Short Games (forty-five minutes or less)
Funfair
aka Rummelplatz
Birgit Stolte, Friedemann Friese, Inka Brand, Markus Brand, Martin Schlegel, Michael Rieneck, Peter Eggert, Philipp El Alaoui, Stefan Stadler, Tobias Stapelfeldt; eggertspiele; 3-6; 30
"Funfair" features 8 attractions/rides which are short
games such as ring-the-bell, bumper cars, etc. Points are
collected at these games to increase your chances of
winning the top prize.
[more]
Mille Grazie
Dirk Hillebrecht; Zoch Verlag; 2-4; 30
In "A Thousand Thanks" players alternate between
being rich nobles and lurking highwaymen. As a
noble, task cards indicate the travel destination,
moving the pawn 4-5 roads. The other players are
robbers secretly decides on which road to wait.
Should the noble use a chosen road, he is robbed,
yielding points to the robber while the noble loses
cards. Otherwise, the noble reaching the destination
gets the points printed on the card. Before leaving
a noble can hire a guard for exactly one road
where he will be safe, but then can only move a
distance of 4 roads.
[more]
S. Jorge Trophy
Gil d’Orey; MESAboardgames; 2-6; 30
About the history of the Castle of St. Jorge in
Lisbon. Twelve historical characters
(depicted both on cards and stand up picture pawns)
including an Iron Age Chief, a Roman governor,
an Arabic Sultan, Henry the Navigator,
the last King of Portugal, etc.
contest to see who deserves to be the real master of
the castle, which depends on walking around the
castle and collecting three trophies (none of them
false ones). There is a possibility of stealing
trophies or giving away the false ones (which weigh
one down). Each character has a special ability.
The board shows a very detailed map of the castle
with 26 sites of historical importance connected by
pathways and secret passages. Each player has a
public and a secret base. Pawns have directional
indicators that determine which way they may move
and have 5 moves per turn (if not carrying anything).
Before each move they may turn by 90 degrees.
Special abilities for the characters are marked by
language-neutral icons.
[more]
7 Wonders
Antoine Bauza; Asmodée/Repos Production; 3-7; 30
In an ancient world setting in which each each
player has a placard showing a different wonder of
the world, players receive seven cards,
choose and pass the rest down the line.
Then the chosen cards are all played and it repeats.
Cards include military buildup (compared to left and
right hand opponents at round's end to gain or lose
points), science (technology tree and set collection
for points at the end), materials (wood, stone,
etc.) trade (bonuses for purchase of materials based
on others' cards) and pure points cards.
Placards have more advanced versions on the back
side. Also available is the ability to in effect
bury a card if it's important to keep the downstream
player from having it. Deals of 7 cards happen three
times, from three different ages, and then play is
over.
[more]
Summy
Corné van Moorsel; Cwali; 2-10; 30
Reminiscent of
Scrabble,
but with math. Tiles are played to create a valid
sum and points scored for based on the value of
each digit in the sum. It may also be important to
know the tile composition, which tiles are already
out and which must be left in the opponents' hands.
[more]
Totemo
Tony Boydell; Surprised Stare Games Ltd; 2-4; 30
Placing blocks to construct totem poles.
These blocks are somewhat elongated cubes having
pegs sticking out of the base and holes in the top.
Each also shows a face for that color and a points
value. A wooden base board with holes means that all
constructions are placed together.
Each colored block may only touch its own color
or two other particular colors, but the more blocks
touched, the higher the score. Additional
turns are awarded for landing on particular spaces
on the scoring track printed on the cloth board.
[more]
Travel Blog
Vlaada Chvátil; Czech Games Edition/IELLO/Z-Man Games; 2-6; 30
Includes maps of Europe and the USA and decks of
cards corresponding to all of the states shown.
Seven cards are dealt around the map, the map is
hidden and then an 8th revealed, the starting state.
Then as fast as they can, players put their token
on the card that they think can be reached from the
starting state with the fewest border crossings, but
avoiding states that share a border with it. When
multiple tokens are placed
the choice becomes more costly the
more tokens that are on it. Then trips are resolved,
the players hoping to minimize the amount they have
to pay to make the trip. In later rounds players
choose two destinations and then even later the
final two cards determine the start and the end of
the trip with two destinations in between. In the
final round all is turned on its head as players try
for the most expensive trip. Knowing geography would
appear to help, but is probably not the only factor.
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