Tabletopia - markh110


Evil: 101 is a card game for 2-6 people between the ages 13-Infinity. It is a fast-paced warm-up game for those game nights when one or two players are running a bit late.

The theme is a parody of the old spy thriller genre with a sprinkle of our own brand of humour. The players are villains, contending for the Throne of Evil Overlord.



Victory is determined by how much Evil you can spread throughout the world, with points being given based on how well the plan fits with the target for your evil deeds.

But each round, one player is an Agent of the D.I.C. (Department of Inscrutable Character) and sends their subordinates to thwart the Evil players' plans...




Tabletopia - markh110


Life is full of emotion, and the region of the brain primarily associated with processing these emotions is the amygdala.


In the abstract strategy game Amygdala, players vie for control of different regions, each associated with an emotion. They must collect and store emotional resources in their memory bank which they will use to unlock emotions from their mind, then place these emotion tiles on the main game board.



Emotion tiles can be connected in networks of like emotions to score points. The player with the most emotions in each region can score big points at the end of the game, but only if they manage to unlock and place a claim tile belonging to the region they wish to score.




Tabletopia - markh110
In Bear Raid you’ll put on your power suit, pajamas, or prison jumper, and start buying, selling, and shorting stocks. Like every successful trader, your goal is to try and make the most money you can.


Players will buy, sell, and short stocks in the stock market during the action phase of the game. Forecast cards with clever news headlines will be used to determine how each stock is affected.



Through the use of dice that you can manipulate and clever play, you'll influence the market, hopefully bending the stock prices to your advantage.


The winner is the one who's made the most money!




Tabletopia - markh110


You are Sa-Rê, child of the Sun (Rê, which also means God) in Ancient Egypt. Since Pharaoh is the living God, you are the child of Pharaoh.


Your father must decide which of his children will be worthy to rule the kingdom when he abdicates the throne. To prove their worthiness he requires each to embark on a mission, to build a Pharaonic city. The most successful will prove their ability to rule! Each will be given the same resources and a building site. Success will depend on how the players motivate their workers to work harder to acquire resources without causing them to revolt and stop progress. As they build their cities they can earn bonuses that will help them achieve their goals!



There’s no time to waste – you call your Master Builder and start working. No doubt that Pharaoh will be informed about how your undertaking is going. One of your advisors tells you that your brothers and sisters already started building their city. You need to find out how you can outmatch them – and maybe, how to sow the seeds of revolt among their workers…




Tabletopia - markh110


It’s the age of discovery! The British Empire needs to find new naval trade routes to Asia, and thus launches many expeditions to the Arctic in order to find The Northwest Passage.

In Through Ice and Snow, you and your friends journey through the Arctic and vie to become the most prestigious explorer by documenting species, mapping treacherous lands and discovering the elusive Northwest Passage.



As the expedition progresses new map pieces and routes will be revealed and added to the modular board. Each player is in charge of their own ship, and the crews include three officers with individual abilities:
  • The Carpenter, a craftsman that provides improvements and structures
  • The Scientist, a scholar that provides invention and research
  • The Captain, an officer that provides leadership and organization
You can also recruit Inuit - exceptional guides who are experts in finding fuel, improving sleds and leading vital hunting parties.



Each voyage brings unique challenges and events for your crews to face: Those Arctic journeys faced many tragedies, since finding food was extremely hard, the overworked crews were prone to mutiny, and the weather was merciless. Succeed and become immortalised. Fail and be lost to the ice… forever.




Tabletopia - markh110


Transcendent is a thought-provoking deck builder where players start with their own small deck of cards, acquiring better cards throughout the game. With a story told through the artwork of David Still, transport yourself to the time of the Scientific Revolution.



Compete as a rival, racing to complete a hidden objective. Players must react and adapt their strategy to win. Do you prefer the alchemist, a purveyor of age-old truths? Or the scientist, implementing the latest technology to accomplish your goals? Choose to ally yourself with your competitors or use sabotage to bring them to their knees.

The choice is yours in the quest to become Transcendent.




Tabletopia - markh110


Mehrkopf is a tactical card game based on the classic Schafkopf.

Schafkopf is played mainly in Bavaria, where it is regarded a piece of cultural heritage and part of the Bavarian way of life. Even today, Schafkopf is frequently played in pubs or beer gardens or at official Schafkopf competitions. Traditionally, Schafkopf is played in groups of four players. And this is often where trouble starts: What if Sepp just this once won’t stay outdoors with his sheep, but wants to join the game? According to the official rulebook, it is possible to play Schafkopf in groups of six: The dealer will have to miss one turn. Mehrkopf was designed to address this problem.



What makes Mehrkopf (and the traditional Schafkopf) such a fascinating game is the many tactical possibilities and the cooperative play within the two teams. Very often, it emerges only in the course of the game to which team each player belongs - and who plays with whom!


Tabletopia - markh110


Academy is a family-friendly worker placement game with four rounds, each representing a year at West Point. During the game, players place their “Cadets” around the West Point campus to conduct training and face off in competitions. The goal is to become the Valedictorian by scoring the most points in the three pillars of the Academy (Academic, Military, Physical).


Just like at the real West Point, players must carefully manage their Competitions (e.g., IOCT or Term End Exams) with their Training (e.g., studying or doing duties). Drawing Training cards doesn’t score points, but players need Training cards to win Competitions. Remember that the most successful cadets play their cards well to graduate at the top of their class!




May 24, 2022
Tabletopia - markh110


Many years ago, during a battle in a remote wood, a too curious knight entered a haunted castle without knowing that her future would change forever. Every lunar eclipse the doomed soul of the knight must protect scattered runes in the wood that she herself does not know are the key to her freedom. Several people search for these runes. Some legends said that if someone will take one rune to the castle he will be rich forever but in reality the first who will do this, he will let the soul of the knight free again.


Spooky Castle is a 3-6 player asymmetrical 1 v. many game of demons and challenges! The Players want to survive long enough to reach the castle with a rune, while the Demon will do everything in their power to stop them. By issuing challenges, the Demon can leave the fate of Players up to games of chance in order to hinder them. If the Demon uses up all the Players' lives, they win. But if any Player makes it to the castle with a rune, the Players win!




Tabletopia - markh110


In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!


In this tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.




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