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Transformers Trading Card Game cover
BGG · needs curation

Transformers Trading Card Game

Wizards of the Coast · 2018

BGG #6601
230 min7.2
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. The Transformers Trading Card Game is a battling card game designed for two players. Players build a team of Transformers character cards and power them up with a customizable deck of battle cards. Transformers character cards — such as those in the Autobots Starter Set and Booster Packs — are twice the size of standard playing cards; they can be flipped from bot mode to alt mode and back, and they feature premium printing treatment on one of their sides. The deck of battle cards features Action and Upgrade cards to enhance Transformers character cards.
La Stanza cover
BGG · needs curation

La Stanza

Quined Games · 2019

BGG #6611
2–460–90 min6.7
La Stanza is a fast-paced board game in which players take the role of patrons of the arts sponsoring the most brilliant creators of the time and commissioning the best works of art, all while creating more wealth and increasing their social status and prestige. On their turn, players move their "Patron" through the different rooms to recruit the characters that better serve their interest along the way. Characters increase the strength of the different actions players may perform in the room they end. Commission the best artists, rediscover the light of the arts, invest in new discoveries and trading routes, promote the culture, build universities, gain the trust of Kings, and create the new wonders of the Renaissance. La Stanza is played in continuous rounds that result in dynamic turns and a challenging game play. Enlighten the new world and become the most prestigious patron of the Renaissance!
Barbarossa: Army Group North, 1941 cover
BGG · needs curation

Barbarossa: Army Group North, 1941

GMT Games · 2000

BGG #6612
1–4300 min8.1
On June 22nd, 1941, Army Group North, the smallest of the three German army groups, drives forward into the Baltic states. Its objective is Leningrad. Once the crown jewel of Czarist Russia, Leningrad is now the second most important city in the Soviet Union. Its array of ordnance factories includes the massive Kirov Tank Works that turns out most of the heavy KV-1 and KV-2 production for the Soviet Army. Loss of Leningrad would deprive the Soviets of a major population and industrial center and give the Germans the advantage of position in any drive against Moscow from the northwest. Army Group North, short of Luftwaffe support and motorized forces, is the only army group that fails to achieve a significant encirclement at any stage of its campaign. Skillfully utilizing terrain and ruthlessly exploiting the civilian population, the Soviets construct a fortified line along the Luga River that stalls the Germans for a month until massive Luftwaffe and motorized reinforcements from Army Group Center allow a decisive breakthrough and dash for Leningrad itself. In a furious September battle, the Germans fall just short of taking Leningrad when time runs out. Operation Typhoon, the final push against Moscow, is imminent. Army Group North must give up almost all of its Luftwaffe and motorized formations. With no strike force remaining, the Germans dig in. Leningrad survives capture only to endure a brutal, epic 900 day siege. Can you, as the Axis commander, succeed where German High Command failed? As the Soviet commander, can you repeat history and halt the Axis invaders short of Leningrad? Game Features Four 22" x 34" color Maps B, C, L, and W plus full sheet devoted to the Leningrad inset map One 17" x 34" color Map A (front and back printed). Double-sided Scenario Map Cards for a number of the smaller scenarios plus Rulebook, Playbook, Naval Rulebook, and several charts with game and scenario information Eight scenarios (plus the learning scenario) allow players to vary their level of involvement, complexity, and starting point (from introductory to full campaign) An asymmetrical sequence of play which highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare, detailed air rules which integrate with land combat, and weather rules Incredibly detailed Order of Battle, including artillery, rocket artillery, engineers, bridge units, armored trains, and much more Modifications to the proven East Front Barbarossa system including the revised Naval rules Extensive bibliography and design/historical notes Time scale: 2 days per turn Map scale: 5 miles per hex Ground unit scale: Division/Regiment Air unit scale: 40-80 aircraft per counter (from GMT website, 2nd edition)
L'oaf cover
BGG · needs curation

L'oaf

Wulfhorn Games · 2025

BGG #6615
2–620–30 min7.0
A card game about collectively baking bread, while trying to let the others do the work. You’re all employees in the L’Oaf bakery, but you’re just here to get paid with as little effort as possible. When it gets to baking bread, you rather let others do the work. However, you don’t want the bosses to catch you loafing. If you collectively don’t bake enough bread, the lazy among you might just get fired! Every round, players get an order with the amount of bread they collectively need to bake. Each baker secretly contributes a work card from their hand of cards, valued 0 through 11. Failing to meet the order means the baker who contributed the least loses reputation with the bosses. Otherwise, the baker who contributed the most will gain reputation. Once 5 orders have failed or 5 orders have succeeded, the baker with the most value left in their hand wins the game. However, if the group failed 5 orders, all bakers with a negative reputation are fired before scoring! –description from the publisher
Tipp-Kick cover
BGG · needs curation

Tipp-Kick

(Unknown) · 1921

BGG #6618
210 min6.5
Two player soccer game using metal miniatures. Players each have 1 field player and 1 goalie, and use a 14-sided black and white "ball" that determines the possession. The colour on the top of the ball determines who is next to kick. The kicker puts the field player next to the ball and releases its leg to kick the ball. The other player should try to block the kick with his or her goal keeper. After the kick the possession is once more decided and the same procedure starts all over again.
Atlantic Storm cover
BGG · needs curation

Atlantic Storm

The Avalon Hill Game Co · 1997

BGG #6622
2–660 min6.5
In this unique take on the trick-taking genre, cards represent the units that attacked or defended Allied convoys in the North Atlantic throughout World War II. For each trick, the lead player selects a convoy that traversed either the Arctic or the Atlantic in a given year (1940-1943), then declares whether the battle will be fought in the air, on the surface of the ocean, or under the sea. He follows that up by playing a unit, either German or Allied, that was available in the chosen year and could fight in the chosen environment, and the other players subsequently either pass or play a unit (of either nationality) that meets the same conditions. When all players have made their selections, dice (sometimes) are rolled and totals are compared to determine whether the Germans or the Allies won. The player who contributed the most to the winning team gets to decide how the convoy and the opposing enemy ships, which are all worth victory points and possibly an increased hand size, are to be distributed amongst the players who were on the winning side. After twenty convoys have been fought over in this manner, the player with the most victory points' worth of convoys and captured ships wins the game! Re-implemented by: Pacific Typhoon