Tabletopia - markh110


You play as meddling kid wandering too far into a creepy haunted house. You knew you shouldn't touch anything, but like any protagonist in a horror story, your curiosity got the best of you and now you've accidentally awoken an evil presence in the house. You'll have to undo the curse to escape with your sanity or forever be haunted!


Don't Go In There is a fast, easy-to-learn game that uses push your luck "set destruction." Decide how risky to play as you venture deep into the haunted house. Do you take first choice of the items and risk attracting haunts, or play it safe? Collect the right items and you can dispel some of your curses.


On your turn, choose a part of the haunted house to explore by placing a meeple in one of the 3 rooms. Each room has 5 placement spaces. The deeper you go into a room the more likely you are to get the cursed item you desire, but be careful! The further you go, the more ghosts will haunt you.



When 3 meeples have been placed into a room, the ghost dice are rolled. Depending on the result the placement of the meeples players will gain ghosts tokens. Next players will take cards from the room, depending on their meeple's position.



At the end of the game. The player with the most ghost tokens is haunted! They will gain curses equal to the number of ghosts they have collected. Players will then add up the curses from their ghosts and their item cards.

The player with the fewest curses wins!




Tabletopia - markh110


As a Free Captain of the Rim you roam the far reaches of space as a trader and mercenary. Secretly though you are an agent of the Intergalactic Council sent on a clandestine mission to explore planets infiltrated by three alien races known as The Cosmic Hegemony who plan to invade the peaceful worlds of Intergalactic Alliance.


Find all their world-shattering Super Weapons, using your Combat Skills, Diplomacy, and Super Science, and stop them before it is too late!

Pulp Invasion uses a bag builder mechanic to add and remove dice from a bag. Cards are played to explore various sectors of space and 6 custom dice are used for combat situations.


Pulp Invasion X1 expands the worlds of Pulp sci-fi space adventure novels with more adventurers to explore the new planets with and new alien allies to confront, plus expands the base game by adding a variant for 2 players.




