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Share mechanical friends! πŸ€–



[h2]1-4 players
45-60 minutes
Rondel, worker placement, adorable robots!
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Based on the lovely illustrated world of Matt Dixon, Transmissions brings his world of mechanical friends to life. In the game, players share robots as workers moving around a rondel-styled board, collecting engrams and electricity. These are used to gather ideas to improve your use of the robots or items to score points at the end of the game. You also build your own set of connected, flowing pipes while gathering birds and butterflies to score even more points. The game ends when no ideas are left, a player's robots are complete, or no pipes remain to be built. After an equal number of turns, the player with the highest total score wins!

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The game features a unique mechanism of worker selection and sharing with incredible illustrations, adorable miniature robots, and very welcoming play for everyone!

Transmissions is a series of illustrations which attempt to examine feelings and emotion that might be difficult to express in other ways. What began in 2006 with a single painting has grown into a long-running personal project which now comprises over 200 images, published across seven volumes of Transmissions art books. The game adaptation of this art series is designed by Adam West (no, not Batman).





Recreate 'The Greatest Siege in History'



Relive the Greatest Siege in History! A vendetta spanning decades reaches its terrible and bloody crescendo!

Suleiman the Magnificent's 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence and changing the course of European history forever...


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[h2]1-2 players
30-40 minutes
Asymmetrical, hand management, Maltese history[/h2]

1565, St. Elmo's Pay is an asymmetric, competitive, tactical card game, and successor to the award-nominated 1066, Tears to Many Mothers, with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo.

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Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins.



Note on the title: When, after a relentless show of strength, the small fortress of St. Elmo's finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further, lest they suffer the same fate. Instead, the Maltese forces chose to fight with 'the spirit of St. Elmo's'. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted 'St. Elmo's Pay' - an expression they still use today to mean 'no mercy.'



Dance your way through Homecoming! πŸ•ΊπŸ½



[h3]1-4 players
30-60 minutes
Competitive or co-op, set collection, sweet dance moves
[/h3]

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Dance Card! is a family-friendly strategy game, set during a high school Homecoming dance! All of the players take on the roles of students and have the objective of dancing with each of their personal dance partners to win the game. The contemporary setting, vibrant art style, and unique theme is designed to appeal to younger players, those new to the tabletop hobby, and parents who want a game to help their kids transition into the world of hobby gaming. Despite being a gateway game, Dance Card! also provides plenty of challenge and replay value for more experienced players as well.

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The most important aspect of Dance Card! is its cast. Rather than include generic students, each of the 32 playable characters in Dance Card! are completely unique, with their own style and personal abilities. To better reflect the real, contemporary world that high school students live in today, the cast of Dance Card! is designed to be inclusive and representative of many different cultures, orientations, and dress styles.





A new game from the designer of Terraforming Mars! πŸš€



Welcome to the Star Scrappers universe! Have a seat and get comfortable in the commander chair on a Space Station - one of many that are being constructed in the asteroid belt called the Sybil Cloud. Deposits of Hexis - the most desired mineral in the entire Galaxy - have been discovered there, attracting numerous daredevils willing to extract the precious crystals. Miners have to live somewhere, so you and your corporation are here to provide them with accommodation and, naturally, to get rich!

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[h2]1-5 players
45-60 minutes
Hand management, pattern building, corporate competition![/h2]

Star Scrappers: Orbital by Jacob Fryxelius, the designer of Terraforming Mars, is based on his Space Station card game, which has been mechanically streamlined, updated and re-themed to fit the Star Scrappers universe - a space western setting created and developed by Hexy Studio.

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You start your space station (Orbital) with a core module tile on the table, then over five years (rounds) you expand it by paying and placing new module cards. Each year you start with a five-card hand, crew tokens and new money, with the amount of crew and money determined by the structure of your orbital. You use money primarily to pay for new modules, and the crew gives you special effects on many of your modules.

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During the year, the players take turns doing actions such as building, using module actions, playing event cards, repairing or passing. When everyone passes, the year ends and victory points are awarded: there are six kinds (colors) of modules and for each kind, the player(s) with the most modules of that kind is awarded a victory point. At the end of the fifth year, the player with most victory point wins.



Investigate horrors in Arkham, then get quizzed on the results.



Welcome to H.P. Lovecraft's Arkham in the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents, and a map of Arkham, your job is to follow the clues from location to location, suspect to suspect, to unravel the mystery, and answer the questions posed at the end of each scenario.

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[h3]1-8 players
1-2 hours
Cooperative, storytelling, cosmic horror
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Your score in Mythos Tales depends upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations, and your ability to find the correct answers to the questions. Match wits with Armitage, the man who has been exposed to the sanity-blasting truth about the existence of the age-old evil! Can you beat his score?

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With that in mind, it is time to collaborate with Armitage's investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.