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Trust no one and find the Thing!



A group of archeologists has mysteriously disappeared during an expedition to the risen island of R'lyeh. You are a member of a rescue team sent to aid them, but as you investigate the site, you encounter something terrible that seeks to destroy your team from within...

You'll need intuition, nerves of steel, and clever acting if you're going to survive and win the game. Who will believe you? Who is whom, and who is what? You can't trust anyone and no one will trust you, so block the doors, quarantine a suspect, reveal your identity to your "allies", grab a flamethrower, or run away — but look carefully where you will end up because "The Thing" might be closer than you think...




In Stay Away!, 4-12 players try to track down "The Thing", a creature awakened from a nauseating eternal slumber on the emerged R'lyeh island that has the capability of possessing the human body, cloning it, then taking its place, so as you play you won't know who "The Thing" is or when someone will become "The Thing" or who is infected or not. The archaeologists are looking for The Thing; their goal is to work together to identify which player is The Thing and roast it with a "Flamethrower" card. You remain Human until The Thing passes an "Infected!" card to you during a card exchange, at which point you become an Infected and take on that new Role: You are now an ally of The Thing and must take care that its identity is not revealed.





Paddle down the Amazon as you explore the local villages and wildlife.



In Carcassonne: Amazonas, players sail their boats to the Amazon to discover abundant wildlife. Players score points not only for discovering animals, but also for visiting native villages and water courses while their boat moves forward on the Amazon.

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The Amazon is full of caimans and piranhas which often (and somewhat unpredictably) bring points to those who are farthest down the river (you move your boats forward when you encounter boat symbols on your water courses and also when you do not place any meeple on water courses or villages, nor huts in jungles).



The game ends - as usual - when all tiles have been used up, and the two boats farthest down the river score some bonus points (depending on the number of players).



Carcassonne: Amazonas is the third title in the "Carcassonne Around the World" series.



Will you make a fortune mining tin and copper in 19th Century Cornwall?



In Tinners' Trail, set in 19th century Cornwall, you represent a mining conglomerate at the height of the tin and copper mining industry. You must buy plots of land across Cornwall in auctions and survey them for tin and copper, always managing your "work points" and money effectively.

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Once you have a mine in place, it's time to extract the ore and (ideally) make a profit, but the deeper your mine goes, the more expensive the process gets. To reduce the cost of mining, you can place developments, such as ports, train stations, and adits (drainage tunnels), but there's only so many improvements to go around. Once you have made your money — trying to time the market to sell when prices are high — you can invest it in industries outside of Cornwall, which gains you victory points. The earlier you invest, the better the return. Can you outplay the competition and make the most money, or will you be left without two shillings to rub together?

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This edition of Tinners' Trail differs from the original 2008 version in several ways. The player count, for example, is now 1-5 instead of 3-4, and the resources on the board are now set up via tiles instead of die rolls to maintain variability while reducing the randomness. Dual-use cards are now an important part of the game, giving you information before an auction or an extra boost after an auction.

Photo by More Games Please

Lead development and expansion designs by David Digby.





Who can build the best theme park? 🎡



At dawn, the trumpets sound, Mayor Tenpenny’s shovel breaks ground, and the race is on! You have five months to transform the humble town of Fairview into the home of the world’s greatest theme parks.

Gather your team of bankers, realtors, contractors, builders, and arborists. Construct rides through the stone age, the American old west, the age of fantasy, the cosmos of space, and the depths of the sea.




Inspire thrill, awe, and joy in your guests to earn their tickets, for whoever attracts the most visitors at the end of the race will be awarded Fairview’s Golden Key!

​A game of Tenpenny Parks is played over five rounds, called months. Each month, players take turns placing workers on the game board to take actions like removing trees, building concessions and attractions, and buying more property to make their growing theme parks as attractive to Visiting People (VP tokens) as possible.



At the end of each month, rewards are given to the player with the park that best exemplifies raw emotions (Thrill, Awe, and Joy). After five months, the player with the most VP tokens wins!

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Dive deep in the sequel to 2020’s Kennerspiel des Jahres winner 🤿



In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

Photo by What’s Eric Playing

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises!

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While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.