Games we know by heart.
Every one of these comes pre-configured: turn order, round counts, guided scoring, factions and maps. Pull a box off the shelf and see exactly how BG Live runs it.
Play structure
3–7 players · about 30 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock · plays out over exactly 3 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Treasury, Wonders, Civic, Commerce, Guilds, Science, Military
Setup options
Wonder (each player picks one)
Colossus of Rhodes · Lighthouse of Alexandria · Temple of Artemis at Ephesus · Statue of Zeus at Olympia · Mausoleum at Halicarnassus · Hanging Gardens of Babylon · Great Pyramid of Giza
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2 players · about 30 minutes · fixed turn order, one turn each per round · plays out over exactly 3 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Civilian Buildings, Scientific Buildings, Commercial Buildings, Guilds, Wonders, Progress Tokens, Coins, Military
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Military supremacy — The conflict pawn reached the opponent’s capital, winning immediately.
- Scientific supremacy — The winner gathered six different scientific symbols, winning immediately.
- Civilian victory (points) — Age III ended with neither supremacy; the winner had the most victory points (most coins breaks ties).
Setup options
Expansion (one pick for the table)
Base game · Pantheon · Agora
Table notes
Mark the winner and how they won: military supremacy or scientific supremacy end the game instantly; otherwise civilian victory goes to the most points after Age III.
Play structure
1–4 players · about 120 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 7 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Exploration Boards, Sheds and Houses, Ships, Emigration, Occupations, Income, Goods, Home Board Penalties
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–5 players · about 120 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 6 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Network Scoring, Science Tracks, Innovation Tiles, Resources, Round Bonuses, Other Points
Setup options
Faction (each player picks one)
Nomads · Halflings · Fakirs · Engineers · Mermaids · Witches · Chaos Magicians · Giants · Darklings · Cultists · Swarmlings · Alchemists
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 20 minutes · one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Caught the opponent's meeple — The winner's meeple reached or passed the opposing meeple's space on the avenue.
- Recruited 3 Codebreakers — The winner had three Codebreakers in play, winning immediately.
- Opponent recruited 3 Daredevils — The opposing side took their third Daredevil into play and lost immediately.
- Deck ran out (tiebreak) — The agent deck ran out with no other win triggered; the active player or team wins the tiebreak.
Setup options
Format (one pick for the table)
Head-to-Head · Team Variant
Mode (one pick for the table)
Simple · Advanced (Black Market)
Table notes
No points - mark who won and how: caught meeple, 3 Codebreakers, opponent's 3rd Daredevil, or deck-out tiebreak. With 3-4 players use the team variant and record the session as team play.
Play structure
1–5 players · about 150 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 14 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Fields, Pastures, Grain, Vegetables, Sheep, Boar, Cattle, Unused Spaces, Stables, Rooms, Family Members, Cards, Begging Cards
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · fixed turn order, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Morale, Time Travel, Buildings, Superprojects, Breakthroughs, Resources, Evacuation, Other Points
Setup options
Faction (each player picks one)
Path of Dominance · Path of Harmony · Path of Progress · Path of Salvation
Table notes
Each era, players place workers one at a time until none remain. The impact can end the game as early as era 4 — no round count is declared; the host ends the session when evacuation resolves.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Appeal Track, Conservation Track, End-Game Cards, Final Adjustments
Setup options
Map set (one pick for the table)
Base maps · Marine Worlds maps
Module (one pick for the table)
Base conservation projects · Marine Worlds
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 120 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Faction Board Victory Points
Setup options
Faction (each player picks one)
Knights of the Round · Druids · Fomorians · Undead · Fey
Table notes
Cards are chosen simultaneously and resolved in initiative order each round. At the end of the final season, the most Victory Points from revealed settlement slots wins.
