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Prove you're the ultimate skier on the Skull Canyon slopes!



Prove you're the ultimate skier by taking on the most difficult runs, collecting the best gear, and earning the highest score!



To get your ski on in Skull Canyon: Ski Fest, you need to collect and turn in matching sets of slope cards. Each set you turn in lets you ski a run on the mountain, earning victory points, fame, and a spot on the run scoreboard that tracks who performed best on each run. The higher a run's difficulty rating, the more cards you need to collect to complete it — but you'll also score more points and earn more fame.



At the end of each day of skiing, you take a break at the Ski Village, where you can take bonus actions and acquire gear to prepare for the next day of skiing. At the end of the third day, players score for the number of easy, advanced, and expert runs they control, then whoever has the most victory points wins!



Skull Canyon: Ski Fest hits store shelves April 13!

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Build the most efficient factory to convert between different resources 🏭



In Factory Funner, players are factory managers who select and install machines in their factory. They try to connect all machine input and output pipes to the right reservoirs or to other machines in order to build the most profitable configuration. A new machine brings revenue. Other things you build (reservoirs and connectors (pipelines)) cost 1K money each.

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In each game round, players may select one machine (from a number of machines equal to the number of players) simultaneously, which means players try to quickly determine possible connections, then grab the tile they want. But by choosing too quickly, you risk taking a machine that doesn't fit well... When fitting in a machine, a key tactic is to keep the most and best options for connecting future machines!



After eight rounds, the player with the most money wins.

This is a refresh of the cult classic game from Cwali with stunning zany new artwork. The gameplay is the same, but with an added variant for those that want to play a more relaxed style.

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Develop your abbey and build pilgrim trails



In Pilgrim, players are abbots and abbesses of their own provincial 14th century abbey, each seeking to:
  • Build the best pilgrim routes to distant sites via strategic shrines
  • Ordain serfs to become acolytes
  • Give alms to the poor
  • Build essential annexes
  • Be the most devout and pious

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A unique twist on a mancala-movement mechanism distributes a player's acolytes across eight duties and the capital city to determine each turn's action. 18xx-style tile development on the map board builds trade routes for revenue and pilgrim trails for endgame points. Common serfs need to be ordained to ensure that the abbey is adequately serviced and your acolyte numbers will need to be carefully balanced across ever changing duties and vocational tasks.



Pilgrim is a game played over 26 rounds with perfect information, zero randomness (once the game starts), and one hundred and sixty sextillion possible starting set-ups. Player interaction is intense and constant. The meek might inherit the earth, but you will need to be made of stronger stuff to become the next cardinal and win the game.

Pilgrim is a joint publication between Spielworxx & A-Muse-Ment.





Grow a humble hamlet into a bustling town.



When you think of a Village builder you sometimes think of card tableaus or static hex tile grids. Think again!



Hamlet is a medium weight competitive village builder where players are communally turning their Hamlet into a bustling little town. In this tile placing game, players construct buildings that everyone can use to create materials, refine resources, earn money and make important deliveries to construct the Hamlet’s big landmark - the Church.



The game features irregularly shaped tiles that connect together without a grid to form a village that is completely different every time. The tile placement organically creates interconnecting paths that the villagers use to transport resources across the village. This leads players to construct boards where no two games will ever feel the same. Since the buildings are communal, this also creates a fluid economy, where players are always working hard to provide the village with the resources that are most needed.



The game is designed by David Chircop (Petrichor, The Pursuit of Happiness). It plays between 1 to 4 players, with a solo mode by Nick Shaw & Dávid Turczi currently being developed. It will be published by award-winning studio Mighty Boards (Excavation Earth, Posthuman Saga).





Make the breaks, force the errors, take your chances!



Crash Tackle is the rugby board game that combines all the action and strategy of real international rugby union into a challenging and realistic sports game simulation. Crash Tackle lets you take control of the toughest teams in the world and feel what it's like to be the best!



Each team's 15 players are divided into 4 basic groups (Forwards, Backs, Wings & Fullback) according to their respective skills and abilities. These skills determine how well each player can perform actions like Passing, Kicking and Gathering the ball. On their turn each player can move any or all of their players in any direction a certain distance (governed by their position and relative skill), rolling dice to perform actions such as kicking or passing the ball when necessary.

Also, special 'Pressure Play' cards offer additional moves and actions your players can make in pursuit of victory.



Pound your opponents with fearless forward drives, feed the ball to your ever-elusive backs, chip n' chase, or play it safe and kick for touch. Whatever your rugby tactics or game plan, Crash Tackle lets you decide when to make the breaks, force the errors, and take your chances!