Tabletopia - markh110


In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.


~~~~~

The prehistoric players have already learned how to build huts and hunt food. Now they sit around the fire, gaze in wonder at the tribal matriarch, and wonder how they can look as good as her: "Why is my tooth just hanging?" "Honey, I also want something to make my skin look good."


In the Style Is The Goal expansion for Stone Age, ornaments and jewelry become part of the game – not to mention a merchant to handle such items. Players can now transform their raw materials into jewelry and other adornments.



This expansion includes a new location for the village, new cards, and new huts – not to mention components that allow gameplay with up to five Stone Age hunter-gatherers.




Tabletopia - markh110


The cast of Fantasy Strike has acquired magical gems which give power, but at what price? Those who hold too many gems are cursed forever. What’s worse, the ultimate gem to rule them all has been forged into a single, mighty scepter. Whoever holds it wields even more power at an even greater price.


In Puzzle Strike 2, players build their deck as they play, giving them the tools to arrange and manipulate their set of colored gems. These gems can be “crashed” (destroyed) in order to build up power for four different super moves as well as to flood other players with more gems. As this process unfolds, gems will fly back and forth between players as they desperately try to remain under the threshold of corruption. Holding the scepter “helps,” but can also doom the greedy.


For fans of deckbuilders, spatial puzzles, and Match-3 mobile games!




Tabletopia - markh110


Skytear Horde is a solo and cooperative card game inspired by tower defence video games. Waves of monsters will siege your castle all the while a sea of minions will pillage all your resources. Choose a legendary hero to rally the troops, defend the walls, and defeat the Outsider. Now go and fight, for the alliance!



The core gameplay of Skytear Horde is the combat between waves of monsters and your hero and troops defending the castle. If you played card battlers like Heartstone or KeyForge, you will find yourself at home.



You lose if your castle is destroyed or if your deck runs out of cards. On the other hand, to win it will not be enough to “just survive” the horde. You will have to find the resources to leave the castle and tear down the gates that are spawning the waves of monsters.




Tabletopia - markh110


A group of archeologists has mysteriously disappeared during an expedition to the risen island of R'lyeh. You are a member of a rescue team sent to aid them, but as you investigate the site, you encounter something terrible that seeks to destroy your team from within...

You'll need intuition, nerves of steel, and clever acting if you're going to survive and win the game. Who will believe you? Who is whom, and who is what? You can't trust anyone and no one will trust you, so block the doors, quarantine a suspect, reveal your identity to your "allies", grab a flamethrower, or run away — but look carefully where you will end up because "The Thing" might be closer than you think...




In Stay Away!, 4-12 players try to track down "The Thing", a creature awakened from a nauseating eternal slumber on the emerged R'lyeh island that has the capability of possessing the human body, cloning it, then taking its place, so as you play you won't know who "The Thing" is or when someone will become "The Thing" or who is infected or not. The archaeologists are looking for The Thing; their goal is to work together to identify which player is The Thing and roast it with a "Flamethrower" card. You remain Human until The Thing passes an "Infected!" card to you during a card exchange, at which point you become an Infected and take on that new Role: You are now an ally of The Thing and must take care that its identity is not revealed.




Tabletopia - markh110


In Carcassonne: Amazonas, players sail their boats to the Amazon to discover abundant wildlife. Players score points not only for discovering animals, but also for visiting native villages and water courses while their boat moves forward on the Amazon.


The Amazon is full of caimans and piranhas which often (and somewhat unpredictably) bring points to those who are farthest down the river (you move your boats forward when you encounter boat symbols on your water courses and also when you do not place any meeple on water courses or villages, nor huts in jungles).



The game ends - as usual - when all tiles have been used up, and the two boats farthest down the river score some bonus points (depending on the number of players).



Carcassonne: Amazonas is the third title in the "Carcassonne Around the World" series.


Tabletopia - markh110


In Tinners' Trail, set in 19th century Cornwall, you represent a mining conglomerate at the height of the tin and copper mining industry. You must buy plots of land across Cornwall in auctions and survey them for tin and copper, always managing your "work points" and money effectively.


Once you have a mine in place, it's time to extract the ore and (ideally) make a profit, but the deeper your mine goes, the more expensive the process gets. To reduce the cost of mining, you can place developments, such as ports, train stations, and adits (drainage tunnels), but there's only so many improvements to go around. Once you have made your money — trying to time the market to sell when prices are high — you can invest it in industries outside of Cornwall, which gains you victory points. The earlier you invest, the better the return. Can you outplay the competition and make the most money, or will you be left without two shillings to rub together?


This edition of Tinners' Trail differs from the original 2008 version in several ways. The player count, for example, is now 1-5 instead of 3-4, and the resources on the board are now set up via tiles instead of die rolls to maintain variability while reducing the randomness. Dual-use cards are now an important part of the game, giving you information before an auction or an extra boost after an auction.


Photo by More Games Please

Lead development and expansion designs by David Digby.




Tabletopia - markh110


At dawn, the trumpets sound, Mayor Tenpenny’s shovel breaks ground, and the race is on! You have five months to transform the humble town of Fairview into the home of the world’s greatest theme parks.

Gather your team of bankers, realtors, contractors, builders, and arborists. Construct rides through the stone age, the American old west, the age of fantasy, the cosmos of space, and the depths of the sea.




Inspire thrill, awe, and joy in your guests to earn their tickets, for whoever attracts the most visitors at the end of the race will be awarded Fairview’s Golden Key!

​A game of Tenpenny Parks is played over five rounds, called months. Each month, players take turns placing workers on the game board to take actions like removing trees, building concessions and attractions, and buying more property to make their growing theme parks as attractive to Visiting People (VP tokens) as possible.



At the end of each month, rewards are given to the player with the park that best exemplifies raw emotions (Thrill, Awe, and Joy). After five months, the player with the most VP tokens wins!



Tabletopia - markh110


In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.


Photo by What’s Eric Playing

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises!


While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.




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