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Saturday Scheduled Games
Acre-foot (Boardgame playtest) 8:00am to 10:00am - Hosted by Charles Allen
2-6 Players. This game is in the advanced stages of development. No experience needed. Game feedback is welcome.
Water is the basis of life. That reality is made starkly apparent here in the American West where water supplies are finite. In Acre-foot you take the role of a water manager scrambling to secure water for a number of communities in order to support the ever increasing population. Buy up water from shrinking rivers, build dams to store spring runoff, drill wells to tap aquifers, or desalinate water from the ocean. Rival water managers are eyeing the same water sources you are, so stake your claims on sources quickly to ensure you won’t dry out. But be careful, you may need your rivals’ cooperation later when you look to trade water shares, run water through one of their canals, or need a partner to build costly infrastructure.
Acre-foot is a strategy resource game with a high amount of interaction among players. Each year you race to make water purchases, plan for major expenditures, manage debt, and position yourself to be the first player to fulfill the water needs of your communities. Because of the constrained nature of the system, Acre-foot truly is a contest for the last drop.
2-6 Players. This game is in the advanced stages of development. No experience needed. Game feedback is welcome.
Water is the basis of life. That reality is made starkly apparent here in the American West where water supplies are finite. In Acre-foot you take the role of a water manager scrambling to secure water for a number of communities in order to support the ever increasing population. Buy up water from shrinking rivers, build dams to store spring runoff, drill wells to tap aquifers, or desalinate water from the ocean. Rival water managers are eyeing the same water sources you are, so stake your claims on sources quickly to ensure you won’t dry out. But be careful, you may need your rivals’ cooperation later when you look to trade water shares, run water through one of their canals, or need a partner to build costly infrastructure.
Acre-foot is a strategy resource game with a high amount of interaction among players. Each year you race to make water purchases, plan for major expenditures, manage debt, and position yourself to be the first player to fulfill the water needs of your communities. Because of the constrained nature of the system, Acre-foot truly is a contest for the last drop.
Castles And Crusades (Module B1 "In Search of the Unknown" RPG), 8:00am to 12:00pm-- Hosted by Kevin Long
Troll Lord Games description:
Castles & Crusades is a fantasy role playing game with countless possibilities. The Players Handbook allows you take up the sword and shield, the staff or bow; to arm yourself as you desires and wander upon planes of your own imagining and plunder the wealth of adventure.
Designed for use with multiple players, Castles & Crusades puts you in charge of the adventure path. Included within are all the rules of play, how to get started in your very own role playing game, how to run the game and play in it.
It’s easy to learn attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades is in this book.
Troll Lord Games description:
Castles & Crusades is a fantasy role playing game with countless possibilities. The Players Handbook allows you take up the sword and shield, the staff or bow; to arm yourself as you desires and wander upon planes of your own imagining and plunder the wealth of adventure.
Designed for use with multiple players, Castles & Crusades puts you in charge of the adventure path. Included within are all the rules of play, how to get started in your very own role playing game, how to run the game and play in it.
It’s easy to learn attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades is in this book.
The Gallerist, 8:00am to 11:00am - Hosted by Marius van der Merwe
Up to 4 players. The Gallerist is a heavier board game probably best suited for more experienced board game players.
This age of art and capitalism has created a need for a new occupation, the gallerist, which combines elements of the art dealer, museum curator, and artists’ manager. You are about to take on that job! You will promote and nurture artists; buy, display, and sell their art; build and exert your international influence. As a result you will achieve the notoriety needed to draw visitors to your gallery from all over the world.
Up to 4 players. The Gallerist is a heavier board game probably best suited for more experienced board game players.
This age of art and capitalism has created a need for a new occupation, the gallerist, which combines elements of the art dealer, museum curator, and artists’ manager. You are about to take on that job! You will promote and nurture artists; buy, display, and sell their art; build and exert your international influence. As a result you will achieve the notoriety needed to draw visitors to your gallery from all over the world.