Play structure
2–4 players · about 45 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Wall Lines, Horizontal Lines, Vertical Lines, Color Sets, Floor Penalty
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Energy Track, Contracts, Objectives, Private Buildings, Resources, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 90 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 3 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Glory Track, Quests, Ragnarok, Valhalla, Stats and Upgrades
Setup options
Faction (each player picks one)
Bear Clan · Raven Clan · Serpent Clan · Wolf Clan
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 30 minutes · fixed turn order, players keep taking turns until they pass out of the round
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Bomb defused — Every blue wire was cut and the mission's yellow-wire requirements were met before any loss condition triggered.
Ways to lose:
- Lost: red wire cut — Someone cut a red wire — the bomb detonated instantly.
- Lost: detonator dial maxed — Too many wrong guesses advanced the detonator dial to the skull.
Table notes
A campaign game of 66 numbered missions — note the mission number with the result. Turns continue until the bomb is defused or detonates, so no round count is declared; the host ends the game when it resolves.
Play structure
2–4 players · about 120 minutes · turn order is re-determined every round, one turn each per round · plays out over 20 rounds with 2 players, 18 with 3, 16 with 4
Scoring
Scored as a guided ceremony in 2 stages.
- Canal Era End (mid-game): Income, Built Tiles, Flipped Tiles, Link Tiles
- Rail Era End (final): Income, Built Tiles, Flipped Tiles, Link Tiles
Setup options
Map (one pick for the table)
Birmingham
Mode (one pick for the table)
Standard game
Table notes
Usually recorded as an individual points game.
Play structure
2–4 players · about 120 minutes · turn order is re-determined every round, one turn each per round · plays out over 20 rounds with 2 players, 18 with 3, 16 with 4
Scoring
Scored as a guided ceremony in 2 stages.
- Canal Era End (mid-game): Link VPs, Flipped industry VPs
- Rail Era End (final): Link VPs, Flipped industry VPs, Cash
Setup options
Map (one pick for the table)
Lancashire
Mode (one pick for the table)
Standard game
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 45 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 45 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Wildlife, Habitats, Nature Tokens, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 25 minutes · fixed turn order, one turn each per round · plays out over exactly 9 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Card Points, Keys, Gold
Table notes
Every player takes exactly nine turns to fill their 3x3 grid, then scores once. The breakdown mirrors the official score pad.
Play structure
3–4 players · about 90 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Settlements, Cities, Longest Road, Largest Army, Development Cards
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–7 players · about 210 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 12 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Animals, Fields, Caverns, Rooms, Furnishings, Dwarves, Gold, Begging Markers
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 90 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Artifact, Deck Points, Tokens, Secrets, Gold, Mastery
Win rules
Survived with an Artifact — only players who qualify can win; best score among them takes it. Escaped the catacombs (or was knocked out on a safe tile above the Depths) holding an Artifact — those players still score. Knocked out in the Depths or without an Artifact scores nothing and cannot win.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Artifact, Deck Points, Tokens, Secrets, Gold, Mastery
Win rules
Survived with an Artifact — only players who qualify can win; best score among them takes it. Escaped the depths (or was carried out above the Depths) holding an Artifact. Players knocked out in the Depths or without an Artifact score nothing and cannot win.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Contracts, Settlements, Goods, Money, Export Bonuses, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–8 players · about 15 minutes · fixed turn order, one turn each per round
Team game — players compete in sides.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- All agents contacted — The team contacted every one of their agents first.
- Opponent hit the assassin — The other team guessed the assassin word — instant win for this side.
Table notes
Usually recorded as a team-vs-team game.
Play structure
2–5 players · about 100 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Vesta, Jupiter, Saturnus, Mercurius, Mars, Minerva, Money
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
3–5 players · about 90 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Island Container Values, Cash, Loans
Table notes
Score is total money at game end: cash on hand plus the value of containers on your island per your secret value card, minus outstanding loans.
Play structure
2–4 players · about 30 minutes · fixed turn order, one turn each per round
Team game — players compete in sides.
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Match Points
Table notes
Record as individual or team points depending on table format.
