exploration

World of SMOG: Rise of Moloch

The World of SMOG: Rise of Moloch is a Victorian adventure board game, for 2 to 5 players, set in an alternate England, where magic and technology have taken an extraordinary turn. Playable as a campaign or individual adventures, Rise of Moloch puts one player in the position of the Nemesis, against the intrepid Gentlemen controlled by the other players trying to save the Crown. Secretly activate the order of your characters through different scenarios, enjoy your steam power weapons, and save your special actions for the most opportune moments - you surely don't want to make your opponent stronger!

Rise of Moloch is a campaign driven adventure, played over a series of missions, each telling part of the overall story of Moloch's rise to power (or defeat at the hands of the fearless Gentlemen!). Each mission features a unique board setup and goals for both the Nemesis player and Gentlemen players to complete. More so, subsequent missions will be impacted by the outcome of the one before it, weaving the overall story and game-play together to make each campaign unique.

Players will each control one or more of the intrepid Gentlemen or, in the case of the Nemesis player, cunning Agents and Minions, all with unique powers and upgrades they will utilize to complete the various goals of each mission.

Tales of the Arabian Nights

In Tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just like those told by Scheherazade to her spellbound sultan! You will travel the land seeking your own destiny and fortune. You will learn stories and gain wisdom to share with others. Will you be the first to fulfill your destiny? The next Tale is yours to tell! There is, of course, a winner in Tales of the Arabian Nights, but the point of the game is less to see who wins and more to enjoy the unfolding and telling of a great story!

In this new edition of the groundbreaking storytelling game, you enter the lands of the Arabian Nights alongside Sindbad, Ali Baba, and the other legendary heroes of the tales. Travel the world encountering imprisoned princesses, powerful 'efreets, evil viziers, and such marvels as the Magnetic Mountain and the fabled Elephant's Graveyard.

Choose your actions carefully and the skills you possess will reward you: become beloved, wealthy, mighty - even become sultan of a great land. Choose foolishly, however, and become a beggar, or be cursed with a beast's form or become insane from terror! YOU will bring to life the stories of the inestimable Book of Tales in this vastly replayable board game with over 2002 tales that will challenge, amuse, astound and spellbind you for years to come.

Re-implements:

Tales of the Arabian Nights

Treasure Island

Long John Silver's crew has committed mutiny and has him cornered and tied up! Round after round, they question him about the location of his treasure and explore the island following his directions — or perhaps his misdirections? Who knows... The old sea dog is surely planning an escape, after all, after which he will definitely try to get his treasure back.

Treasure Island is a game of bluffing and adventure in which one player embodies Long John, trying to mislead the others in their search for his treasure. The hunt reaches its climax with Long John's escape, when he will make a final run to get the booty for himself!

Trapwords

The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play.

It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team.

You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.
You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect.

Let's see the example of one possible turn when you are trying to give clues for the word "Axe":

You: "It is a thing that a dwarf can…"
Opponents team: "A-ha, dwarf! Gotcha!"
You: "How did you know that? Was it obvious I will use that?"

Or when you would try another approach it could look like this, the successful turn of your team:

You: "This thing is used by a man with a beard, in a checkered shirt...."
One of your teammates: "A coffee maker?"
[Everyone laughs]
You: "He uses it for work in nature."
Another teammate: "A chainsaw!"
You: "He makes smaller pieces from a big plant with it."
Any of your teammate: "An axe!"
You: "Yes! Very good!"

Could you avoid your opponent's trapwords when you don't know what you can't say?

Race to the New Found Land

Daring sailors explore the oceans and make a gigantic discovery: Newfoundland. The newly found land. A huge island off the coast of North America — and right away a competition among nations breaks out. As so often happens, everyone wants the biggest piece of land. In Race to the New Found Land, you must skillfully use your fleet to consistently present achievements to your royal house. Are you quick to set sail and populate the first known lands? Do you first explore new areas? Or do you trade and build your fleet first? Find out in this exciting race to Newfoundland!