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Horrified: American Monsters
Spend investigator actions to gather items and protect townsfolk, then survive the monster phase while solving each cryptid’s unique challenge.
Year2021
Players1-5
Time60
Weight2.25
Age10+
Horror
Action Points
Cooperative Game
Dice Rolling
A Study in Emerald
Place influence to claim cards and cities, build your deck, move and protect agents, manipulate war or revolution, and ensure your hidden faction survives the final comparison.
Year2013
Players2-5
Time90
Weight3.46
Age13+
Bluffing
Fantasy
Horror
Area Majority / Influence
Deck, Bag, and Pool Building
Hand Management
Merchant of Venus (Second Edition)
Roll and navigate the galaxy, reveal alien cultures, buy goods where they are produced, sell them where demand is high, and reinvest profits in ships and infrastructure.
Year2012
Players1-4
Time120-240
Weight3.01
Age14+
Economic
Exploration
Science Fiction
Commodity Speculation
Dice Rolling
Pick-up and Deliver
Wilderness War
Play strategy cards as events or operations, activate armies, move along routes and waterways, fight battles, conduct sieges and raids, build forts, and control the frontier by war’s end.
Year2001
Players1-2
Time180
Weight3.31
Age12+
Age of Reason
American Indian Wars
Wargame
Action / Event
Campaign / Battle Card Driven
Dice Rolling