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Rumble in the House cover
BGG · needs curation

Rumble in the House

Flatlined Games · 2011

BGG #6863
3–620 min6.1
Living together in a small house is difficult, and sometimes trouble arises. It's time for a big rumble in the house! Will you able to beat the other characters out of the house, stay inside, and keep your identity secret? Rumble in the House is a game of bluffing and deduction for the whole family. Each player secretly "owns" two of the twelve characters in the house, and each character starts in a different room of the house. On a turn, a player either moves any character that is alone in a room into an adjacent room or starts a fight in a room that contains at least two characters. Well, it's not much of a fight really, as the player removes one character from the room and places it in a line with other removed characters. Once a single character remains, the round ends. The first two characters removed are worth zero points, while the third through eleventh characters are worth 1-9 points; the character that remains in the house is worth ten points. Each player collects points only for his most valuable character. The player with the most points after three rounds wins. Integrates with Rumble in the Dungeon
Epic Spell Wars of the Battle Wizards: Panic at the Pleasure Palace cover
BGG · needs curation

Epic Spell Wars of the Battle Wizards: Panic at the Pleasure Palace

Cryptozoic Entertainment · 2018

BGG #6864
2–630 min6.6
Epic Spell Wars of the Battle Wizards: Panic at the Pleasure Palace, the fourth game in the Epic Spell Wars series, takes the trademark humor-filled, mature gameplay and artwork to a new level for 2-6 players. Magically transmitted diseases (MTDs) are a powerful addition to the proceedings, leading wizards to suffer Crotch Krakens, Genital Harpies, and Gorgonorrhea, among other enchanted afflictions. MTDs also give players glyphs that lead to spells that are more epic than ever. In addition, players vie for control of the standee, which protects them from the MTDs that might come their way. —description from the publisher
The Dutch Golden Age cover
BGG · needs curation

The Dutch Golden Age

Mayfair Games · 2008

BGG #6867
3–460 min6.4
The theme of this game is economic and cultural development in the Netherlands in the 17th century. The game is played on a large game board of the Netherlands, divided into provinces. In addition, there are boxes for the East and the West Indies, and track round the edge of the board with the majority of spaces listing two of the ten provinces (in various combinations) that earn players varying amounts of income based on their influences in those provinces, or income spaces that earn players a flat income. The aim of the players is to be the first player to earn 33 victory points, which are acquired through earning money to extend influence in the provinces, patronize artists, invest in businesses, establish colonies in the Indies, or obtain civic advancements. These are represented by purchasing cards from one of six decks, with each deck having a special focus. Investment cards provide cash payouts, with bigger payouts for collecting sets of different values (single cards are worth less than three-card sets). Artists provide a potentially large source of victory points, but require multiple turns of patronage (i.e., cash) before they pay out. Colonization cards provide ships, captains, and cannons to outfit expeditions to establish colonies which earn victory points and access to the higher-paying spice investment card deck. Civics cards can provide governorships in the provinces (victory points and income), civic improvements (victory points), a special action that allows the holder to alter the normal rules for advancing a token on the board track. There are cards that work with some of the other decks as well, in the civics deck (e.g., investments, expedition components, etc).
The Swarm cover
BGG · needs curation

The Swarm

KOSMOS · 2008

BGG #6870
2–475 min6.3
Based on the novel by Frank Schätzing, continuing the Kosmos line of literature-based games. The world is facing an ecological catastrophe caused by previously unknown marine life forms. Each player represents a nation sending their scientists out to confront the threat. The action cards form the core of the game. For each round, the cards are shuffled and placed in a row. Each player in turn order takes the leftmost card from the row, until there are no more cards left. Instead of the leftmost card, players can also buy a different card by paying with victory points. At the end of each round, players score points according to the sizes of their largest research networks. At the end of the game, extra points are given out based on whether research stations are connected to the center of the game board.
Wings of Glory: WW2 Battle of Britain Starter Set cover
BGG · needs curation

Wings of Glory: WW2 Battle of Britain Starter Set

Ares Games · 2017

BGG #6877
1–9930–45 min8.0
In the summer and fall of 1940, after the fall of France, the German Luftwaffe faced the Royal Air Force in the first major military campaign fought entirely in the air — the Battle of Britain. This was the prelude to the invasion Hitler planned for the British Islands — Operation Sealion. An ultimate German victory was at hand, and British pilots bravely flew into battle, fully aware of what a defeat would bring to their country and the entire free world. Now, with this Wings of Glory: WW2 Battle of Britain Starter Set you can bring to life the epic aerial duels between the Axis and Allied aces on your tabletop. Defend Britain as an Allied pilot, controlling one of the most iconic WW2 airplanes, the Supermarine Spitfire Mk.I, or fly dangerous missions as a German pilot in a powerful Messerschmitt Bf.109 fighter. Wings of Glory is fast–playing and easy to learn. This Wings of Glory: WW2 Battle of Britain Starter Set is a complete game that includes everything you need to play the WW2 version of the system. Four airplanes are included in this set, each fully assembled and painted. Also included is a full-color rulebook, a scenarios booklet, a rich assortment of counters, rulers, and airplane console boards to start playing out of the box in just minutes!
For the Crown (Second Edition) cover
BGG · needs curation