Carcassonne (Princess and the Dragon Exp.), 9:00am to 11:00am - Hosted by Jacob Moss
Two to six players
BGG Description: In this third major expansion for the prize-winning Carcassonne, we move into the realm of fantasy.
The land around Carcassonne is being visited by a dragon, making life very difficult for the followers. Brave heroes venture forth to face the danger, but without the aid of the fairies, their chances are not good.
In the city, the princess seeks help from the knights, and farmers build secret passages to move about undetected by the dragon.
Contents: 30 new tiles with dragon nests, volcanoes, magic gates, and princesses; 1 large wooden dragon; 1 wooden fairy. Contrary to original reports, there are no princess figures in The Princess & the Dragon.
Part of the Carcassonne series.
Two to six players
BGG Description: In this third major expansion for the prize-winning Carcassonne, we move into the realm of fantasy.
The land around Carcassonne is being visited by a dragon, making life very difficult for the followers. Brave heroes venture forth to face the danger, but without the aid of the fairies, their chances are not good.
In the city, the princess seeks help from the knights, and farmers build secret passages to move about undetected by the dragon.
Contents: 30 new tiles with dragon nests, volcanoes, magic gates, and princesses; 1 large wooden dragon; 1 wooden fairy. Contrary to original reports, there are no princess figures in The Princess & the Dragon.
Part of the Carcassonne series.
Defenders of the Realm, 9:00am to 12:00pm - Hosted by Tyrell Wood
Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King's Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defenders of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory!
Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King's Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defenders of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory!
Fluxx, 9:00am to 11:00am - Hosted by Trevor Steele
Two to six players
BGG Description: Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.
Two to six players
BGG Description: Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.
At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.
Clue, 10:00pm to 12:00pm-- Hosted by James Broderick
3+ players
Clue is a mystery and deduction type game. Each game last about 45 minutes to an hour. No prior experience necessary.
3+ players
Clue is a mystery and deduction type game. Each game last about 45 minutes to an hour. No prior experience necessary.
Game of Thrones, 10:00am to 1:00pm - Hosted by Richie Scott
Six players. Conquer westros in a game that plays like Diplomacy.
Six players. Conquer westros in a game that plays like Diplomacy.
Netrunner Tournament, 10:00am to 3:00pm - Hosted by Brandon Baggett
Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity.
Ticket To Ride, 10:00am to 11:00am-- Hosted by James Broderick
3-6 players
Ticket to ride is also an easy to learn game without need of prior experience. Each game play lasts anywhere from 45 minutes to an hour.
BGG description: With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
3-6 players
Ticket to ride is also an easy to learn game without need of prior experience. Each game play lasts anywhere from 45 minutes to an hour.
BGG description: With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
Castellan, 11:00am to 1:00pm - Hosted by Rip Stead, Jr.
Two players
BGG Description: In Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it.
In more detail, each player starts the game with two decks of cards: a wall deck and a tower deck. Each card allows a player to play the components shown on it, with the wall deck cards always depicting at least one wall (and some combination of walls/towers) and the tower deck cards always depicting at least one tower (and again some combination of walls/towers). On a turn, a player can play as many cards as she wants, but she draws only one card at the end of her turn. The goal is to create courtyards – and subdivide existing courtyards – while keeping your opponent from doing the same. Players have the same cards in their decks, so the challenge is all about what to use when. The game ends when all the castle pieces are used up, and the player with the most points wins.
Two different pairs of Keep colors are available in the two versions of Castellan, so with two copies of the game – and the right combination of bits – up to four players can play.
Two players
BGG Description: In Castellan, two players work together to build a castle. Finely-detailed wall and tower pieces link together to form courtyards, and the player who finishes a courtyard claims it with a Keep, scoring points for that courtyard equal to the number of tower pieces surrounding it.
In more detail, each player starts the game with two decks of cards: a wall deck and a tower deck. Each card allows a player to play the components shown on it, with the wall deck cards always depicting at least one wall (and some combination of walls/towers) and the tower deck cards always depicting at least one tower (and again some combination of walls/towers). On a turn, a player can play as many cards as she wants, but she draws only one card at the end of her turn. The goal is to create courtyards – and subdivide existing courtyards – while keeping your opponent from doing the same. Players have the same cards in their decks, so the challenge is all about what to use when. The game ends when all the castle pieces are used up, and the player with the most points wins.