Play structure
1–4 players · about 120 minutes · fixed turn order, one turn each per round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Theory Track, Collections, Species, Workers, Camp, Money, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 30 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Victory Point Track, Endgame Intrigue, The Spice Must Flow, Other Bonuses
Setup options
Leader (each player picks one)
Paul Atreides · Baron Vladimir Harkonnen · Duke Leto Atreides · Glossu Rabban · Helena Richese · Ariana Thorvald · Count Ilban Richese · Earl Memnon Thorvald
Expansion (one pick for the table)
Base game · Rise of Ix · Immortality
Mode (one pick for the table)
Epic mode
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–6 players · about 120 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Victory Point Track, Endgame Intrigue, The Spice Must Flow, Contracts and Objectives, Other Bonuses
Setup options
Leader (each player picks one)
Paul Atreides · Chani · Princess Irulan · Emperor Shaddam IV · Feyd-Rautha Harkonnen · Baron Vladimir Harkonnen
Expansion (one pick for the table)
Base Uprising · Rise of Ix · Immortality
Mode (one pick for the table)
Standard mode · Six-player team mode
Table notes
Record as individual points for standard games, or team points for the six-player team mode.
Play structure
2–6 players · about 200 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 8 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Reputation Tiles, Ambassador Tiles, Discovery Tiles, Controlled Sectors, Monoliths, Technology Tracks, Traitor Penalty
Setup options
Faction (each player picks one)
Terran Directorate · Planta · Descendants of Draco · Mechanema · Hydran Progress · Eridani Empire · Orion Hegemony
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 120 minutes · turn order is re-determined every round, one turn each per round · plays out over exactly 9 rounds
Scoring
Scored as a guided ceremony in 3 stages.
- First General Scoring (mid-game): Castillo, Regions, Grande & King Bonuses
- Second General Scoring (mid-game): Castillo, Regions, Grande & King Bonuses
- Final General Scoring (final): Castillo, Regions, Grande & King Bonuses
Setup options
Mode (one pick for the table)
Standard game
Table notes
Turn order is set each round by the power cards played (13 acts first). Score after the general scorings in rounds 3, 6 and 9.
Play structure
1–4 players · about 80 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Card Points, Prosperity Cards, Events, Journey, Tokens, Resources
Table notes
Seasons are asynchronous - players prepare for the next season at their own pace and drop out of the game individually, so no shared round count is declared. The host ends the session when the last player passes.
Play structure
2–6 players · about 25 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock · plays out over exactly 8 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Region Cards, Sanctuaries
Table notes
Everyone picks and reveals their card at the same time each round, so play this one live with every player's clock running together. Eight rounds, then score the row in reverse order.
Play structure
1–2 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Goods and Resources, Vehicles, Buildings, Animals, Clothing, Travel, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 80 minutes · turn order is re-determined every round, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Coins, Viziers, Elders, Djinns, Palm Trees, Palaces, Camels, Merchandise, Builders
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
3–18 players · about 20 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Number Cards, Modifier Cards, Flip 7 Bonus
Table notes
Rounds repeat until someone finishes a round at 200+ points, so no round count is declared — the host ends the game when the target is passed. Record each player's cumulative total; busted players score zero for the round.
Play structure
2–5 players · about 150 minutes · turn order is re-determined every round, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Cash
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Trees, Plants, Animals, Cave Cards
Table notes
Play continues clockwise until the third Winter card ends the game, so no round count is declared — the host ends the game when Winter falls. Record one point total per player; the category breakdown mirrors the score pad.
Play structure
1–4 players · about 45 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Villes, Bistro, Festival, Fromagerie, Order Cards, Fruit & Jam, Structures, Leftover Resources
Table notes
Everyone places workers at the same time each round before the board rotates, so play this one live with every player's clock running together. The game ends the round someone places their final cheese wedge; then tally Prestige Points.
Play structure
1–4 players · about 150 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 6 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Federation Tokens, Technology Tiles, Research Areas, Round Boosters, Resources, Final Scoring Tiles
Setup options
Faction (each player picks one)
Terrans · Lantids · Xenos · Gleens · Taklons · Ambas · Hadsch Hallas · Ivits · Geodens · Bal T’aks · Firaks · Bescods · Nevlas · Itars
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Scenario completed — The party achieved the scenario's victory objective.