For the Crown (Second Edition)

Victory Point Games · 2012

BGG #6879
260 min7.2
Civil war has broken out between two royal brothers over the succession of the kingdom, and the people of a once-peaceful nation must choose sides and rush to war. Even when the sun goes down, the war for the crown does not cease. While the battle rages on during the day, both princes and their armies still hope to catch the other unawares under the blanket of darkness. Neither side is safe even then, however, and so both princes are well prepared - they've gone through lengths to recruit special units to surprise their enemy, including a Phantom to cloak itself and hopefully use the darkness to its advantage in order to capture the rival King and Heirs. In For the Crown, you must gather key resources, train an army from scratch, and capture the rival King and Heirs to prove your claim to the throne! In this game that combines the highly popular "deck-building" mechanic with the most engrossing variations of Chess, do you have what it takes to wisely divide your attention between preparations and military maneuvering? To outpace your opponent’s development while eluding capture? Strategize your position and seize glory in For the Crown! What's New in 2nd Edition: Contains all cards and units from first edition and the first expansion (Cover of Night), plus new cards never-before-released Updated artwork Bigger cards, counters, and board New variant rules Game Data: Complexity: 3 on a 9 scale Solitaire Suitability: 2 on a 9 scale What's In The Box? • One 12-page full color Rule book • One 11" x 17" game board • 123 thick, two-sided, laser-cut game units • 150 deck-building cards • One 11" x 17" mounted, two-sided, jigsaw-cut game map • One bright red, 9" x 11 7/8" Deluxe cardboard VPG game box • One beautiful box cover sleeve • One "Wipes-A-Lot" napkin • One charcoal dessicant packet
Ducks in Tow cover
BGG · needs curation

Ducks in Tow

First Fish Games · 2020

BGG #6882
1–430–60 min7.0
Welcome to the Duck Sanctuary! Come enjoy the company of the ducks while visiting the different locations around the park. In Ducks in Tow, you are walking around the park feeding the ducks their favorite food. When you feed them, they start following you and you must lead them to their favorite location in the park. When you successfully lead them to their favorite location, you take a photo with them and they waddle off to find their friends. Maybe you’ll see them again later as you continue your walk around the park. You will be completing Location Cards that will gain you points at the end of the game. Once you have completed a few Location Cards, you might be able to claim a Formation Card, which will give you additional points at the end of the game. —description from the publisher
Barbarossa: Kiev to Rostov, 1941 cover
BGG · needs curation

