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Bond with animal familiars and banish dangerous fiends!



In Roll Player: Fiends & Familiars, players can add more depth to their hero by adding a familiar to their character. These creatures add more options during character creation and help each player explore the mechanics of the game in new and different ways.

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Fiends distract the players and provide new obstacles along the path of creation.

A brand new set of Monsters give the players variety to the end of the game, while new Minions are added to the Minion deck that provide new and different goals for the players to reach.

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New classes and Market cards provide even more variety to each game of Roll Player.

Again, players earn Reputation Stars by constructing the perfect character, but can explore new strategies and options as they ready their familiar while they sidestep the pesky fiends along the way.





Pirates and Privateers fight each other on the high seas



Seas of Havoc is a naval skirmish game for 1-5 players where you captain a ship and engage in battle through the use of a deck of cards that dictate your ship’s movement and cannon fire. Each player begins with a unique deck of movement options defined by the ship they’ve chosen and special abilities dictated by the captain they’ve selected to command it. Players then compete to gain the most Infamy by recovering shipwrecks and battling it out on the high seas.

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Take the role of a ship’s captain, firing upon your opponents as you sail among the Archipelago of Havoc’s isles.

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Ship movement, cannon fire and other abilities are each represented as cards in a deck unique to each player and that will be built up over the course of the game.



Seas of Havoc was originally conceived in 2013 (as Sloops) before garnering recognition at the Cardboard Edison Awards and winning the Canadian Game Design Award in 2016.





Don't get tripped up by the parrot.



In Schnattergei, you need to call out the right words at the right time — and know when to hit the deck!

To start, deal each player a deck of 25 face-down cards. Cards show one of seven items on them — banana, strawberry, elephant, cocoa, carrot, bell pepper, or schnattergei (this being a chatty parrot) — with each item being in one of four colors: yellow, red, blue, or brown.



On a turn, flip the top card of your deck onto the discard pile and quickly say the object (banana, strawberry, elephant, cocoa) matching the color of the card revealed (yellow, red, blue, brown). You never say "carrot" or "pepper", and when you flip a schnattergei, you must "parrot" the previous player by saying what they said, not what matches the color of the parrot. If you make a mistake, take two cards from your deck and place them under the discard pile.



When someone reveals an item that matches the item on the top of the discard pile, everyone must race to slap the pile. Whoever does so first claims these cards as points. When the decks run out, whoever has collected the most cards wins.





Play your cards right to empty your hand!



In Linko! (a.k.a. Abluxxen), you take turns playing number cards, and the more cards of the same number you play, the better as cards score points at the end of the game. If someone else plays the same amount of cards with a higher number, however, your cards get nicked! Stealing cards can be good, but if you can't use them later, and end the game with cards in hand, they'll cost you points.

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In more detail, the deck contains 104 number cards (1-13 x8) and five joker cards. Each player starts with a hand of 13 cards, and six cards are laid face-up next to the deck. On a turn, a player lays down one or more cards of the same value, adding jokers if desired; if they already have cards on the table, they lay these cards so that previously played cards are still visible. If any opponent has most recently played the same number of cards and those cards are of a lower value, then the active player "abluxxes" those opponents — that is, the active player can take the abluxxed cards into their hand and the opponent then draws the same number of cards, either from the display or the deck; if they don't take these cards in hand, then the opponent either returns these cards to their hand or discards them and draws that many cards. Refill the display only after someone finishes drawing cards. (Jokers can be played on their own, and they are considered to be higher than all values.)



As soon as the deck runs out of cards or a player has no cards in hand, the game ends immediately, even if the player would normally abluxx an opponent. Each player scores one point for each card on the table in front of them, then loses one point for each card in hand. Whoever has the highest score wins. If players wish, they can play multiple rounds and sum their scores over the rounds to determine a winner.





Push your luck & create wonderful fairy lights!



Push your luck with Fairy Lights to collect as many points as possible!

To play, shuffle the deck and place it face down. Cards in the deck show 1 or 2 bulbs in one of five colors, and each card is worth 0-2 points. At the start of your turn, see how many cards are in the "shop", the central area of play:
  • If the shop has 5 cards, you can only take cards on your turn.
  • If the shop has 1-4 cards, you may draw from the deck.
  • If the shop has 0 cards, you must draw.
When you draw, place the revealed card at the end of the shop line. If it's the same color as the last card in the shop, your turn ends immediately. Otherwise, if the shop doesn't contain five cards, you can choose to draw again, or you can end your turn and take cards. If five cards are now in the shop, you must take cards.



When you take cards, if 1-4 cards are in the shop, take all cards of a single color from the shop and add them to your collection; if five cards are in the shop, take all cards of two colors from the shop instead. If the number of bulbs in a color in your collection is now a multiple of three (3, 6, 9, 12), score those cards, placing them face down in a corner of your playing area. If you have 1-2 bulbs of a color, leave those cards where they are. If you have four or more bulbs of a color and didn't score them, discard all bulbs of that color. The next player then takes their turn.



When the final card is revealed from the deck, the active player finishes their turn, then the game ends. Add the points on your scored cards, then subtract the points showing on all cards that remain in your playing area. Whoever ends up with the most points wins!