Ways to lose:
- Lost: party exhausted — Every character became exhausted before the objective was met.
- Lost: scenario objective failed — A scenario-specific failure condition triggered (an escort fell, the round limit passed, etc.).
Setup options
Character (each player picks one)
Brute · Cragheart · Mindthief · Scoundrel · Spellweaver · Tinkerer
Table notes
Usually recorded as a co-op win or loss.
Play structure
2–4 players · about 90 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 7 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Emperor Track, Rooms, Guests, Staff Cards, Money, Other Points
Table notes
Seven rounds. Turn order is the numbered tiles and can be bought — a new order is set each round. Players take dice until they pass.
Play structure
2–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Certificates, Cities, Buildings, Station Master Tiles, Hazards, Teepees, Cattle Cards, Objectives, Money
Setup options
Expansion (one pick for the table)
Base game · Rails to the North
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Certificates, Cities, Buildings, Station Master Tiles, Hazards, Sheep Cards, Objectives, Money
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Certificates, Cities, Buildings, Station Master Tiles, Hazards, Teepees, Cattle Cards, Objectives, Money
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 45 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Animal Cards, Landscapes, Trees, Buildings, Mountains, Fields, Water
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–6 players · about 60 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as finishing placements.
Table notes
Lower finish placement wins; record ranks or placements.
Play structure
2–4 players · about 90 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Quick scoring — enter final scores once the game ends.
Table notes
Turn order keeps the same clockwise order, but a new start player is selected each round.
Play structure
2–4 players · about 180 minutes · fixed turn order, one turn each per round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track, Class-Specific Scoring, Policies, Capital, Other Points
Setup options
Class (each player picks one)
Working Class · Middle Class · Capitalist Class · State
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–8 players · about 20 minutes · no individual turns — one shared timer for the whole game
Scoring
Scored as a guided ceremony in 3 stages.
- Race 1 (mid-game): Race Winnings
- Race 2 (mid-game): Race Winnings
- Race 3 (final): Race Winnings
Table notes
One shared timer runs the whole game — there are no individual turns. Play three races: draft bets, stack the race deck, then let the race run itself. After each race, collect payouts and enter everyone's winnings before setting up the next one. Most cash after race three wins.
Play structure
2 players · about 30 minutes · fixed turn order, one turn each per round · plays out over exactly 18 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: God Favor (highest token per god), Weapon Tokens, Troop Penalties
Win rules
Favor of the Gods — a player who alone qualifies wins outright, regardless of points. At least one token from each of the five gods — or four gods plus both wedding rings. If only one player qualifies, they win outright.
Setup options
Side (each player picks one)
Achilles (Greeks) · Hector (Trojans)
Table notes
Score the token points at game end: only your highest token from each god counts, plus weapon tokens, minus troop penalties. If one player alone holds Favor of the Gods, they win outright - flag them and the app scores it.
Play structure
1–4 players · about 180 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Performance Goals, Cars, Garages, Designs, Training, Banked Shifts, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–5 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Buildings and Ships, Cash, Loans, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Influence, Stores, Ships, Public Buildings, Clergy Tiles, Decrees, Treasury, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 90 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Research Track, Temple Track, Cards, Guardians, Idols, Resources, Assistants
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–6 players · about 30 minutes · fixed turn order, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Trophies (1st place), Medallions (2nd place)
Table notes
After the draft, four races are run with each player fielding a different racer per race. Race length varies, so no round count is declared. Record trophy and medallion points across all four races; highest total wins.
Play structure
1–4 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Victory Point Track, Cards, Quests, Combat, Exploration, Money, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–5 players · about 90 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Surviving People
Table notes
Each flipped card from the shared deck is one round: everyone resolves it on their own colony at the same time, and the next card flips once every player has finished. The game ends when a colony runs out of people or the Event deck empties — the most surviving people wins.