Barbarossa: Kiev to Rostov, 1941

GMT Games · 2008

BGG #6886
1–4240 min7.8
GMT's fifth epic game in its award-winning series of east front games, Barbarossa: Kiev to Rostov. This is a two-player, or two-team, operational level game depicting the battles of the southern wing of the Axis invasion of the Soviet Union during 1941. This game picks up where an earlier game in this series, Barbarossa: Army Group South, left off. It begins in mid-August and ends in December 1941, historically near the cities Kharkov and Rostov. COMPONENTS: • Four maps (maps J, K, KK and R) • Separate Scenario Sheet for Scenarios 1 and 4 • Three Soviet Set-Up Cards • Two Axis Set-Up Cards • One 11x17 inch folded Chart Card with Combat Results Table, Terrain Effects Chart, movement charts, artillery and Non-Op HQ charts • One 11x17 inch folded Chart Card with “How to Read Units” information, air combat, AA fire, interdiction effects, overrun and combat-related charts • One light blue 11x17 inch folded Chart Card with Scenario Tables, Victory Conditions and a second Combat results Table • One 8 and 1/2 x 11 Card with Turn Record track and Weather Table • Two Air Unit Status/Unit Rebuilding Cards (one each for Soviet [tan] and Axis [gray]) • Cards 1120 die-cut counters in four counter sheets • One ten-sided die THE GAME This comprehensive game system was designed at a scale for divisions but it accommodates the many independent brigades, regiments, and special battalions that were also available for this campaign. These include units for rocket artillery, heavy artillery, armored trains, assault guns, engineers, Stukas, Sturmoviks, anti-aircraft guns, NKVD, Stormtroopers, militia, base units, and more. You can tailor your army to fight a lengthy campaign over variable conditions. Despite its size we have kept the overall rules within the context of other games in this series thereby leaving nearly all mechanics familiar to veteran East Front Series (EFS) players. Such familiar mechanics include ranged artillery, air units for close support or interdiction, Soviet HQs, retreat or stand orders, weather, reaction movement, railroad movement, strategic movement, overruns, combined arms, fortifications, special supply situations, and more. Veteran players should be able to pick up game play right away. For those who are new to the series, many examples of play will be found in the rules book as well as a Learning scenario to fully illustrate game play and some of the decision making for each battle. Note that all games of the Barbarossa, or EFS, series are built to fit together. If space is at a premium for you, please note that four of the eight scenarios here in this game alone require only one map or less. Barbarossa: Kiev to Rostov challenges you to balance your attack and defense in each sector of the game map, regardless of scenario. Neither side has sufficient resources in either troops or supplies so the key to winning will be good game play and a sound plan. Can you do better than the titans that struggled for the Ukraine in the summer and fall of 1941? THE SCENARIOS 1) Learning Scenario: Rostov Redeemed. The German 3rd Motorized Corps has just taken Rostov and now attempts to hold it against a massive Soviet counteroffensive. This was the first in what turned out to be a series of disasters that befell the German army during the winter of 1941/42. 2) Kiev Pocket. In mid-August the Germans had just cleared the Uman Pocket (the last battle of the Barbarossa: Army Group South game in this series) and looked to exploit their advantage to quickly conquer the rest of the Ukraine. Meanwhile, the Soviets had built a whole new group of armies to the east of the Dnepr River. This campaign resulted in the greatest encirclement battle of the war, perhaps of all time, as the Soviets over-committed to the defense of the river. Yet this was not a sure victory. Play testers have called this scenario the best yet in the entire series of games. You simply must experience this battle, one of the decisive battles of the war in the east. 3) Battle on the Sea of Azov. In late September with disaster looming to the north and a German offensive building against the Crimea, the relatively untouched Soviet 9 and 18 Armies in the southern portion of the Dnepr Bend were called upon to act, this time to save their comrades defending the Crimea by striking toward the rear of the German 11th Army. While their attack made but small headway, some Romanian defenders were overwhelmed. The situation could have opened up to destroy the German rear and then threaten the rear of the rest of German Army Group South. Perhaps this offensive could as well reverse the tide of the German advance. Or was someone in the Kremlin just dreaming? 4) Battle of Sumy. Some small battles lend themselves wonderfully to focus treatment and this battle at the end of September near the north Ukrainian town of Sumy certainly qualifies. Handled on its own special map this becomes a contest of mobility between a German motorized corps on the one hand and a strong Soviet cavalry corps on the other, with the Soviets getting timely reinforcements from the 1 Guards Motorized Rifle Division. This very balanced situation plays quickly and perhaps is the best introduction in the series to the game system. 5) To Kharkov. It has become almost trite to say Russia is vast but for this scenario the German player will declare this many times. Even though the German has just won the Kiev Pocket Battle, now the great industrial city of Kharkov beckons in the distant east. The Soviets have reassembled their armed forces yet again but this time the German has sent his panzers north to Moscow and out of this game (see GMT's Typhoon! Game). German 6th Army, a true hard-luck formation, gets the honor of leading the advance and they now experience their first starvation of the war, similar to that they will suffer at Stalingrad a year later, although without the desperation of that later battle. Even so, the 6th Army is formidable; so will the arrival of mud be the only thing saving the Soviet's behind? Or, will he have finally mastered the art of war against the Nazis? 6) To Rostov. The most dramatic moment of the late drive to the east was the drive to Rostov, the gateway to the Caucasus where lay the oilfields the Germans so vitally needed to run their war machine. The Germans have won victory after victory for nearly six months even though the Soviets have set successive armies in their path. Is this perhaps the Soviet last ditch and their last army? Are the Germans truly at the end of their supply line? Will winter stop the Germans? Historically in this near even contest, the panzers actually got into the streets of Rostov; can you? 7) Kiev to Rostov. This is the full campaign, mid-August through December, a very full 57 turns over vast distances. The Germans begin in supply difficulty and will have to pick a pause to advance their main bases. The Soviet player will have to take care he does not expend all his effort too far to the west, thereby leaving nothing for the final battles. Neither player has resources to do it all but it can be fun trying. The East Front experience is not complete without playing this full-size scenario. TIME SCALE 2 days per turn MAP SCALE 5 miles per hex UNIT SCALE Division/Regiment; Air unit 40-80 aircraft NUMBER OF PLAYERS 1-4 (from GMT website, components list from Playbook)