Dice Rolling

Munchkin

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...

And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

Other

Part of the Munchkin series.

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.

In May 2010, Steve Jackson Games made the "big announcement." Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful.

Sequels:

The Good, the Bad, and the Munchkin
Munchkin Apocalypse
Munchkin Axe Cop
Munchkin Bites!
Munchkin Booty
Munchkin Conan
Munchkin Cthulhu
Munchkin Fu
Munchkin Impossible
Munchkin Legends
Munchkin Pathfinder
Munchkin Zombies
Star Munchkin
Super Munchkin

Dungeons & Dragons: The Legend of Drizzt Board Game

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons.

It is named after the book series by the same name recounting the adventures of the dark elf Drizzt Do'Urden and his friends.

Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Players explore the game world, which is built during the game by laying out tiles, using ready-made player characters and encountering enemies with corresponding miniatures. Encounters are generated by drawing cards and resolved using a D20 die. All players win together, depending on the scenario, by escaping, saving others or overcoming a threat.

Dungeons & Dragons: Conquest of Nerath Board Game

From the publisher:

"War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival."

Conquest of Nerath is a fantasy conquest game. 2-4 players muster armies of foot soldiers, siege engines, monsters, warships, elementals, and dragons to attack their opponents. Players employ heroes such as knights and wizards to lead their troops and explore dungeons in the search of magical artifacts and treasures to increase their power in combat.

The game includes the following components:
* Rulebook
* Dice
* Game board
* 110 cards, size "standard American board game"
** 80 Event Cards (20 per faction)
** 30 Treasure cards
* 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin

Boomtown

Boomtown is a game with auctions, dice, and some fun and nasty action cards to play on your fellow gold diggers.

There's gold in them thar hills!

In Boomtown, you start as a gold digger and try to end as a tycoon.

To do this, you must first buy the best mining concessions, hoping to find gold veins. You can also try to become the Mayor of Whiskey River or San Narciso, in order to get a small cut on concessions sales, or build a saloon where lucky prospectors will spend their nuggets in moonshine whiskey. If business is really bad, you can still rely on bank or stagecoach hold-ups to reestablish you. A well placed stick of dynamite can also solve some minor problems.

FAB: Sicily

From GMT's web site:

The Fast Action Battle (FAB) games, designed by Rick Young (Europe Engulfed, Asia Engulfed, and FAB: The Bulge), takes you to the Allied invasion of Sicily for volume II of the series.

As the Allied player, you will choose your invasion beaches after seeing where the Axis player has deployed his units. Do you choose Montgomery’s historical ‘Husky’ plan, Patton’s alternate plan, or a hybrid plan of your own?

In this game you will find a few new unit and asset types, and also new challenges for both sides. For the attacker, the challenge is the tough Sicilian terrain; and for the defenders, it’s the worsening Italian morale.

Each victory area and functioning port that the Allies secure adds a ‘Fading Italian Morale’ Event Chit into the selection cup, and as each of those are drawn, worsening effects on Italian units are felt along the entire front.

If one side has not secured an automatic victory by the end of turn 9, the Axis player receives bonuses, both for German units that have exited off the island through Messina and also for areas on Sicily that are still Axis-controlled, so there is pressure on both sides to fight for every area.

Event Chits include:

Replacements
Fading Italian Morale,
the Patton Soldier Slap, and
flanking battalion-sized invasions.