Two different pairs of Keep colors are available in the two versions of Castellan, so with two copies of the game – and the right combination of bits – up to four players can play.
Power Grid, 11:00am to 1:00pm - Hosted by Caleb Broderick
Two to six players
BGG Description: Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Two to six players
BGG Description: Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. It removes the crayon aspect from network building in the original edition, while retaining the fluctuating commodities market like Crude: The Oil Game and an auction round intensity reminiscent of The Princes of Florence.
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Acronizzle, (Party Game Play Test), 12:00pm to 1:00pm - Hosted by Chad Meeks
Acronizzle is a simple party game for 3 - 8 players. It typically last about 30 - 40 minutes.
The game is played by each player taking a turn as judge. The judge draws an Acronizzle category card and then rolls a D6 dice. the dice only has the numbers 3, 4 and 5. This sets the length of the acronym. The judge will then roll the alphabet dice to determine the letters of the acronym.
Each player will then create their acronym that best describes the category and submits it to the judge. The judge picks their favorite and gives the creator of the acronym the card. The first person to get the winning number of cards wins (similar to apples to apples).
Acronizzle is a simple party game for 3 - 8 players. It typically last about 30 - 40 minutes.
The game is played by each player taking a turn as judge. The judge draws an Acronizzle category card and then rolls a D6 dice. the dice only has the numbers 3, 4 and 5. This sets the length of the acronym. The judge will then roll the alphabet dice to determine the letters of the acronym.
Each player will then create their acronym that best describes the category and submits it to the judge. The judge picks their favorite and gives the creator of the acronym the card. The first person to get the winning number of cards wins (similar to apples to apples).
Introduction Game Circuit, 12:00pm to 4:00pm - Hosted by David Broderick, James Broderick, and Rip Stead (Ticket To Ride, Dominion, and Catan)
An introduction to three boardgames, played in a circuit. Scores for each participant will be totaled from all three games to determine a winner!
An introduction to three boardgames, played in a circuit. Scores for each participant will be totaled from all three games to determine a winner!
Naturally Disastrous (Boardgame Beta Play Test), 1:00pm to 2:00pm and 2:00pm to 3:00pm - Hosted by Tyrell Wood
One to six players welcome. Naturally Disastrous is a co-operative dice driven game of peril and adventure. Your mission is simple enough. Arrive at your destination, verify the conditions and then set up a long range communication array to deliver your findings back to your superiors. Easy, right? Your visit to Earth is supposed to just be a quick investigation into how the planet is doing. As you fly into the atmosphere you realize this is not so. Volcanoes are erupting, you see massively destructive storms, earthquakes, thermal gas explosions and flooding are rampant, and what happens next? You and your crew are shot at by some natives claiming that you are violating their air space and your presence is obviously not wanted. As your ship plummets to the desert floor you know that your only chance of survival will be to pick up the pieces of your communications array that are now conveniently scattered across the driest most self-destructing climate you have ever seen. All you have to do is assemble the array at a previously decided target location and call the mother ship to come heal this planet and get you out of here. You will have to navigate around the perilous hazards to achieve this and oh, there are some weird looking hungry guys walking around too. The natives, who are already hunting you down, call them Zombies. Not sure what that means…
One to six players welcome. Naturally Disastrous is a co-operative dice driven game of peril and adventure. Your mission is simple enough. Arrive at your destination, verify the conditions and then set up a long range communication array to deliver your findings back to your superiors. Easy, right? Your visit to Earth is supposed to just be a quick investigation into how the planet is doing. As you fly into the atmosphere you realize this is not so. Volcanoes are erupting, you see massively destructive storms, earthquakes, thermal gas explosions and flooding are rampant, and what happens next? You and your crew are shot at by some natives claiming that you are violating their air space and your presence is obviously not wanted. As your ship plummets to the desert floor you know that your only chance of survival will be to pick up the pieces of your communications array that are now conveniently scattered across the driest most self-destructing climate you have ever seen. All you have to do is assemble the array at a previously decided target location and call the mother ship to come heal this planet and get you out of here. You will have to navigate around the perilous hazards to achieve this and oh, there are some weird looking hungry guys walking around too. The natives, who are already hunting you down, call them Zombies. Not sure what that means…
Acre-foot (Boardgame playtest) 2:00pm to 4:00pm - Hosted by Charles Allen
2-6 Players. This game is in the advanced stages of development. No experience needed. Game feedback is welcome.
