisher's license with Universal Brand Development includes both the classic series, created by Glen A. Larson in the late 1970s, and the re-imagined series developed by Ronald D. Moore and David Eick, which aired until 2010.
Confrontation cover
BGG · needs curation

Confrontation

Rackham · 2000

BGG #6128
2120 min7.1
Confrontation is a miniature skirmish game. Each blister of Rackham miniatures contains the game rules and a reference card giving the statistics of the miniatures just bought. Just like in similar games, players assemble an army of a certain race. Each warrior is paid for by points; the better it's capabilities, the higher it's point cost. From the rules: Confrontation is a game which marks the beginning of Rag'narok in skirmishes with often crucial consequences. Confrontation offers a simple game system that enables you to simulate small skirmishes between rival factions with loads of game play and fun. To start playing Confrontation, you will need a few 6 sided dice (D6). You can start a game with your friends just after choosing your figurines ! As you build up bigger armies, you will be able to use the Rag'narok rules to simulate bigger conflicts. Some rules differ between Confrontation and Rag'narok but to go from one system to the other will present no difficulty, the game principles being the same. Re-implemented by: Confrontation: The Age of the Rag'Narok Rag'narok Expanded by: Confrontation: Dogs of War See also: Tabletop RPG Cadwallon
Cult: Choose Your God Wisely cover
BGG · needs curation

Cult: Choose Your God Wisely

Cryptozoic Entertainment · 2018

BGG #6135
2–545–90 min7.2
Choose your God wisely for there are a lot of dark and powerful entities sleeping deep in the souls of people... You need to summon and empower your master faster than your rivals. So do your best as now is no time to sleep: Recruit followers, perform dark rituals, bribe officials, or inspire an uprising of the angry mob. In Cult: Choose Your God Wisely, you need to send your trusted priests to the most important locations of the Eternal City. They will fight for influence, cult followers, and other benefits to bring your God victory over the minds and souls of the whole world. Each turn, players send their priests to chosen locations that are currently accessible to them. As the game progresses, more locations become available. For each location, a winner is determined based on the strength of the priest, but miracles and intrigue cards can dramatically change the outcome of each conflict. The priest who wins the location can use the unique benefit, with other priests getting money instead. You can win the game in different ways: by building five chapels, by leading the city's mob uprising, or by performing a dark ritual to summon your cult's master — one of eight dark gods.
Nothing Gained But Glory cover
BGG · needs curation

