In 10 Minute Heist: The Wizard's Tower, players take turns moving their pawns from room to room stealing items. Players compete for most paintings, artifacts, jewels, and fossils. Players also compete for the most items valued at 3, 4, and 5. The first player to exit receives bonus points, so it's a race to the finish while simultaneously trying to...
The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game. The gift deck consists of...
In 12 Thieves, first published as The thief of Baghdad, each player leads a group of thieves and tries to gain the best booty for themselves, but the treasure is well-guarded in the palaces of Baghdad, so you must slip your thieves into the guard corps and attempt to bribe those you can't represent with one of your own. The player...
Description from the publisher: The city of London has been shaken by heinous crimes, and Scotland Yard is groping in the dark. 13 Clues, set at the end of the 19th century, puts players in the shoes of the detectives, each trying to solve their own mystery. Each player sees the clues person + location + weapon for the other players...
Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes. 13 Days: The Cuban Missile Crisis is a nail-biting, theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game, and the conflict. 1) Will you push to gain prestige at...
Play the Cold War in 13 minutes. 13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to exit the Cuban Missile Crisis as the most powerful superpower. During the game you play only five strategy cards that you use to place Influence on battlegrounds to score majorities or...
1830 is one of the most famous 18XX games. One of the things some gamers like about this game is that the game has no 'chance' element. That is to say, if players wished to play two games with the same moves, the outcome would be the same also. This game takes the basic mechanics from Tresham's 1829, and adds...
In the cooperative game 3 Secrets, players want to unravel the three secrets of an unresolved case before time runs out. One of the players plays the role of informant and knows the truth about the case: They know which secrets need to be discovered and try their best to help you guess them correctly. The clock is ticking and the...