Water is the basis of life. That reality is made starkly apparent here in the American West where water supplies are finite. In Acre-foot you take the role of a water manager scrambling to secure water for a number of communities in order to support the ever increasing population. Buy up water from shrinking rivers, build dams to store spring runoff, drill wells to tap aquifers, or desalinate water from the ocean. Rival water managers are eyeing the same water sources you are, so stake your claims on sources quickly to ensure you won’t dry out. But be careful, you may need your rivals’ cooperation later when you look to trade water shares, run water through one of their canals, or need a partner to build costly infrastructure.
Acre-foot is a strategy resource game with a high amount of interaction among players. Each year you race to make water purchases, plan for major expenditures, manage debt, and position yourself to be the first player to fulfill the water needs of your communities. Because of the constrained nature of the system, Acre-foot truly is a contest for the last drop.
2-6 Players. This game is in the advanced stages of development. No experience needed. Game feedback is welcome.
Water is the basis of life. That reality is made starkly apparent here in the American West where water supplies are finite. In Acre-foot you take the role of a water manager scrambling to secure water for a number of communities in order to support the ever increasing population. Buy up water from shrinking rivers, build dams to store spring runoff, drill wells to tap aquifers, or desalinate water from the ocean. Rival water managers are eyeing the same water sources you are, so stake your claims on sources quickly to ensure you won’t dry out. But be careful, you may need your rivals’ cooperation later when you look to trade water shares, run water through one of their canals, or need a partner to build costly infrastructure.
Acre-foot is a strategy resource game with a high amount of interaction among players. Each year you race to make water purchases, plan for major expenditures, manage debt, and position yourself to be the first player to fulfill the water needs of your communities. Because of the constrained nature of the system, Acre-foot truly is a contest for the last drop.
No Thanks! 2:00pm to 3:30pm - Hosted by Denise Broderick
Three to five players
BGG Description: No Thanks! is a card game designed to be as simple as it is engaging.
The rules are simple. Each turn, players have two options:
The first versions of the game supported up to five players, but a 2011 edition supports up to seven.
This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo's international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.
Three to five players
BGG Description: No Thanks! is a card game designed to be as simple as it is engaging.
The rules are simple. Each turn, players have two options:
- play one of their chips to avoid picking up the current face-up card
- pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card
The first versions of the game supported up to five players, but a 2011 edition supports up to seven.
This game was originally published in Germany by Amigo as Geschenkt ...ist noch zu teuer!, meaning Even given as a gift, it is still too expensive!. Amigo's international edition, titled No Merci! (a delightful multi-lingual pun), had rules in several languages, including English. The game has subsequently been released in other countries under an assortment of names.
Cutthroat Caverns, 2:00pm to 5:00pm - Hosted by Alex Bernard
Three to six players
BGG Description: "Without teamwork, you will never survive. Without betrayal, you’ll never win."
Cutthroat Caverns is played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.
A unique combination of cooperative game play and opportunistic backstabbing.
Three to six players
BGG Description: "Without teamwork, you will never survive. Without betrayal, you’ll never win."
Cutthroat Caverns is played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.
A unique combination of cooperative game play and opportunistic backstabbing.
Shadows Of The Syndicate (Play Test), 2:00pm to 4:00pm - Hosted by Jessica Broderick
The alien forms know as "The Syndicate" have invaded your colony disguised as your fellow colonists. Who is your friend? Who is your foe? Which team are you on? You think you know, but do you?
Players: 8 - 15
Time: 60 - 90 Minutes.
