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Buy planes, fly passengers, make money!



In Connecting Flights, players take the role of airline managers who compete for passengers and the resources required to fly them to their desired destinations. Players make money for each transported passenger, with the player making the most money in the last round being the winner.

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[h2]1-5 players
60-150 minutes
Route building, pick-up-and-deliver, engine building
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The airport, plane and passenger cards, which can be purchased in auctions, have been designed to join up together (when laid inline) in a way that visually validates all flights. Longer flights require larger fuel trucks so management of the order of flights to different geographical destinations becomes a mini-puzzle of increasing complexity as players acquire more passengers, planes and airports.



Throughout the game, players must face aviation-related events, some of which force rearrangement of their flights. The key to victory is creating a flight network resilient to events and sabotages while effectively using your unique player ability and trading skills.

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Connecting Flights can also be played in a cooperative mode (1-2 players), in which players work together to fly passengers to their desired destinations. With new passengers appearing as the game goes on, players must continually adapt their flights to ensure everyone gets home before the end of the game.



Use dice placement to settle and spread



In a time when early sea-faring Polynesians roamed the Pacific they came across the archipelago of Tungaru, today also known as Gilbert Islands. Rich in nutrients and resources they set about colonising these lands and spreading their culture.

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[h2]2-5 players
45-60 minutes
Dice worker placement, area control, set collection[/h2]
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Tungaru sets players as early Polynesians in this dice placement and resource conversion, medium-weight euro game. Players will jump from island to island in an effort to recruit Nomads as new tribe members, colonise land, spread their culture, and exchange goods. Players use dice as workers, Leader cards which are blind revealed which are then given to your neighbor, and custom shaped meeples specific to their tribe. All in an effort to be the most successful tribe!





Great leaders face off



Invictus is a 2 player non-collectible showdown and development game.

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[h2]2 players
5-30 minutes
Hand management, take that, tactical strategy[/h2]
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Master the art of war and become invincible. Ally with the King, Shogun, Pharaoh, Odin, Tlahtoani, or the Emperor and their specific units to face your opponent.



Destroying the enemy soldier might not always be the best move in this game. Capture them and make them your own to prosper your land. There are multiple ways to use each card. You may use it as a soldier, as a citizen, and as an assistance force. Use your cards wisely to win the battle.



Dominate the sky and destroy enemy aircraft and carriers!



Fighters of the Pacific is a tactical fast-paced wargame about air battle in the Pacific during WW2.

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[h2]2 players
30-60 minutes
Grid movement, simulation, the heart of war[/h2]
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Take the command of squadrons of fighters, dive bombers and torpedo bombers to dominate the sky and launch attacks on enemy warships and islands. Experience the most famous air battles of history with simple but accurate mechanisms.

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Each plane is moved individually on hexagonal spaces. Put an enemy aircraft in your arc of fire and it must react. If it can't, it takes damages.

No dice, no rulers, just a few markers. Fighters of the Pacific is designed to procure intense felling of air battle with a lot of aircraft.





May the best fort win!



Collect junk, construct your defences, and may the best fort win.

In Junk Forts, players take the role of kids constructing super-serious definitely structurally sound fortifications from finds at a scrapheap, pilfering materials from a circulating junk truck.

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[h3]2-5 players
30-45 minutes
Rondel drafting, set collection, all-out war (before dinnertime)
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Player are competing to build the coolest fort, replete with towers, banners, walls, 'special characters' (read cool costumes), and more.

Each turn players draft from a rondel of cards, collecting new materials and adding it to their fort, or placing it in their Crew, Stash, or Piggy Bank if it's more than just another chunk of wall made from the side of a van. Combinations of different defences will provide more prestige points for your fort, as well as doubling down on certain combos with one of a range of banners, or utilising the special powers of characters to reap the benefits of your existing combos.



Junk Forts is designed by Brett J. Gilbert (Elysium, Mandala, Chocolate Factory) & Matthew Dunstan (Monumental, Adventure Games, Pioneer Days).

This game is part of The ITB Lunchbox Series - games that can be played by busy adults over lunch!