Play structure
1–4 players · about 90 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Reputation, Family Cards, Improvement Tiles, Estate Tiles, Servants, Money, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: OPP Track, Missions, Buildings, Scientists and Ships, Contracts, Resources, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 90 minutes · the start player rotates each round, one turn each per round · plays out over exactly 18 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Citizens, Goods, Coins, Trading Stations, Development Track, Building Tiles, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 120 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 7 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Attributes, Outposts, Monks, Debts, Silver, Cards, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 45 minutes · fixed turn order, one turn each per round
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- All four cures discovered — The team discovered cures for all four diseases. Eradication is not required — curing alone wins.
Ways to lose:
- Lost: 8th outbreak — The outbreak marker reached the final space of the outbreak track.
- Lost: disease cubes ran out — A disease needed more cubes placed than remained in the supply.
- Lost: player deck ran out — A player could not draw the two cards they needed from the player deck.
Table notes
Usually recorded as a co-op win or loss.
Play structure
1–5 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Dominance Checks, Coalition Blocks, Patriots, Gifts, Prizes, Rupees
Table notes
Coalition loyalty (Afghan, British, Russian) shifts during play — it is not a setup faction pick.
Play structure
2–6 players · about 120 minutes · turn order is re-determined every round, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Powered Cities, Money Tiebreaker
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 150 minutes · the start player rotates each round, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Victory Point Chips, Buildings, Large Building Bonuses, Goods
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Table notes
The game ends immediately when a player places their last quantum cube on the map; that player wins.
Play structure
2–4 players · about 60 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Chips, Card VP, Six-Cost Developments
Table notes
Simultaneous phase selection is best recorded without turn timing.
Play structure
2–4 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track (in-game points), Castles, Incomplete Settlements, Goal Cards
Setup options
Map (one pick for the table)
Scotland · Ireland
Table notes
Most points are scored on the track during play as tiles are placed. When the last tile is placed, add end-game points for castles you control, incomplete settlements, and goal cards.
Play structure
1–4 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track, Artifacts, Machines, Population, Cards, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2 players · about 30 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- King reached their chateau — The King entered the winner's chateau area (a Guard on the last space, the King beside it).
- Crown reached their chateau — The Crown token, moved one space per character in the chateau at end of turn, arrived in the winner's chateau.
- Deck ran out with the King on their side — On the second pass through the deck it ran out with the King on the winner's side of the board. (King dead center: reshuffle and play on.)
Table notes
No points in this one - just mark who won and, if you can, how: the King reaching their chateau, the Crown token arriving, or the deck running out with the King on their side.
Play structure
2–5 players · about 20 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over 2 rounds with 2 players, 3 with 3, 4 with 4, 5 with 5
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Captured Cards, Scout Chips, Hand Card Penalty
Table notes
Play as many hands as there are players, with the deal rotating each hand. Record each hand's score — captured cards and scout chips minus cards left in hand — and sum for the final total.
Play structure
1–4 players · about 120 minutes · fixed turn order, players keep taking turns until they pass out of the round · plays out over exactly 5 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Main Score Track, Alien Species, Final Cards, Endgame Bonuses
Setup options
Module (one pick for the table)
Base game · Promo cards
Table notes
Played over five rounds with players able to pass out of a round.
Play structure
2–6 players · about 45 minutes · fixed turn order, one turn each per round
Team game — players compete in sides.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Mister X caught (Detectives) — A detective ended their move on the same station as Mister X — the chase is over, the detectives win.
- Mister X cornered (Detectives) — Mister X could not make a legal move — every reachable station was blocked. The detectives win.
- Mister X escaped (Mister X) — Mister X completed the travel log — all 24 moves — without being caught. Mister X wins.
- Detectives out of moves (Mister X) — No detective could make a legal move — tickets exhausted or nowhere to go. Mister X wins.
Setup options
Side (each player picks one)
Mister X · Detectives
Table notes
Record as Mister X vs the detectives — one side wins outright. Most chases end early on a capture, so no round count is declared; the host ends the game when the hunt is over. Mister X moves first each round.
