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Embody the spirit of the wind and guide leaves to the forest floor



In the game Leaf, players embody the wind by guiding leaves to the forest floor and connecting them to the ones that have already fallen. Each leaf you touch will grant you actions to create a thriving forest.

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Attract woodland animals, grow mushrooms, lead helpful squirrels up the great tree, and gain additional leaf cards and sun tokens by strategically placing leaves. The player who contributes most to the health of the forest wins!





One Player. Two Hidden Identities. Master the art of timing!



Suffering the long-term suppression of allying aliens, the moribund underground rebellion, Morpho, is planning the last operation to overthrow the Empire. “The Empire is making every attempt to vacillate our minds. O’ mighty and honorable braveries! Rebirth shall come to the world!”

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M.O.R.P.H.O. is a quick and portable social deduction game. In a game for 3-6 players, you will control two identities to attain their winning condition. You could investigate the identities of other players to figure out the situation, hit the right timing to take action, or even change your character to explore a new winning condition.

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Apart from the basic identities, you may also add the special ids-- Outsiders and Aliens to the game. Their abilities and goals can definitely provide diversity and fascinating experiences!





Lead humanity’s charge into the Golden Age of Invention!



Experience a strongly replayable game with a different pattern of inventors and inventions created every time. Breaking News cards spice up the game by altering the rules of each round just a bit to make it more interesting.

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Age of Inventors will travel back to the second half of the 19th Century where a series of inventions is about to change where and how people live, work, travel, and communicate. Your role is to lead humanity’s charge into a bright new future.

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Age of Inventors combines Worker Placement and Action Selection mechanics with an interesting blend of asymmetrical power use from your Lab and Inventors, and eventually tile placement of Inventors and Inventions. It is a fast and intense, highly replayable game that is equally enjoyable as a family game or as a competitive euro game for the most demanding gamer.





A journey through the history of the Weimar Republic



On the 9th of November, 1918, the cold autumn air in Berlin is full of tension. The workers are planning to strike and since the city is full of troops, they do not know if they will survive that day. Three hours later, the German monarchy does not exist anymore, and the first German democracy is born.

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Weimar: The Fight for Democracy is a game about the major actors in the spectrum of the new Republic. The Social Democrats and the Conservatives are trying to defend democracy. Communists and Nationalists are looking to overthrow the government and install their own regime. Will this infant Republic survive? Or will Germany — as in history — fall to the Nazis and become a lawless state? Or will there be a Union of Socialist German Republics?

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Weimar includes two major "battlefields": In public opinion, the parties struggle to influence the important political issues like the economy, the media, or foreign affairs. Winning these issues scores points and allows them to take significant decisions. At the same time, the parties try to control the streets and position their followers in the major cities of Germany for demonstrations, street fights, and actions taken by paramilitary organizations.



Weimar is a tense and exciting card-driven game (CDG) on a most interesting topic. Cards may be played for the event, for public opinion, or for actions in the street. In each of the six game turns, the parties play one agenda that defines their strategy for the turn (e.g., modifying their twelve-card play deck, defining issues, getting advantages in the streets). The goals of the parties are asymmetrical and contradictory. While the democratic parties score for stabilizing the state and removing poverty, the non-democratic parties score for coups and unrest.





Produce and sell tea in 19th-20th century Taiwan



The sub-tropical climate and environment of Taiwan makes the island highly suitable for cultivating top-quality tea. But it wasn't not until the 19th century after English businessman John Dodd discovered some amazing Oolong tea there that the Taiwanese tea business truly begin to bloom and "Formosa Tea" became world-renowned.

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In Formosa Tea, players are tea farm owners competing to harvest the best tea leaves, improve their tea processing techniques, and produce tea of the highest quality for not only the domestic market but also for the international market. With the unique worker placement and worker advancement mechanisms, along with the tea dehydration and scenting processing, players must use their workers wisely to make the best tea in the market.

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A game of Formosa Tea is played in four rounds. In each round, players take turns to perform one of the five possible actions:
  • Send a worker to harvest tea leaves
  • Send a worker to a tea factory to process tea leaves
  • Retrieve a worker from the tea factory after tea processing is completed
  • Send a worker to sell tea in the domestic market
  • Send a worker to sell tea to international merchants.


After the end of the fourth round, the player who has the most prestige points wins!