The alien forms know as "The Syndicate" have invaded your colony disguised as your fellow colonists. Who is your friend? Who is your foe? Which team are you on? You think you know, but do you?
Players: 8 - 15
Time: 60 - 90 Minutes.
Churchill: Big Three Struggle for Peace, 2:00pm to 5:00pm - Hosted by Marius van der Merwe
3 players.
The players in the game take on the roles of Churchill, Roosevelt, or Stalin during WW2 as they maneuver against each over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.
Churchill is a heavier game suited for more experienced board game players. There is a good chance that the game will run for longer than the 3 hours scheduled for it.
3 players.
The players in the game take on the roles of Churchill, Roosevelt, or Stalin during WW2 as they maneuver against each over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.
Churchill is a heavier game suited for more experienced board game players. There is a good chance that the game will run for longer than the 3 hours scheduled for it.
Codenames Tournament, 4:00pm to 6:00pm - Hosted by Jessica Broderick
BGG Description: Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.
In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.
Codenames: Win or lose, it's fun to figure out the clues.
BGG Description: Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.
In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.
Codenames: Win or lose, it's fun to figure out the clues.
Firefly The Board Game, 5:00pm to 8:00pm - Hosted by Brandon Baggett
Up to 4 players.
BGG description: Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over "full burn" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins.Game description from the publisher:
In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.
Up to 4 players.
BGG description: Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over "full burn" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins.Game description from the publisher:
In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.
The Manhattan Project, 5:00pm to 7:00pm - Hosted by Jim Kuro
Two to five players
From the back of the box:
Global Power Struggle Begins
Which nation will take the lead and become world's dominant superpower?
The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work!
You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future!
Additional description:
The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.
The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).
An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.
Two to five players
From the back of the box:
Global Power Struggle Begins
Which nation will take the lead and become world's dominant superpower?
The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work!
You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future!
Additional description:
The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.
The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).
An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.
Bananagrams, 6:00pm to 7:00pm - Hosted by Hannah Broderick
One to eight players
BGG Description: A Scrabble-like game without the board -- much like Pick Two!, but without the letter values.
Using a selection of 144 plastic letter tiles in the English edition, each player works independently to create their own 'crossword'. When a player uses up all their letters, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
There are also variants included in the rules, and the game is suitable for solo play.
One to eight players
BGG Description: A Scrabble-like game without the board -- much like Pick Two!, but without the letter values.
Using a selection of 144 plastic letter tiles in the English edition, each player works independently to create their own 'crossword'. When a player uses up all their letters, all players take a new tile from the pool. When all the tiles are gone, the first player to use up all the tiles in their hand wins.
There are also variants included in the rules, and the game is suitable for solo play.
Exploding Kittens, 7:00pm to 9:00pm - Hosted by Trevor Steele
Two to five players
BGG Description: Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
Two to five players
BGG Description: Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
King of Tokyo, 7:00pm to 9:00pm - Hosted by Roland Stead
Two to six players
BGG Description: In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.
At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.
The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!
Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!
In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.
Two to six players
BGG Description: In King of Tokyo, you play mutant monsters, gigantic robots, and strange aliens—all of whom are destroying Tokyo and whacking each other in order to become the one and only King of Tokyo.
At the start of each turn, you roll six dice, which show the following six symbols: 1, 2, or 3 Victory Points, Energy, Heal, and Attack. Over three successive throws, choose whether to keep or discard each die in order to win victory points, gain energy, restore health, or attack other players into understanding that Tokyo is YOUR territory.
The fiercest player will occupy Tokyo, and earn extra victory points, but that player can't heal and must face all the other monsters alone!
Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it's one of the most explosive games of the year!
In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.
Scattergories, 7:00pm to 8:30pm - Hosted by Hannah Broderick
Two to six players
BGG Description: "The Game of Scattergories," published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list 'with answers that begin with the same letter.' If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun.
Two to six players
BGG Description: "The Game of Scattergories," published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list 'with answers that begin with the same letter.' If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun.
Ghost Stories, 5:00pm to 7:00pm - Hosted by Tyrell Wood
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
The players, using teamwork, will have to exorcise the ghosts which will appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.