Play structure
1–5 players · about 115 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Popularity Tier, Stars, Territories, Resources, Structures, Coins
Setup options
Faction (each player picks one)
Crimean Khanate · Nordic Kingdoms · Polania Republic · Rusviet Union · Saxony Empire
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 35 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Duo Cards, Collector Cards, Multiplier Cards, Mermaids, Color Bonus
Win rules
Four Mermaids — a player who alone qualifies wins outright, regardless of points. The player collected all four mermaid cards, winning the game instantly regardless of points.
Table notes
Hands repeat until someone ends a hand at the target — 40 points with 2 players, 35 with 3, 30 with 4 — so no round count is declared. Record running totals per hand; collecting four mermaids wins the game instantly.
Play structure
3–5 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Senators, Cash Tiebreaker
Table notes
The game ends immediately when the fourth war is revealed; the player with the most Senators wins.
Play structure
2 players · about 20 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Landed safely — The approach track was cleared, flaps and landing gear were green, the axis was level, and the speed was under the brake value at touchdown.
Ways to lose:
- Lost: went into a spin — The axis marker tilted into a red spin zone — the plane stalled or rolled.
- Lost: mid-air collision — The plane advanced into a space on the approach track that still held an airplane token.
- Lost: overshot the airport — The plane had to advance past the end of the approach track before touchdown.
- Lost: mandatory dice unplaced — A round ended without the required die of each color on the Axis and Engine spaces.
Setup options
Seat (each player picks one)
Pilot · Co-Pilot
Table notes
Each round both players roll dice behind their screens at the same time, then alternate placing them without talking — end your own turn once your last die is placed. Live play only; each player runs their own clock. Record a group win or loss for the attempted airport, noting how the flight ended.
Play structure
1–4 players · about 120 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Victory at Terror Level I — Every invader — explorers, towns, and cities — was cleared from the island at Terror Level I.
- Victory at Terror Level II — No towns or cities remained on the island at Terror Level II.
- Victory at Terror Level III — No cities remained on the island at Terror Level III.
- Fear deck emptied — The final fear card was drawn at Terror Level IV — immediate victory.
Ways to lose:
- Lost: island blighted — The blight pool emptied — the island was overwhelmed by blight.
- Lost: a spirit was destroyed — A spirit lost its last presence on the island.
- Lost: invader deck ran out — An invader card was needed and none remained — the invaders outlasted the spirits.
Setup options
Spirit (each player picks one)
Lightning's Swift Strike · River Surges in Sunlight · Vital Strength of the Earth · Shadows Flicker Like Flame · Thunderspeaker · A Spread of Rampant Green · Ocean's Hungry Grasp · Bringer of Dreams and Nightmares
Adversary (one pick for the table)
No adversary · Brandenburg-Prussia · England · Sweden
Table notes
Usually recorded as a co-op win or loss.
Play structure
2–4 players · about 30 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 240 minutes · fixed turn order, one turn each per round
Team game — players compete in sides.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Rebel base destroyed (Empire) — Imperial ground forces occupied the system containing the hidden Rebel base.
- Reputation reached (Rebels) — The time marker met the Rebels' reputation marker before the base fell.
Setup options
Side (each player picks one)
Rebel Alliance · Galactic Empire
Expansion (one pick for the table)
Base game · Rise of the Empire
Table notes
Usually recorded as a Rebel vs Imperial winner-only game.
Play structure
2–5 players · about 150 minutes · the start player rotates each round, players keep taking turns until they pass out of the round · plays out over exactly 6 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Network Scoring, Cult Tracks, Resources, Town Tiles, Round Bonuses, Other Points
Setup options
Faction (each player picks one)
Auren · Swarmlings · Witches · Darklings · Alchemists · Engineers · Dwarves · Mermaids · Fakirs · Nomads · Giants · Chaos Magicians · Halflings · Cultists
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–5 players · about 120 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: TR, Awards, Milestones, Greeneries, Cities, Cards
Setup options
Corporation (each player picks one)
Beginner Corporation · CrediCor · Ecoline · Helion · Interplanetary Cinematics · Inventrix · Mining Guild · PhoboLog · Tharsis Republic · Thorgate · United Nations Mars Initiative
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 90 minutes · fixed turn order, one turn each per round · plays out over exactly 25 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Estate Tiles, Goods, Silverlings, Workers, Bonus Tiles
Setup options
Duchy board (each player picks one)
Board 1 · Board 2 · Board 3 · Board 4 · Board 5 · Board 6 · Board 7 · Board 8 · Board 9
Table notes
Five phases of five rounds each - 25 turns per player. Score the pad categories at game end.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Money, Artwork, Influence, Reputation, Tickets, Other Bonuses
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
3–6 players · about 20 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Cracked three vaults — The crew correctly ranked their hands in three heists before tripping the third alarm.
