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Items46

22

Raptor

by game_tinkerer  • 
Raptor
Product
About 30 minutes. Reveal cards together. The lower card performs its effect while the higher one gets actions based on the difference. Play the raptors to help the young escape, or the scientists to contain them. Switching roles makes the open paths on the same board look very different.
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23

Schotten Totten

by game_tinkerer  • 
Schotten Totten
Product
About 20 minutes. Build three-card formations at stones on the boundary. Win three adjacent stones or any five. A strong card still has to go somewhere, and when you commit it your opponent learns which other formations are now impossible.
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24

Akrotiri

by game_tinkerer  • 
Akrotiri
Product
Give it about 45 minutes. Build islands as you place tiles, move goods to pay for expeditions, and match the map clues for your own temples. Your opponent can add a tile that helps you, but may take the better shipping route first. The location of the islands is different each match.
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25

Caesar! Seize Rome in 20 Minutes!

by game_tinkerer  • 
Caesar! Seize Rome in 20 Minutes!
Product
About 20 minutes. Put a token on a border to influence both provinces, and time the placement that closes an area. The player who completes it can claim the bonus. It’s a quick head-to-head with an optional solo mode, and the tokens in hand change which province either player can close.
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26

Blitzkrieg! World War Two in 20 Minutes

by game_tinkerer  • 
Blitzkrieg! World War Two in 20 Minutes
Product
About 20 minutes. Draw military tokens from a bag and place them in theaters where their strengths will have the most effect. Bonuses can pull your attention away from an area you’d otherwise finish first. It feels like a series of short contests whose stakes shift as opponents commit.
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27

General Orders: World War II

by game_tinkerer  • 
General Orders: World War II
Product
About 30 minutes. Claim order spaces to move, attack, or bring in support. Once your opponent takes a space, you may need a different way to secure the objective. Try the other scenario for a different map and set of pressures after both players know the system.
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28

Netrunner: System Gateway

by game_tinkerer  • 
Netrunner: System Gateway
Product
Use the included teaching decks to learn an asymmetric contest. The Corp installs face-down cards and tries to score agendas while the Runner decides which servers are worth challenging. Switch sides for a rematch so both players try managing the hidden information.
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29

Undaunted: Normandy

by game_tinkerer  • 
Undaunted: Normandy
Product
Give it about 45 to 60 minutes. Move units around the scenario map by playing cards from a deck you grow as you go. Losses can force you to remove cards and leave gaps in your plan. Pick it when you want deck building with consequences you can see on the board.
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30

Twilight Struggle

by game_tinkerer  • 
Twilight Struggle
Product
Allow several hours and some time to learn the cards. Playing an opponent’s event for its operations points can still let the event happen. Choose it for a longer two-player campaign where managing the cards you’re dealt matters as much as controlling regions.
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31

War of the Ring: Second Edition

by game_tinkerer  • 
War of the Ring: Second Edition
Product
Set aside a long evening. The Free Peoples need to get the Fellowship to Mordor while stalling the Shadow’s armies. The Shadow can pursue the Ring or fight for strongholds. It works best as a two-person contest even though the rules allow teams. Swap sides to learn the pressure of each role.
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32

Star Wars: Rebellion

by game_tinkerer  • 
Star Wars: Rebellion
Product
Set aside an evening. The Empire has the military advantage but has to find the hidden Rebel base. The Rebels can win by surviving long enough and completing objectives that shift the clock. Switch sides if you want the same board to present a completely different problem. The box supports team play, but two players are enough to control the two factions.
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33

Stratego

by game_tinkerer  • 
Stratego
Product
Hide the flag and choose where to put your bombs before either player moves. Attacks reveal ranks, so taking an early risk can tell you a lot about the formation across the board. For a rematch, vary the defense instead of making the same pieces guard the flag.
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34

Botanik

by game_tinkerer  • 
Botanik
Product
About 30 minutes. Place a tile in the shared register before you can take it for your own machine. Sometimes your move frees a piece your rival can use. It’s a good match when you like building quietly but still want the draft itself to matter.
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35

Jekyll vs. Hyde

by game_tinkerer  • 
Jekyll vs. Hyde
Product
About 20 to 30 minutes. Jekyll wants the round’s trick count to stay close, and Hyde wants it to swing hard, no matter who takes more tricks. Switch roles for the next game to see how much it changes the value of the same hand.
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36

Quarto

by game_tinkerer  • 
Quarto
Product
About 15 minutes. Pick the piece your opponent has to place, then search the board for lines that share a shape, color, height, or top. It takes little time to learn. The trick is looking for your opponent’s winning moves before handing over a piece.
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37

Mindbug: First Contact

by game_tinkerer  • 
Mindbug: First Contact
Product
About 15 minutes. Your opponent can steal a creature when you play it, but only by spending one of two Mindbugs. Play a modest creature first if you want to see how readily they spend one. Both players draw from the same deck, so you can start without building separate decks.
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38

Duel of Meloch

by game_tinkerer  • 
Duel of Meloch
Product
About 45 minutes, with a substantial first teach. One player uses the action style of Scythe and the other uses Expeditions rules on the same compact map. Swap sides to learn a different set of decisions. The box provides a standalone duel and can use pieces from either original game.
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39

Star Realms

by game_tinkerer  • 
Star Realms
Product
About 20 minutes with the regular two-player deck. Buy from a shifting trade row and use faction bonuses to build toward bigger turns. Some bases block attacks until they’re destroyed. Each market lets a different combination of ships run the match.
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40

Chess

by game_tinkerer  • 
Chess
Start with a standard board and learn how the pieces move before adding a clock. Both sides have the same pieces, but White gets the first move. Trade pieces to simplify, or keep the position crowded and try to create threats your opponent has to answer.
More about Chess
41

Go (game)

by game_tinkerer  • 
Go (game)
Start on a nine-by-nine board to see how groups live or die before taking on the full 19-by-19 board. Stones stay where you place them unless captured. Each move is a choice about which part of the board is worth defending and where you can leave room for later.
More about Go (game)
42

Backgammon

by game_tinkerer  • 
Backgammon
Dice tell you how far your checkers can move. Decide whether to race, block, or hit an exposed checker. Start with a single game before adding a doubling cube, which gives you another decision about whether the advantage on the board is worth raising the stakes.
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