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Monty's Gamble: Market Garden cover
BGG · needs curation

Monty's Gamble: Market Garden

Multi-Man Publishing · 2003

BGG #6671
2180 min7.1
From the back of the box: Monty's Gamble: Market Garden is a simulation of the Allied attack in Holland. The Allied must land paratroopers, seize key bridges, and get XXX Corps up "Hell's Highway" to relieve the British paratroopers in Arnhem, all while the Germans are attempting to break their supply line. Monty's Gamble features a semi-simultaneous movement System which provides maximum interaction and requires players to make tough choices as every move they make may be countered by their opponent. Both players will have pressing needs up and down "Hell's Highway" but may only address one at a time—hopefully before the variable turn length causes the turn to end! CONTENTS: 1 24 x 38" Mapsheet 2 Countersheets 1 Rulebook with history and designer notes 4 Setup Cards 4 six-sided dice BGG description: An Area-Impulse game based on the game engine pioneered in Storm Over Arnhem and developed through Breakout: Normandy. Monty's Gamble: Market-Garden covers the airborne drive into Holland in 1944 using the same basic system as Breakout: Normandy (with infiltration from Turning Point: Stalingrad thrown in). The game features a basic game (4 days) and an extended game (5-10 days), and a game layout (including rules, examples of play, etc.) very similar to Breakout: Normandy.
Tricky Tides cover
BGG · needs curation

Tricky Tides

Gold Seal Games · 2019

BGG #6674
2–430–45 min6.8
Hoist your sails and mind those tricky tides! Take command of a merchant ship and manage your hand of navigation cards and the goods in your ship’s cargo hold while charting the best course on the map. Travel from island to island collecting goods and delivering them to earn the most gold. Tricky Tides is a pick-up-and-deliver game that uniquely employs trick taking to determine turn order and the direction players can move their ships. —description from the publisher
Kreus cover
BGG · needs curation

Kreus

2Tomatoes Games · 2016

BGG #6678
3–620–30 min6.6
In this cooperative game, the players embody Titans avid to create together the ideal planet. Will you know how to dominate the nature and the elements, and worse still the anger of your father Ouranos, to realize the planet of your dreams? A cunning and intuitive game where deduction and cooperation will be the key words. To manage to create your planet, and to bring him the life, you will have to think together, communicate subtly, trust the other players or understand of instinct. The purpose of the game is to manage to create together a planet. To have a finished and thus livable planet, it will be necessary to pass by various creations: rainbow, river, fish, etc, and completed by element cards : earth, air, fire, water. A turn of game decomposes into two phases: the divination and the creation. During the phase of divination, every player chooses in secret a card of his hand and spends his tokens energy to give information, exchange cards, etc. Then, in the phase of creation, every player reveals his card in turn order and verifies if it can be involvement. The game ends when all the cards were played or if the planet is completed.
National Economy cover
BGG · needs curation

National Economy

Korokorodou · 2025

BGG #6680
1–430–45 min7.5
National Economy is a strategic economic card game set during the 19th and 20th centuries, when national economies rapidly expanded. Players act as business owners, hiring workers, constructing buildings, and managing cash flow to navigate a volatile and competitive market. Each round, players assign workers to available workplaces to activate effects such as earning money, acquiring new cards, or hiring additional workers. As the game progresses, new workplace cards are added to the communal pool, gradually increasing the range of available actions. However, players must also contend with rising wage demands and the risk of unpaid salaries, forcing difficult decisions like selling off valuable assets. The game rewards efficient resource management, long-term planning, and adaptability. Strategic building placement and timing are key, as players balance investment, labor, and liquidity in pursuit of economic dominance. The goal is to accumulate the most wealth by the end of the ninth and final round, calculated by the total value of your constructed buildings and remaining money. —description from the publisher
Cranium: Hoopla cover
BGG · needs curation

Cranium: Hoopla

Cranium, Inc. · 2002

BGG #6689
2–820 min6.2
A timed version of Cranium, designed for two or more players to play cooperatively. Each player is dealt 4 cards depicting commonly known people, places, or objects. Another 8 cards are added to a common Play Pile. Players then take turns rolling a die to determine what type of clues can be given, starting the timer, selecting a card from their hand, and trying to get the other players to guess what is on that card as quickly as possible. The four types of clues that can be given to describe your cards are: Cloodle - provide clues by drawing and doodling Tongue-Tied - use alliteration to give as many clues as possible that start with a single letter Soundstage - act out or provide sound effects for clues (but you can't use words!) Tweener - give hints in the form "It's bigger than blank but smaller than blank", using two objects that imply the answer After someone guesses the card in play, stop the timer and draw a new card from the Play Pile. The next player takes the die and repeats the same process, until either no cards are left or the available 15 minutes are gone. Players who are stuck on a particular card can choose to discard that card, but two new cards must then be added to the game instead - one card is placed directly in that player's hand, and a penalty card is added to the Play Pile. The game is won by all players if they can work together to guess all of the cards in play before the timer runs out.
Ghost Lift cover
BGG · needs curation

Ghost Lift

Engames · 2025

BGG #6690
2–615–30 min6.6
In an ancient, abandoned apartment building, an old elevator creaks up and down the shaft of its own accord. Locals know of it as "the ghost lift". They say that it's moved by the ghosts of lingering residents trying to find their way back to their homes. You and your friends thought it would be fun to test your mettle by riding it...until you got trapped inside with the ghosts! Unless you release these ghosts on the floors they long for, they'll haunt you forevermore. Try not to get haunted in Ghost Lift, a horror-themed, card-climbing game. On a turn, you must play higher or lower than the top card on the discard pile, with the direction being indicated by the most recent arrow played. The first player to get rid of their hand of cards is the only one who escapes safely, while the others are haunted by their remaining cards, which you note. Play multiple rounds until someone has been caught with the same number three times or the same three numbers twice, and which point the game ends, and that player loses.
Dwarven Smithy cover
BGG · needs curation

Dwarven Smithy

Flatworks Gaming, LLC. · 2018

BGG #6692
2–460–90 min7.3
Dwarven Smithy is 2-4 player, richly themed card crafting and hand/area management card game. Players work to gain gold by utilizing limited space in their workshop. Player craft items, gain special abilities and tools using a variety of resources. Players choose to draw resources and/or guild cards but the cards can also be purchased from other players or players can purchase resources from a warehouse. Use abilities to change the rules, tools to use fewer resources in making orders or sell crafted items. Special King's Items made for the King are revealed at the end of the game. There are three types of Resources (metals, gems, and runes) and four types of Guild cards(Apprentices, Tools, Items and King's Items). Metals and Gems must be refined into resources before they can be used to craft orders. Guild cards are crafted on the 3rd phase of your turn and then completed on the 2nd phase of the next turn. There are four phases of the game; Refine Resource cards, Complete Guild card, Actions (6), Draw cards. Refine metal and gem cards by turning cards 180 degrees into refined resources. Then, all Guild cards crafted on the player’s previous turn are now complete and can be used. There are six repeatable Actions in the game: Play a card, Craft a Guild card, Move or Swap a card, Buy a card from another player or from the warehouse, Discard a Guild card and Sell Resource cards. At the end of the player’s turn, the player must draw four cards but cannot exceed their hand limit. Lastly, straighten any tilted cards placed into the player's market on their turn. Play continues until one Player has completed four King's Orders, or either the Guild or Mine decks run out, and then all players get one last turn. Resources are sold from the player's market and then the King's Orders are revealed, bonus coins are given for the highest valued King‘s Item (for each subtype). Count up your coins and the player with the most coins at the end of the game wins.