Ways to lose:
- Tripped three alarms — Three heists ended with the rank chips in the wrong order — the alarm sounded and the crew was caught.
Setup options
Mode (one pick for the table)
Base Game · Challenge Cards · Specialist Cards
Table notes
Treat each betting phase (starting hand, flop, turn, river) as one round: everyone weighs their hand and grabs or swaps rank chips at the same time, and the round ends once every player settles on a chip. Play as many heists as it takes — record a group win at the third vault or a loss at the third alarm.
Play structure
2 players · about 30 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Quest of the Ring — The Ring-bearers reached Mount Doom — or Sauron's Nazgul caught them.
- Support of the Races — Sealed alliances with all six Races.
- Conquest of Middle-earth — Controlled all seven regions at once.
- End of Chapter 3 (most regions) — No instant victory — winner held presence in the most regions.
Setup options
Side (each player picks one)
Fellowship · Sauron
Expansion (one pick for the table)
Base game
Table notes
Record the winning side and optional victory condition.
Play structure
1–4 players · about 20 minutes · fixed turn order, one turn each per round
Cooperative — the table wins or loses together.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as one result for the whole table.
Ways to win:
- Chapter completed — Every character met their individual objective by the end of the hand — the Fellowship presses on.
Ways to lose:
- Lost: an objective failed — At least one character missed their objective — replay the chapter.
Table notes
A campaign of 18 chapters — note the chapter number with the result. Each trick's winner leads the next (handled at the table), and hand length varies by chapter, so no round count is declared; the host ends the game when the chapter resolves.
Play structure
2–4 players · about 45 minutes · fixed turn order, everyone plays at the same time — live play only, every player runs their own clock · plays out over exactly 9 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track, Coins, Rubies, Other Bonuses
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 80 minutes · fixed turn order, 3 turns each per round · plays out over exactly 3 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Clan Members, Resources, Influence Tracks, Gardeners, Cards, Coins, Other Points
Table notes
Three rounds; each player places three dice per round (nine turns total).
Play structure
2–4 players · about 120 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Culture, Science, Military, Events, Colonies, Wonders, Leaders, Remaining Resources
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–5 players · about 60 minutes · fixed turn order, one turn each per round
Scoring
Quick scoring — enter final scores once the game ends.
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
3–6 players · about 480 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Public Objectives, Secret Objectives, Custodians, Imperial Points, Support and Promissory Notes, Other Points
Setup options
Faction (each player picks one)
The Arborec · Barony of Letnev · The Clan of Saar · The Embers of Muaat · The Emirates of Hacan · The Federation of Sol · The Ghosts of Creuss · The L1Z1X Mindnet · The Mentak Coalition · The Naalu Collective · The Nekro Virus · Sardakk N’orr · The Universities of Jol-Nar · The Winnu · The Xxcha Kingdom · The Yin Brotherhood · The Yssaril Tribes
Table notes
Strategy cards set turn order each round. The action phase continues until every player passes. No round count is declared — the host ends the game when someone reaches 10 VP.
Play structure
2 players · about 180 minutes · fixed turn order, one turn each per round · plays out over exactly 10 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Final VP Track, Scoring Cards, Controlled Regions, Space Race, Other Adjustments
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Automatic victory (20 VP) — The VP marker reached 20 in the winner’s favor.
- DEFCON collapse — The opponent caused DEFCON 1 and lost the game immediately.
- Europe control — The winner controlled Europe when the Europe scoring card resolved.