To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color which can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.
To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.
There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
The players, using teamwork, will have to exorcise the ghosts which will appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.
To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color which can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.
To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.
There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.
Star Wars: Magic The Gathering Draft, 6:00pm to 10:00pm - Hosted by Richie Scott
Up to 8 players. A custom made magic draft. No need to have cards! Join the dark (or light) side and play Magic with your favorite Star Wars characters.
Up to 8 players. A custom made magic draft. No need to have cards! Join the dark (or light) side and play Magic with your favorite Star Wars characters.
Bang! 7:00pm to 9:00pm - Hosted by Jacob Moss
Four to seven players
BGG Description: "The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)
The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.
Four different Roles are available, each with a unique victory condition:
There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table!
Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
Four to seven players
BGG Description: "The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)
The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.
Four different Roles are available, each with a unique victory condition:
- Sheriff - Kill all Outlaws and the Renegade
- Deputy - Protect the Sheriff and kill any Outlaws
- Outlaw - Kill the Sheriff
- Renegade - Be the last person standing
There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table!
Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
DragonMage Warfare, 8:00pm to 10:00pm - Hosted by Tyrell Wood
DragonMage Warfare is a fantasy themed strategy game in which 2-4 players build armies of creatures and cast spells in battle to gain experience and defeat their opponents to rule the Council. The player who achieves a preset amount of experience wins the game. Experience is gained by summoning creatures and casting spells in battle. Battle takes place on a map that is prebuilt each time the game is played. Players must defend their lands and take over other lands with their army of creatures. Because the map can be changed every game, players have an unlimited amount of maps to play on. Six decks representing six elements (Light, Dark, Fire, Water, Earth & Wind) contain the creatures and spells a player uses to defend or attack. Card combinations can be explosive or deceitful depending upon what other players hold in their hands. This game allows for exciting and varied game play. On each players turn they will perform one of five actions (Move, Play a mage, Play a card, Replenish spell book or Attack. A semi-simultaneous attack sequence allows all players to be involved during battles and possibly sway the outcome during three and four player games. Will you fulfill the ancient prophesy for told by the mighty DragonMage Arcturius and become the next Mage to rule the DragonMage Council?
DragonMage Warfare is a fantasy themed strategy game in which 2-4 players build armies of creatures and cast spells in battle to gain experience and defeat their opponents to rule the Council. The player who achieves a preset amount of experience wins the game. Experience is gained by summoning creatures and casting spells in battle. Battle takes place on a map that is prebuilt each time the game is played. Players must defend their lands and take over other lands with their army of creatures. Because the map can be changed every game, players have an unlimited amount of maps to play on. Six decks representing six elements (Light, Dark, Fire, Water, Earth & Wind) contain the creatures and spells a player uses to defend or attack. Card combinations can be explosive or deceitful depending upon what other players hold in their hands. This game allows for exciting and varied game play. On each players turn they will perform one of five actions (Move, Play a mage, Play a card, Replenish spell book or Attack. A semi-simultaneous attack sequence allows all players to be involved during battles and possibly sway the outcome during three and four player games. Will you fulfill the ancient prophesy for told by the mighty DragonMage Arcturius and become the next Mage to rule the DragonMage Council?
LivingStone, 8:00pm to 10:00pm - Hosted by David Broderick
Two to five players
BGG Description: Africa, 1855....
The Scottish missionary, Dr Livingstone, has been researching African tribes and the flora and fauna of the area. As part of the Livingston Exploration, strategically set up tents in various regions while collecting gems found along the Zambezi River bank. Gain the most victory points and the favor of Queen Victoria to win!
From the publisher: In this game you follow in the footsteps of David Livingstone to the roaring Victoria Falls. On your way you may want to try your luck in the Diamond mining or you may prefer to seek a more calculable risk.
The publisher promises an exciting and tactical family game, with a completely new dice mechanism.
Gameplay overview:
In Livingstone, the players travel through the river Zambezi and score points by making explorations to inland and finding valuable diamonds.
