The Cave is a board game in which players take on the roles of speleologist teams, who are going to explore a newly discovered cave. Players start from a base and explore a cave tunnel after a tunnel, effectively building the cave (the board). They have to overcome steep descents, underworld lakes and very narrow passages. They will be given a chance to admire wonders of the underground like halls full of stalactites.To make it all possible they must take right supplies with them, like ropes, oxygen and batteries. Many times they will have to go back to the base to plan a next move and replenish resources. When the cave is fully explored, the player, who made the biggest effort in the most spectacular way, wins the game.Each turn players have five action points to use for moving, discovering new cave tiles, exploring them, and packing their backpacks when they go back to the starting base. They need ropes for descents, oxygen to explore underwater parts, and a camera to photograph underground wonders. Planning what to take with them is one of the most important things in the game. Each turn that their pawn is not in the starting base, players must use (i.e., throw out) one basic supply from their backpack, these costs, along with the expenditure of other supplies during exploration, forces them to return to the starting base a few times during the game. To keep them from having to carry everything, though, players can raise a camp somewhere in the tunnels where they can store some of the equipment.The cave differs every game, so players have to be prepared for everything or they will lose time. Players earn points for exploring different tiles: underwater, wondrous, descents, and so on but to win they´ll need to acquire bonus prizes for exploring the most tiles of each type. This make decision-making during trips very difficult.When the cave is fully explored, the player who made the biggest effort in the most spectacular way wins the game.
Nations is a game of worker placement and harsh decisions. Every turn, the player must decide whether to deploy workers on his resource-generating areas, pay to hire an architect to work on possible wonders in the making, or buy one progress card from the progress board. The progress cards vary in cost, however, and the fast (or rich) will always have the advantage. Progress cards can be used to improve the players´ own nations, trigger Golden Ages, provide advisors and wonders - but also start wars. It is imperative that the players maintain their own military power and stability, unless they want to be on the losing side of a war or plunge their nation into revolution.
Crossroads is a new series from Plaid Hat Games that tests a group of survivors´ ability to work together and stay alive while facing crises and challenges from both outside and inside. Dead of Winter is the first game in this series, designed by Isaac Vega and Jon Gilmour. It puts 2-5 players together in a small, weakened colony of survivors in a world where most of humanity are either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game. Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory conditionbut for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick thats fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the groups goal but dont get walked all over by a loudmouth whos only looking out for their own interests! Dead of Winter is an experience that can only be accomplished through the medium of tabletop games. It is a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colonys morale up. Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions, that often have them deciding between what is best for the colony and what is best for themselves.