- Wargames — Wargames was played while the winner was ahead on VP.
- Final scoring — Turn 10 ended without a sudden-death ending; regions were scored and the winner led on VP.
Setup options
Side (each player picks one)
United States · Soviet Union
Edition (one pick for the table)
Standard rules · Optional cards included
Table notes
The VP track is a shared tug-of-war, not a score pad - record the winner and how the game ended.
Play structure
2–4 players · about 90 minutes · the start player rotates each round, one turn each per round · plays out over exactly 26 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Monuments, Buildings, Crystal Skulls, Resources, Temples, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 150 minutes · fixed turn order, one turn each per round · plays out over exactly 10 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Cities, Connected Structures, Cards, Resources, Metropolises, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–6 players · about 90 minutes · turn order is re-determined every round, players keep taking turns until they pass out of the round · plays out over exactly 7 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Victory Point Track, Wine Orders, Grapes and Wines, Residual Payments, Lira, Other Points
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 240 minutes · fixed turn order, one turn each per round · plays out over exactly 3 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track, Agendas, Technologies, Sectors, Corruption, Other Points
Setup options
Faction (each player picks one)
House Novaris · House Fenrax · House Dunlork · House Yarvek · House Thegwyn · House Belitan
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
2–4 players · about 180 minutes · fixed turn order, one turn each per round
Team game — players compete in sides.
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Ring destroyed (Free Peoples) — The Ring-bearers reached Mount Doom with fewer than 12 Corruption — immediate Free Peoples victory.
- Ring-bearers corrupted (Shadow) — The Ring-bearers reached 12 Corruption — immediate Shadow victory.
- Shadow military victory (10+ VP) — The Shadow controlled Free Peoples settlements worth 10 or more victory points at the end of a turn.
- Free Peoples military victory (4+ VP) — The Free Peoples controlled Shadow settlements worth 4 or more victory points at the end of a turn.
Setup options
Side (each player picks one)
Free Peoples · Shadow Armies
Expansion (one pick for the table)
Base game · Lords of Middle-earth · Warriors of Middle-earth
Table notes
Usually recorded as a Free Peoples vs Shadow winner-only game.
Play structure
1–5 players · about 70 minutes · the start player rotates each round, one turn each per round · plays out over exactly 4 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Birds, Bonus Cards, End-of-Round Goals, Eggs, Food on Cards, Tucked Cards
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–7 players · about 70 minutes · the start player rotates each round, one turn each per round · plays out over exactly 4 rounds
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Birds, Bonus Cards, End-of-Round Goals, Eggs, Food on Cards, Tucked Cards
Setup options
Mode (one pick for the table)
Duet mode · Flock mode
Table notes
We will default to the standard competitive scoring format for this game.
Play structure
1–4 players · about 80 minutes · fixed turn order, one turn each per round
Scoring
Scored as a guided ceremony at game end.
- Final Scoring: Score Track, End Cards, Creature Cards, Achievements, Trophies, Resources & Butterfly Nets
Setup options
Captain (each player picks one)
Cabot · Octavia · Haoa · Freya · Macus · Marie · Tingent · Helena · Samuel
Table notes
Clockwise, one basic action each — no shared rounds. The host ends the game when the last trophy leaves the board: that player finishes their turn, then everyone else takes one more. Score the track first (brown-seal points already earned), then red-seal end cards, printed creature VP, achievement slots, 3 per trophy, and 1 VP per 4 leftover resources and/or nets. Ties: most trophies, then most remaining resources, then share.
Play structure
2–5 players · about 15 minutes · the start player rotates each round, players keep taking turns until they pass out of the round
Scoring
Quick scoring — enter final scores once the game ends.
Win rules
Recorded as a win or loss, not a point total.
Ways to win:
- Spelled d-n-u-p — Won letters by going out early across rounds — two letters for first out, one for second out with 3+ players — and completed all four.
Table notes
Rounds repeat until someone collects all four letters, so no round count is declared — the host ends the game when someone spells d-n-u-p. There is no point score; record the overall winner.
Pull a box off the shelf to open it.