Modular Board

Hengist

Thirty years have passed since the Romans left Britain. The power of the Picts and the Scots is growing, and they are pushing inland. In order to save Britain, the great chieftain Vortigern has asked the Saxon brothers Hengist and Horsa to help defend Britain. You and your brother agree to help, but over the years Vortigern has become greedy and does not pay you enough.

It is time for you to take matters into your own hands and take what is rightfully yours! You have good maps, strong fighters, and stout boats. The coast is littered with villages, towns, monasteries, and estates. All are waiting to be pillaged! Who will win the thrilling hunt for fame and fortune: Hengist or Horsa?

In Hengist, both players compete for the same treasure tiles. The player who reaches a treasure tile with one of his raiding groups first gets the tile — but a part of the road is hidden and must be explored first. Not always is the direct path the most successful way. The player who uses their cards wisely and has a little bit of luck will get the more valuable treasure tiles and win the game.

String Safari

Lots of animals live on the African plains. Elephants, lions, zebras, hippos, giraffes — we aren't sure exactly how they live, so animal researchers are constantly studying them in order to find out more.

In String Safari (a.k.a. String Savanna), the players are zoologists, trying to get as much information as possible about the animals scattered across the savanna to complete research goals. Before you can study the animals, though, you need to have them under control, so you'll need to enclose them in your study range — that is, your string — which earns you a point at the same time. The animals all have different attributes, and the topography also influences your ability to study the animals. In the end, whoever completes the most research on the correct animals wins.

Special rules are included so that even young children can play.

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

Portal: The Uncooperative Cake Acquisition Game

Description from the publisher:

With a grinding of gears and some uneasy rumbling, Aperture Laboratories has resumed testing! Your team of test subjects has entered the Lab and is ready to perform all sorts of important, dignified, and dangerous testing procedures...all in the pursuit of cake! It's a fun and funny fast-paced fight to the finish — and by finish, we mean your team probably died.

The Lab is an ever-changing conveyor belt of death and dismemberment. But SCIENTIFIC PROGRESS must be at the forefront of the mind of every good test subject. In Portal: The Uncooperative Cake Acquisition Game, a game of constantly shifting area control and cardplay by the creators of the Portal and Portal 2 video games, players move and Portal their test subjects to various chambers in the lab. At the end of each player's turn, one of the chambers on the end of the lab gives way, plunging all test subjects on it into oblivion. But should your test subjects have numbered greater than all others in the falling chamber, they earn you some wonderful parting gifts, which can include cake.

Yet these moist slices of industrial-grade cake must be stored in the lab where they are at risk of falling into said oblivion. Not to mention that your jealous opponents can pick up your cake and move it closer to that precipice. He who has acquired the most cake when a team has lost its last test subject wins. Do you risk gathering cake early for a quick win? Or do you bide your time and wait until you can protect it better? Win the game and prove the cake was no lie.

Targi

Unlike in other cultures, the desert Tuareg men, known as Targi, cover their faces whereas women of the tribe do not wear veils. They run the household and they have the last word at home in the tents. Different families are divided into tribes, headed by the ‘Imascheren’ (or nobles). As leader of a Tuareg tribe, players trade goods from near (such as dates and salt) and far (like pepper), in order to obtain gold and other benefits, and enlarge their family. In each round there new offerings are made. Cards are a means to an end, in order to obtain the popular tribe cards.

Gameplay:

The board consists of a 5x5 grid: a border of 16 squares with printed action symbols and then 9 blank squares in the centre onto which cards are dealt. Meeples are placed one at a time on the spaces at the edges of the board (not including corner squares). You cannot place a meeple on a square the opponent has a meeple on already, nor on a square facing opponent's meeple. Once all meeples are placed, players then execute the actions on the border squares the meeples are on and also take the cards from the centre that match the row and column of the border meeples.

The game is predominantly scored and won by playing tribal cards to your display. These give advantages during the game and victory points at the end. Usually cards are played (or discarded) immediately once drawn. A single card can be kept in hand but then requires a special action to play it (or to discard it to free the hand spot for another card). Each card has a cost in goods to play. Goods are obtained either from border spaces or from goods cards.

The display (for scoring) consists of 3 rows of 4 cards that are filled from left to right and cannot be moved once placed (barring some special cards). There is also a balance to be found between the victory point score on the cards themselves (1-3 VP per tribal card) and in the combinations per row (a full row of 4 identical card types gets you an additional 4 VP, and a full row of 4 distinct card types gets you 2 VP).

The winner at the end of the game is the player with the most victory points.