Tumblin-Dice

This is a simple dice rolling dexterity game for 1 to 4 players that can be played in about 30 minutes. A player gets 4 dice in an individual color and tries to roll, flick, slide, or whatever the dice into the best position on the steps to get 1 to 4 times the value of their roll in points.  Landing off the stairs gives a player 0 points.  The play continues through 4 rounds of each player using all 4 dice and adding up the score. The highest scorer wins in the end.

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Twilight Struggle

This is a historical board game about the cold war for 2 players in about 3 hours. It is card driven and has a lot of thematic content from events that actually happened. The game play starts right at the end of World War II and continues through 1989. The 2 sides are Russia and the USA struggling to gain more influence as the 2 world superpowers.  Gain allies and control while dealing with real world events without causing nuclear war. Come out the winner in world power and intrigue.

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Great Western Trail

2 to 4 players in 75 to 150 minutes.  This game is all about cowboys and cattle. It has deckbuilding and strategic movement. It is a highly rated game from 2016.  You are a cowboy trying to successfully move valuable cattle from Texas to Kansas City to sell and get victory points.  You have to have your cattle survive the journey using your deck full of cowboys, staff, engineers, craftsmen, etc. Then, go back to Texas and do it again. The player with the most victory points at the end wins.

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Clank!: A Deck Building Game

Clank! + Sunken Treasure Expansion

This game a sort of a dungeon crawl deck builder.  Just like Dominion and Trains, you use your deck to gain more cards. However, unlike them, you also use your cards to move further in the depths to steal treasures and attack monsters to gain bonuses. But watch out, if you make too much noise the dragon will attack. For 1 to 4 players in 30 to 60 minutes.

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Ice Cool

This is a simple dexterity game for 2 to 4 players in 20 minutes.It has a super fun theme and interesting use of components. The box is a part of the game.
Move your penguin Runners through the school (box set up) and gain fish of your color to score points but watch out for the Catcher (Hall Monitor) who is the one player trying to score points by catching the Runner penguins.  A round finishes if a Runner gets fish from all 3 doors or if the Catcher catches all the Runners.  Each player plays the Catcher once, and the winner is the one with the most points at the end of the game.

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Tsuro of the Seas

For 2 to 8 players in 30 minutes.  This is a game of not sailing off the edge of the world map and not being eaten by advancing dragons.  You play 1 ship trying to stay at sea with random tiles being placed with arrows showing movement.  If your ship ends up sailing off the board, you are out. If you meet a sea monster, you are out. The ship that is the last surviving at sea wins.  It is a simple fast game.  The sea monsters additionally move through the use of 2 dice to create a challenge that was not in the original Tsuro.  Good, simple, fast, fun.

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Alchemists

A complex game where you play an apprentice alchemist preparing for the final exhibition.  It plays 2 to 4 players in 2 hours. Get a better reputation by researching and publishing correct theories. Buy special items to help along the way. Sell potions to get money for those items.  Finally, the rules of alchemy change every game through the use of a smart phone app. The reputations become points at the end of the game. The player with the best “reputation” wins.

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3 Player Chess

For 3 players in 1 to 2 hours.  The rules for 3 players are similar to the rules for 2 players in chess.  The board is different of course, and it feels different having to watch out for attacks from 2 sides, but the main things are the same.  When 1 player is checkmated, the game is over at least the way we played. We also played in a way that if a player was in check, the other player not involved in the check could not interfere or take advantage of the situation to put that player in checkmate or to make aggressive moves.  Pawns still become queens if they reach an opponents back row.  Bishops still move diagonally.  Knights are a fun challenge. Understanding the board requires thinking a bit 3 dimensionally.  There are other ways to play, but that is how we played.  More information on other boards and other play methods are in the link below if you are interested.

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Terra Mystica

For 2 to 5 players in 60 to 150 minutes. A high complexity game of area control in which you play one of 14 different races which must live in one of seven different kinds of environments. In order to advance your race, you must expand your liveable environment.  The game also involves advancing in religion, special skills, seafaring, terraforming, resources, finance, and dwelling to advance and control more than your neighbors.  The races include Fakirs and nomads in the deserts, halflings and cultists in the plains, alchemists and darklings in the swamp, mermaids and swarmlings in the lake, witches and auren in the forest, dwarves and engineers in the mountains, and giants and chaos magicians in the wastelands. There is a lot to do and much more comes down to strategy than luck.

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T.I.M.E. Stories

For 2 to 4 players in 90 minutes. The game can also be saved to continue later, and unlimited attempts are possible as this is a game of time travel using a team of agents often taking control of locals to the time and place. Explore all the possibilities and try to solve the puzzles and mysteries in the scenario using a set number of Time Units, TU. The original game comes with one time paradox scenario covered by 120 cards. Future sets will come with different stories and missions to play through.

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