exploration

Doom: The Boardgame

"Attention all Marines! All UAC personnel be advised. There has been a code red security breach in the dimensional gateway research facility here at the Union Aerospace Corporation’s Mars base. We are under invasion. I repeat, we are under invasion.

Report immediately to central command. If you are isolated from the main facility, seek out other marines, form squads, and engage the invaders with whatever means possible. The weapons at the Mars base are limited, but should be sufficient for neutralizing the invaders."

In Doom: The Boardgame, demonic invaders have broken through from another dimension into the Union Aerospace Corporation’s Mars base. Marines have been deployed to the base to protect UAC personnel and destroy the invaders. Up to three players will take the roles of heavily armed and highly trained marines, while one player will control the legion of demonic invaders. In the game, the marine players explore the claustrophobic rooms and corridors of the Mars base, attacking monsters, picking up new weapons and equipment, and working together to complete specific mission objectives.

The heart of Doom: The Boardgame is the scenario. Before every game, a scenario must be chosen. Each individual scenario will tell you how to set up the game, explain any special rules, and describe the specific objectives you must achieve in order to win the game. You will find several ready-to-play scenarios in the Doom Scenario Guide.

Doom: The Boardgame is a game for 2 to 4 players Ages 12 and up, playable in 1 to 2 hours, based on the groundbreaking DOOM computer game by id Software.

Expanded by

Doom: The Boardgame Expansion Set

Saboteur 2

(Note: This listing covers only the expansion-only versions of Saboteur 2; for the Saboteur 2 listing that includes both the base game and the expansion, go to Saboteur (compilation editions).)

In Saboteur, each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines — but each player knows only his own role, so the digging may or may not go as planned!

Each turn, a player either lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached before the deck runs out, the saboteurs profit instead. After three rounds, the player with the most gold wins.

The Saboteur 2 expansion adds new role cards (the boss, profiteers, geologists) to the base game, new action cards (steal gold, change your role), and new tunnel cards featuring doors, ladders and bridges. What's more, the gold seekers can now be divided into teams — blue vs. green — and only those on the team that finds the gold score anything — assuming that anyone finds the gold at all, of course...

Mice and Mystics: Heart of Glorm

Beautiful glow-worm, shimmer, shimmer!
Shine your light brightly through pain so glum,
Follow love's arrow along the thum,
Ne'er mind life's sorrows, lest you succumb
For dear friend would you become?
Oh, glow-worm getting dimmer, dimmer.

Prince Collin and his friends defeated Vanestra and thought evil had been banished from the castle forever. But deep within those scorched and shadow-haunted halls, something is moving that should not be. A malicious presence has taken root, and it has hatched a scheme that will ensnare the Prince and his friends and will forever change the course of history for the mouse-town of Barksburg.

The storybook in Mice and Mystics: Heart of Glorm picks up right after the events of Sorrow and Remembrance, letting you and your friends continue the story of Prince Collin, Maginos, Tilda, Nez, Filch and Lily. Included in this expansion are new plastic figures, cards, and counters, as well as a new series of chapters sure to test your mettle! And joining the heroes is Nere, a wild mystic who brings her powerful magic and knowledge of alchemy to the battle.

Secrets of the Tombs

You are an explorer making your way along the darkened passages of a pyramid in search of treasures from ancient Egypt. However, no attention has been paid to the tales of Ammut, also known as the "Eater of Hearts", of "The Devourer". Will you be able to make your discoveries before being caught by this creature - whose body was a dreaded combination of crocodile and hippopotamus? It needs skill, as well as a little luck to collect the treasures and exit the pyramid alive!

Mermaid Rain

Mermaid Rain is a Japanese game from the makers of Train Raider.

Over five rounds, players try to collect five different types of goods by moving around the sea. The game uses two phases: first is the "surf predicting" phase where players play melds of cards in a Taj Mahal-type mechanic. The melds determine player order, selection of "wave tile", and give other benefits. In the second phase, "surf riding", players place their wave tiles on the board and then use cards to move through the sea on the waves to collect goods.

The game is playable with English rules as the components are either language-independent or easily decipherable.

Game Summary
Setup: specific locations for subset of tiles, some face down; rest are to side, also face down. Deal out 7 cards (3 suits).

Each round, players simultaneously select a card to play (max 5 cards total) -- choose the pass card to pass for rest of round. The resulting poker-style combinations give bonuses (VP, or special powers); the ranking gives you player order for the round.

In order, select a face up sea tile (4 shapes, 2-3 hexes each, with one of 3 suits or wild). Then, in order, place the tile on the board and use some/all cards left in hand to move your mermaid around the board (playing card allows you to move mermaid to matching tile/space). Whenever on an island with token(s), look at face down tokens then add one of the tokens to your collection.

At end of round, sea tiles with the darker color are removed from the board. Any mermaids on them are displaced to one of the unoccupied starting locations (player's choice). Then, deal 7 cards per player (max hand size 9) and repeat.

Game ends after 5 rounds. Each player must discard 5 tokens (1 per symbol), or lose 5 VP per missing symbol. Then rank players' collections of sets of each type, awarding VP accordingly (rarer tiles, larger sets earn more VP). Most VP wins.