At the start of each round, players roll dice (2 per player), which determine where or in which quantity the actions the players take in the round will happen. Starting with the starting player for the current turn, the players pick dice (and take actions) clockwise one at a time. This is done until all the dice are distributed or nobody can pick another die; you can only ever pick a die that has a higher face value than the previous die you picked.
When picking a die, players can choose between four actions:
The players score points in two different ways:
Two to five players
BGG Description: Africa, 1855....
The Scottish missionary, Dr Livingstone, has been researching African tribes and the flora and fauna of the area. As part of the Livingston Exploration, strategically set up tents in various regions while collecting gems found along the Zambezi River bank. Gain the most victory points and the favor of Queen Victoria to win!
From the publisher: In this game you follow in the footsteps of David Livingstone to the roaring Victoria Falls. On your way you may want to try your luck in the Diamond mining or you may prefer to seek a more calculable risk.
The publisher promises an exciting and tactical family game, with a completely new dice mechanism.
Gameplay overview:
In Livingstone, the players travel through the river Zambezi and score points by making explorations to inland and finding valuable diamonds.
At the start of each round, players roll dice (2 per player), which determine where or in which quantity the actions the players take in the round will happen. Starting with the starting player for the current turn, the players pick dice (and take actions) clockwise one at a time. This is done until all the dice are distributed or nobody can pick another die; you can only ever pick a die that has a higher face value than the previous die you picked.
When picking a die, players can choose between four actions:
- Take one special card (regardless of the die value); the special cards give players extra actions, bonuses and more; on the other hand, players can pick up a card that collapses the mine - in this case all the players lose their saved diamonds
- Take money (amount is determined by the die value)
- Take diamonds (values 0–5, amount determined by the die value) from the bag; if you pick the white stone, you lose all diamonds you picked up this round
- Explore and set up a tent (row determined by the dice value); this costs players money
- Sell diamonds for money
- Contribute coins to the Queen; you have to inform other players you are doing this, but you do not have to specify the value - coins are stored in a chest in secret
The players score points in two different ways:
- At the end of each turn, the current column is scored; each tent in a row scores the row amount (die/row value = amount of points)
- At the end of the game, each row is scored; the player with the majority of tents in each row scores points (lower die/row numbers score more points)
Plane Crafters! (Boardgame Play Test) 8:00pm to 9:30pm - Hosted by Michael Patience
In a world of frantic and sometimes crazy industrial competition, players race to build and sell better planes than their opponents. What makes a better plane? One that is constructed of parts from the same design plans!
Working Title: Plane Crafters!
Players: 2-4
Play Time: 30 minutes
Ages: ~10+
At the beginning of each players turn, they choose a role, such as the 'Technician', or the 'Logistician', to aid them in their efforts to build their own planes, or hinder their opponents, as with the 'Thief', or 'Your Bosses Boss'. Players construct planes by playing cards from their hands. Often, the plane parts do not match what they've already constructed - that's OK! In the mad rush to produce planes, parts can get mixed up. No problem, Mon! If the plane has a Nose, a Tail, and Left and Right Wings, it sells! Chaching! On to the next plane!
In a world of frantic and sometimes crazy industrial competition, players race to build and sell better planes than their opponents. What makes a better plane? One that is constructed of parts from the same design plans!
Working Title: Plane Crafters!
Players: 2-4
Play Time: 30 minutes
Ages: ~10+
At the beginning of each players turn, they choose a role, such as the 'Technician', or the 'Logistician', to aid them in their efforts to build their own planes, or hinder their opponents, as with the 'Thief', or 'Your Bosses Boss'. Players construct planes by playing cards from their hands. Often, the plane parts do not match what they've already constructed - that's OK! In the mad rush to produce planes, parts can get mixed up. No problem, Mon! If the plane has a Nose, a Tail, and Left and Right Wings, it sells! Chaching! On to the next plane!
The Resistance, 8:00pm to 11:00pm - Hosted by Alex Bernard
Five to ten players
BGG Description:
The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
Rule Correction:
For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.
Five to ten players
BGG Description:
The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
Rule Correction:
For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.