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Leverage research to address extreme weather facing the world



“Natural disasters will soon be a thing of the past!” proclaimed Professor Sêni Lativ, Project Chief of Meteorological Manipulation at Lightning Technologies. Tests of his new invention, the Weather Machine, showed positive results. Visions of quelling floods, subduing cyclones, and ending droughts made him smile.



In Vital Lacerda's Weather Machine, you are scientists on Prof. Lativ’s team, tampering with local weather: adjusting rainfall for farms, maintaining wind and clear skies for ecological energy sources, tweaking the temperature for resorts and sporting events. The prototype is quite effective so far; however, a pattern has emerged, revealing a worrying side effect: Each use of the Weather Machine also alters the conditions elsewhere on the planet — a “butterfly effect”.

[h3]⛅⛅⛅⛅⛅
👪 1-4 players (Dávid Turczi solo mode)
⌛ 120-180 minutes
🎲 Tile placement, worker placement, set collection
🌞🌞🌞🌞🌞[/h3]

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[h3]Designer notes[/h3]
“The game is my fictional vision of what humanity have been doing with the weather during the last 150 years. In short words, we have been playing the weather, but even with good intentions, by keep doing it, we only been making it worth. And at this point we just panic, and need to fix this mess we made, before it’s too late. The funny part is that who manage to find solutions for the monster we create, is rewarded for it."

“I really think Weather Machine is a very unique game. All the mechanisms works on their own, in a very particular and original way, but they are all strictly connected to achieve one and only one thing. The fix of the extreme weather. The game all together IS the Weather Machine. I think that is what makes it unique. I can’t recall any other worker placement game using this types of mechanisms and connections.”

-Vital



Read a detailed write-up by BoardGameNerd
Coming soon to Kickstarter!
Play it now on Tabletopia!

Collect kings, heroes and creatures - the greedier, the worse.



Kings & Creatures is a set-collection game in which you take what you want to get what others need.



All players help themselves to a heroic selection of great cards to create valuable collections — but only those who combine courageous taking with clever waiting will get hold of the most fabulous heroes. Access to grandiose cards is given only to those who choose modest cards...but those who want only to preserve their future chances with clever restraint may discover that the true heroes have long been elsewhere.





Tactical communication on the shores of Limbo



On the riverbanks of Limbo, one can peer through the small slits of their burial mask to just make out the glow on the other side of the watery divide. Simply a boat ride away lies eternal bliss. It is known by many names, but for now ‘Afterlands’ will suffice. Your charge is simply to ferry good souls safely to the golden shores beyond, where maybe, someday, you will join them. But only when your debt is deemed repaid.

There is, however, a promise of a shortcut. In all the ages you have served as a Soul Guide, no such offer has ever been presented. So you wonder, would you ever be persuaded to take the deal? Have the others taken it already?




All players are dealt 3 Passengers. The first Passenger they receive determines the faction they will join.
  • Place a passenger
In turn order, every player places a Passenger from their hand facedown on one of the boats. They then take the associated blue Voices and Giftcard and place all in front of them.
  • Use your Gift
In numerical order, from 0 to 9, all players perform the special action described on their Gift card Here, players try to figure out who is to be trusted, which boat should be ferried to the Afterlands and how you can score bonus points for your team!
  • Voting
After some discussion, each player decides which boat they want to send to the Afterlands and use their Voting token to go either Raven or Wolf boat. The Boat that received the most Voices is placed to the right side of the table. The other boat is discarded, along with its Passengers that will remain face down.

After 3 rounds, 3 boats full of Passengers will have reached the shores of the Afterlands. Now it is time to see which team won. All Passengers are revealed and scored. Besides simply getting points for each Soul or Demon, the Guides and the Smugglers can score bonus points based on the color and position of all the Passengers.

This means that during the game, you will have to know who to trust, when to speak openly, when to bluff and how to use your Gift more effectively. Good teamplay goes a long way!





A divine board game where you build your own religion.



As one of up to 6 divine players, you create a new religion and convert infidels to believe and obey your commandments.

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In TOTEMS + TABOOS, gain more followers to build your totem higher and unlock increasingly powerful cards and miracles. Use every trick in the holy book to become the dominant religion and win the game.



During their turn, players can buy and play cards, and build their totem (stacking dice). Their turn ends when they are all out of resources.



A player wins by reaching a level 6 totem (6 dice stacked on top of each other), which ends the game.





It's bubble tea for two!



Boba Mahjong is a 2-player mahjong variant card game using set collection and rummy mechanics.

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In the game, players create sets of three cards during their turn. After creating a set, the player keeps one of the cards as an ingredient card. When a player has five sets of ingredient cards, the round ends. Players will use the best six ingredients to make their boba drink and collect points based on the freshness, smoothness, complexity, and presentation of their drink.

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The game will continue for several rounds until a player has 30 or more points, and the player with the most points wins the game!