Nothing Gained But Glory

GMT Games · 2010

BGG #6136
2300 min7.8
Nothing Gained But Glory will be the fifth volume from the award winning Musket & Pike Battles Series. It features several pivotal battles in Baltic region of the late 17th century - a period where rulers struggled to centralize power in their realms and to introduce permanent standing armies instead of expensive mercenary forces. It shows the highly trained and well led army of Sweden struggling to defend its massive gains from the Thirty Years War and the Northern Wars of 1655-1661 against the forces of Denmark and Brandenburg, reinforced by contingents from Austria, the United Provinces, Münster, Hesse-Kassel and Poland. The personalities in the game include the great Swedish warrior king Carl XI, Brandenburg´s Frederick William (the Great Elector), and King Christian V of Denmark-Norway. Never before have so many monarchs been in one M&P box! Nearly all the scenarios in this module are smaller than the typical Musket & Pike scenarios, and thus take less time and space to play. For the same reasons it is a great introductory game to the series. The Historical Background The Scanian War was prompted by the Franco-Dutch War of 1672-1678. Sweden had allied with France against several European countries, and was eventually forced to fulfill her treaty obligations to France by invading Brandenburg. This invasion was an attempt to force Brandenburg to withdraw from the fighting against France, but the invasion was conducted without the usual energy and force of previous Swedish offensives. When the Brandenburg Army returned home much faster than anticipated the Swedes started to withdraw, but were caught by the Brandenburgers and defeated at the battle of Fehrbellin on June 28th 1675. The previously "unbeatable" Swedish Army had lost a battle, and this key event soon persuaded others to join the war. Most notable of these was Denmark, which saw its chance to regain the Scanian lands lost in the Northern Wars. (Scania is the southern tip of Sweden, just across the Oeresund, the Sound, from Denmark.) After mopping up the Swedish possessions of Wismar and Bremen, the Danish Army landed in Scania on June 29, 1676. Danish King Christian V led 15,000 troops against a defending Swedish Army of 5,000 men that were spread out over the province. Initially the operation was a great success. Large parts of the local peasantry sided with Denmark and the outnumbered Swedish troops were in bad shape. Town after town fell into the hands of the Danes and the Swedes had to retreat north to Sweden proper. After a month only the fortified town of Malmö remained under Swedish control. At sea the situation wasn´t any better for the Swedes, as their navy lost several battles against the combined Danish- Dutch Navy, and left the command of the sea in the hands of the allies. Two factors helped to save Sweden from ruin: the splendid courage of their young king who resolutely and successfully kept the Danish invaders at bay, and the diplomatic activity of Louis XIV, the French king. The first ray of light for the Swedish cause came with the battle of Halmstad in August 1675 when the king succeeded in outmaneuvering and destroying a small Danish force sent north to take Halmstad and link up with the forces operating out from Norway. As the Swedish Army slowly grew larger it became possible to meet the Danish main army head on, and the Swedes were victorious at the battles of Lund in December 1676 and Landskrona in June 1677. These battles caused the fighting to stalemate on the Scanian front, as the Danish could supply and reinforce their coastal fortresses by sea, but didn´t dare venture inland to meet the Swedish Army in a field battle again. The focus of the war therefore shifted to the German front once again, where the Brandenburg Army was slowly conquering the Swedish fortresses and fortified cities one by one. The Danish Army sent an expeditionary force to the island of Rügen and captured it, but lost it again in January 1678 after a winter of horrid attrition, when the Swedes returned to the island once more and defeated them in the battle of Warksow. Later in 1678 the Allies would take Rügen once more, and eventually all the Swedish possessions in Germany were lost. Events in Western Europe would once again have far reaching effects on the Baltic as the end of the Franco-Dutch war in 1678 gave France the power to force an end to the Scanian War and dictate the peace treaties of Fontainebleau. These treaties restored almost all the Swedish possessions lost during the war, and so the end result was truly “Nothing Gained but Glory.” The 7 battles included in Nothing Gained but Glory are: Nyborg, November 14, 1659 - (While not part of the Scanian War, this bonus battle from the Northern War of 1655-1660 features many of the same participants.) The Swedes had occupied the Danish island of Fünen, but following the landings of two Allied forces and their subsequent combination the Swedes had to fight to win time for an evacuation from the island. With no more room to retreat and the port town of Nyborg´s fortifications in a sorry state, the 7,000 strong Swedish Army positioned itself in good defensive terrain between a lake and a forest. While command difficulties in the 11,000 strong Allied Army almost cost them the battle, the Allies eventually prevailed, forcing the Swedish Army to flee to Nyborg, where it surrendered the next day. Fehrbellin, June 28, 1675 - Returning from fighting against France to face the Swedish invasion, the highly mobile Brandenburg Army of 5,600 cavalry and 13 guns faced a retreating Swedish Army of 7,000 infantry, 4,000 cavalry and 7 guns outside the town of Fehrbellin. A poor deployment of the Swedish Army combined with aggressive handling of the Brandenburg cavalry forced the Swedes from the field. Although the losses in the battle were about equal, the Swedish Army was severely reduced by the subsequent pursuit, raiding peasant guerilla, desertion, and starvation. While only of minor importance militarily, the victory had an enormous psychological impact: the Swedes, long considered "unbeatable", had been bested. With the myth of Swedish invincibility broken, Denmark decided the time was right to settle its scores with Sweden and entered the war. Frederick William henceforth was known as the "Great Elector" and the army that he and Derfflinger had led to victory became the core of the future famous Prussian Army. Halmstad, August 17, 1676 - After the initial great successes for the Danish forces following the landings in Scania in late June 1676, a small Danish force of 3,500 men under Jacob Duncan was detached from the main army and ordered to advance north to take the town of Halmstad and if possible link up with the Norwegian forces under General Gyldenløve. Sensing the possibility of destroying the unsupported Danish detachment, the Swedish king reacted and by heavy force marching succeeded in cutting off Duncan from his line of communications, forcing him to fight his way back. Duncan moved against the Swedes, but then went on the defensive. The Swedes took the initiative, collapsed both of the Danish flanks, and then overwhelmed the center, forcing the army to surrender. This battle ended the Danish plans of linking up with the Norwegians, and provided a much-needed boost to Swedish morale. Lund, December 4, 1676 - This was the bloodiest battle in the history of Scandinavia, with almost 9,000 killed (out of 12,000 Danes and 8,000 Swedes) after an intense day-long battle fought in the chilling cold of the Scandinavian winter. After a cross-river standoff that lasted for a month, the Swedes attacked when the river froze. The Swedes initially had the advantage, and their right wing (along with the king) routed the Danish left and pursued it off the field. The rest of the Swedish Army was then outnumbered, and just as they were about to succumb, the king and part of his wing showed up in the Danish rear, saving the battle for the Swedes. Malmö, June 25-26, 1677 - Malmö, the regional capital of Scania, was the only major town that didn´t fall during the 1676 Danish offensive, and had been a thorn in the Danish side ever since. In June 1677 the Danes decided to take the town by besieging it. When news arrived that the Swedish Navy had set sail to break the blockade of the town and that the Swedish Army was moving to relieve the town, the Danes decided to force the issue and storm the town, even though the siege hadn´t progressed very far. On the Swedish side, the town commander Fabian Fersen prepared his 2,300 strong garrison well, and they fought with desperate courage as they knew it was victory or death. While the Danes were able to scale the wall and break into the city, a determined Swedish counterattack destroyed them before they could open the gates for more Danish troops. (This is a medium sized battle on a half map with various special rules to reflect the many special circumstances of storming a fortified town at night.) Landskrona, July 14, 1677 - After the defeat of the Danish Army at Malmö, the Swedish king decided the time was right to attack them before they could be reinforced by their German and Austrian allies. He thus moved his 10,000 regulars and 4,000 peasant militia towards the Danish Army located at Landskrona. However, the Danes had received their reinforcements that replenished their numbers to 14,000, and the Danish king felt confident about fighting a field battle. This was a hard-fought battle which saw both armies experimenting with combined arms wings and the personal involvement of the monarchs of both armies. Warksow, January 18, 1678 - As the war had reached a stalemate on the Scanian front the Danish forces invaded the island of Rügen in the fall of 1677. They quickly conquered most of the island except for a small Swedish fortified bridgehead. As supplies ran low and attrition ravaged the army, large parts of the Danish expedition were withdrawn from the island, leaving just under 5,000 men. This allowed the Swedes to transfer 3,500 men from their field army in Germany to the remaining bridgehead in early January 1678 and try to take back the island. The armies met at Warksow, where a Swedish cannonade killed the commander of the Danish Army, paralyzing it. Most of the Danish expeditionary force was captured during the battle or in the aftermath as the Swedes quickly cleared Rügen. Components: 1 series rulebook 1 playbook 3 countersheets 2 2.5 map sheets, 2 of which are backprinted 1 10-sided die 3 Player Aid Cards
Das Amulett cover
BGG · needs curation

