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Formal Ferret Games Temporarily Free-To-Play



Ever wanted to run your own TV network? Or build your own skyscraper empire?

Gil Hova - designer and CEO of Formal Ferret Games - has partnered with Tabletopia to temporarily make 3 of his games non-Premium and available for anyone to play!





Welcome to the TV business! In The Networks, you are the owner of a new television network. All you have are three awful public access shows, a small amount of cash, and endless ambition. Plus, it looks like you're not the only new TV network in town...

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Can you snatch up the best Shows with the most popular Stars and the most lucrative Ads? Can you get enough Shows of the same Genre to make your network stand out? Can you best utilize the powers of the handy Network Cards?

Whose network will get the most Viewers and win the game?









You are a fledgling TV network trying to win the most Viewers over an evening of television. Unfortunately, your opponent is one as well! Which of you will become the most popular network?

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The Rival Networks is a standalone 2-player version of The Networks. Take turns improving your Network’s most important prime time slots. On your turn, you’ll develop a Show, and sign a Star and an Ad. Shows and Stars give you Ratings Points, which turn into Viewers. You’ll use Ads to buy powerful Network Cards that offer useful powers.

Which Network will get the most Viewers and win the game?



[h2]Play it now on Tabletopia![/h2]







High Rise is a strategic city-building game with a bit of corruption. You can get bonuses on your actions by gaining Corruption, but the game will periodically penalize the most corrupt players, and everyone loses VP for Corruption at the end of the game.

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You'll perform all your actions — like collecting resources, constructing buildings, and repaying favors — on a one-way track. Like other one-way track games, you can go as far as you'd like, but you'll only get another turn when everyone else passes you. You gain 1 VP per floor for each building you construct. Tenants offer powerful actions that change each game. You can collect a tenant power by landing on its space or constructing a building on its card.

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The round ends after everyone makes a lap around the one-way track. Players score bonus points for tallest buildings in each neighborhood and the game. After the appropriate number of rounds, players lose points for Corruption, and the player with most VP wins!



[h2]Play it now on Tabletopia![/h2]

Rebuild the Emperor's Palace in this dice placement game



In Eternal Palace, you are a noble family who has pledged to help the Emperor rebuild his palace left derelict for centuries so that you may gain his favor. You must send your team to collect resources and rebuild monuments. You will also honor the Emperor by painting a beautiful picture of his beloved gardens and palace — but others are trying to impress him, too, and only one will have the honor of being chosen as the Emperor's favorite.

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In this game, your team of workers is represented by dice, and by placing them on the game board you contribute towards rebuilding the different parts of the Eternal Palace. Each location is reached based on dice rolls, but if others have gone to an otherwise inaccessible location, you may visit it too by paying fish, one of the resources in the game. Complete tasks first — or contribute more than your competitors to these monuments — to earn tokens reflecting your overall effort. Recruit new workers to your team, and use the painting pieces you receive as each location is unlocked to "paint" a record of your work, layer by layer.

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Who will contribute the most to the reconstruction and gain the favor of the Emperor? Find out in this tense and highly interactive Eurogame!





A simulation of the German invasion of Belgium in August 1914



In the wake of the assassination of Archduke Franz Ferdinand, a complex web of interlocking treaties led to powers both great and small taking sides in the Great War. Belgium, however, declared its neutrality. German war plans against France called for an invasion through Belgium, and they demanded free passage. When the Belgians refused, the Germans invaded...

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Brave Little Belgium recreates this dramatic early campaign of the First World War in a lightning-quick introductory wargame with plenty of challenges for both sides. As the German Player, you must smash through the enemy’s defences as quickly as possible, relentlessly advancing. But push your men too hard, and they might commit atrocities that will rally world opinion against you. As the Entente Player, you must stage a desperate defence against overwhelming odds. When and where to fall back, and where to take a stand, are decisions of vital importance.



Combat is fast and streamlined, while a clever take on chit-pull activations creates moments of tension and uncertainty. The result is an engaging wargame for new recruits and grognards alike from first-time designers and longtime friends Ryan Heilman and Dave Shaw.





An ingenious social deduction game about slick double meanings and spy talk.



"The Hacker and the insider Admin have planned to finally meet face to face at the monthly office meeting, in order to finalise their plans to blackmail the company.

Amongst a group of regular users, the Hacker and the Admin will attempt to identify each other by using their hidden code word. However, the company has been made aware of the potential of an inside job and users will be alert and observant for any suspicious behaviour. If their plans are exposed, there will be drastic consequences."


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Covert Cues is a family card game for 3-12 players about deduction (secret roles) and secret communication (or doublespeak), revolving around the premise of 2 hidden individuals attempting to discover who each other are by referencing their secret code word without being caught by the public.

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Each player says a one-word hint or phrase about the public word for the round. The Hacker and the Admin will attempt to come up with a hint that not only references the public word, but also the hidden code word that they have in common as an attempt to discover who each other are.

For example, if the public word is “Teacher” and the code word is “Musician”, one hint the Hacker/Admin could provide is “Notes”.

In another example, if the public word is “Librarian” and the code word is “Tutor”, the hints for the round could be:


Be obvious enough for your teammate to find you, but don't let the regular Users catch on and vote either of you out! If the Admin or Hacker feels ready to guess who their teammate is, they can declare who they are and take a shot at victory!





A game about the energy transition ⚡



Europe, end of 20th century. Our economy runs entirely on fossil gas and coal-fired power plants. Climate change is a fact. Which region will have sustainable (non-fossil) electricity production first and win the game?

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In each game round of GigaWatt, the electricity demand (in GW) in your region increases due to the fate of the Dice. It's up to you to build power stations to produce the required GW demand. This provides you with income, with which you can eventually close the old fossil power stations and replace them with sustainable power stations that do not emit CO2. You can trade GW surpluses and GW shortages with the other players or External Markets to balance supply and demand.



So are you going to increase sustainability quickly (with the risk of GW shortages), or are you more careful (at the risk of being late)? The region that is the first to produce more GW than the GW demand and has closed all its fossil power plants, wins. But beware, wind and solar energy sometimes only generate half of their GW power peak.