Das Amulett

Goldsieber Spiele · 2001

BGG #6138
3–660 min6.4
The objective of Das Amulett is to collect jewels to complete your amulet. You need seven different colored jewels or eight of any kind of jewels to complete the amulet and win the game. Powerful spell cards are auctioned off each turn using a fixed set of energy stones. (Each player has ten to use throughout the game.) The winning bidder places their winning bid (in energy stones) on the acquired spell card; this card will remain in play for a length of time related to the number of energy stones placed on it. Each turn energy stones are removed from the spell cards, and these energy stones are then available again for future bidding (so these energy stones are recycled throughout the game). The spell cards give each player some resource production (four different kinds of metals) and usually a special ability that can be used in the game. With the metal resources, the jewels are auctioned off on the main board and are acquired by the players in their quest to complete their amulet. Reimplemented by Wizard's Brew
Untold: Adventures Await cover
BGG · needs curation

Untold: Adventures Await

The Creativity Hub · 2017

BGG #6141
1–445–60 min6.7
Untold: Adventures Await is the customizable storytelling game powered by Rory's Story Cubes. Players become the heroes of a thrilling tale that unfolds in under 60 minutes. Think of Untold as your favorite TV series, except rather than just sitting back and watching, you're right in the middle of the action! Every game of Untold is an episode of five distinct scenes, each featuring intriguing locales, dangerous threats and shocking plot twists that propel the action toward an epic showdown. Scene Cards and StoryCubes provide the elements of the adventure, while Reaction Cards reveal what happens when the players take action. Untold takes collaborative storytelling in a whole new direction, allowing players of all ages to unleash their creativity thanks to a unique game engine that's extremely accessible, always unpredictable, and rooted in inspiration. Players can also craft multiple-episode story arcs that will see their characters and their world grow as new challenges arise. Whatever genres of story you enjoy, Untold lets one to four players experience endless and unforgettable tales. What amazing adventures will you have? They await you in Untold! Winner of the 2018 People's Choice and Judges Award for Best Family Game at UK Games Expo **