Out of Print - rights reverted to Author

Out of Print - rights reverted to Author

Author(s)
Andy Niggles
Players
3-6
Age
8+
Duration
15'
Illustrator(s)
Christine Deschamps & Maëva Da Silva
Print run
First printing
SKU
FLG-016

Contents :

55 nut cards

30 Critter cards

One first player token

 

Be the king of the forest!

Winter is coming... And the forest creatures are busy gathering nuts and hoarding food in preparation for the cold season.

Your goal is to be the first to hoard 5 nuts of the same kind before anyone else.

Hoarders is a very simple and fast-paced game for the whole family.

Each turn, you select two critters to use. Each players use one critter in turn until all critters have been used.

Critters allow you to gather nuts, to steal nuts from other player's hoards, and of course to trick your opponents.

The first to collect 5 identical nuts wins!

Game Rules

The following links leads to the pdf version of the rulesbook. You will need Adobe Acrobat or a compatible reader to view it.

Click here to download the game rules.

 

Videos

Marco Arnaudo :

 

Author(s)
Mark Gerrits
Players
1-5
Age
10+
Duration
30'
Illustrator(s)
benjamin Benéteau
Print run
Reprint
SKU
FLG-015 5425029880122

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 The definitive roll and write train game

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America, shortly after the first transcontinental junction in 1869.
Railroads are developing all over the vast expanses of the wild west, and business is booming. It is a time of adventure, progress, and opportunity. The transcontinental junction was a great milestone in American history, a first step that reshaped a whole continent.
In SteamRollers you are a railroad entrepreneur building a network of tracks and a fleet of train engines to secure freight delivery contracts before your opponents.

The central board has a map with the goods available for delivery. You have a personal play sheet with the same map, on which you draw your rail network and keep track of your engine fleet. When you make a delivery, the goods are removed from the central board and you earn points for cities and towns crossed. Once three cities on the central board have been emptied from available goods, the game ends. You then collect points for your deliveries, your engines, your network, and a few bonuses.

SteamRollers is a fast and fun roll and write game. The active player rolls all the dice, then in turn each player picks a dice and uses it to either draw rail, improve his engine, do research, or make a delivery. Once each player has picked and used a dice, the next players rolls the all dice and so on.

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The central board has the goods goods available for delivery, and each player has a play sheet.

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The dice are rolled, and in turn each player uses one of the dice

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You can use a dice to draw rails on your play sheet. The white dice determines the region, the black dice the kind of rails you can draw.

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You can use a dice to improve your engine. The number indicates the box you can check. The number of checked boxes is your engine power. In this example, the white dice is a 2, and that checkbox is free. The engine now has a power of 3.

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You can use a dice to make a delivery. The number indicates the source of the delivery, and the cube colour indicates the destination city.

In the example, we deliver a cube from region 1 (yellow). It's a blue cube so it must be delivered to city 5 (blue). There are three steps to cross (city 4, town and city 1), so we need an engine power of at least 3 to make this delivery. Each step earns the player one point, so this delivery is worth 3 points.
Then a second delivery, a yellow cube from region 2 to region 1, also for 3 points.

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Click here to download the player pads file - to print more player pads yourself

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FRENCH VIDEO REVIEWS:

 

 

The team behind SteamRollers :

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Currently I'm working as a programmer in Brussels. One of the great thing about Brussels is its vibrant board gaming community. Several times a week, I get to play great games with great people. One of my favorite genres are train games like for example Age of Steam, which was a big inspiration for SteamRollers. This is my first game design to find a publisher but hopefully it’ll be the first of many.

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Benjamin started for publisher Editions Dupuis on the Alter Ego series, for six albums between 2011 and 2014. These were very well received and Benjamin was offered to work on the new season of Michel Vaillant, where he specializes on the cars and backgrounds. Benjamin is now considered a reference artist in realistic European comic strips, and gladly accepted the opportunity to explore a different setting and medium for SteamRollers.

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Author(s)
Bruno Faidutti & Serge Laget
Players
2-4
Age
13+
Duration
45'
Illustrator(s)
Miguel Coimbra & Alexandre de la Serna
Print run
First printing
SKU
FLG-013 5425029880115

 

 

 After a few moments, you come to your senses. The nausea and splitting headache are now familiar, as is the smell of the cryostasis coolant that just was drained from your Pod. Around you, other crewmembers are awakening.
But wait... what is this place? This is not the Waking Room of the ship you were put to sleep! What happened ? Could it be that our transport was hijacked by organ traffickers and our cryotubes stored here ?
As the rest of the humans awaken, the central computer broadcasts a message on the P.A. system: "Station Argo central systems. Xeno presence detected. All personnel proceed immediately to Escape Pods."
The lights change colour to further stress the emergency.
First, the location change, now Aliens ?What the...

- "Chief, where are we ?"

Your team has awoken, and is reporting to you.

- "Don't know, don't care. You heard this. Let's find the Escape Pods and leave this place, stat!"

Lead your team to the safety of the escape pods and leave station Argo before the Aliens kill you!

Push the others to make way in the cramped corridors, and use Astronauts from other teams to slow down the Aliens. Be careful however because if too many die, everyone will lose!

Argo is a tile-laying space station crawler, with lots of puzzle aspects, and a "not-cooperative but you have to behave" aspect that makes it unique in its genre.

Playing Argo is easy:

1) First, you move one Alien

If the Alien kills an Astronaut, you gain one point.

The dead Astronauts are placed on the Alien score track.
In this example, the Aliens have killed 2 Astronauts, and have 5 points.

2) Then you place a new tile or shuttle into play.

If it has a red Alien head, it comes with a new Alien on it.

3) Then, you move your Astronauts. If there is no room, you PUSH other Astronauts!

You can make up to two moves with different Astronauts each turn.
The active player makes all decisions and gets all benefits : push your opponent Grunts to kill Aliens, and get the points for yourself! Push their other Astronauts on Aliens to kill them, and score points!
Rooms also can be activated for special effects. Corridors hold one Astronaut, rooms 2.

4) As soon as two Astronauts are in a shuttle, it leaves station Argo.

You gain points for your seat (2 for Yellow, 3 for Green). Last aboard gets most points! Chief doubles the points, so Yellow scores 4.

5) When all shuttles are gone, the player with the most points win ONLY IF the Aliens don't have more points.

If Aliens have more points than the player with most points, everybody loses!

BE SURE TO WATCH THE GAME VIDEO BELOW!
This is the best way to know how Argo plays!

 

 

 

 

http://www.trictrac.tv/video/Argo_The_Game

2-4 players, 40min, 13+

In Argo, you lead a team of Astronauts to the Escape Pods. However players also control the Aliens, and the seats in the Escape Pods are limited, so unpleasant things will happen. The pushing action in the cramped confines of Station Argo make for a puzzling challenge as you strategically plan your moves. There is no room for luck in Argo.

You earn points by placing your Astronauts in the escape pods Pods and by killing other Astronauts with the Aliens. However, the Aliens also get points each time an Astronaut dies, and if you use them too aggressively the Aliens will win the game!

Here are a few pictures of the components :
All pictures are from a prototype version or 3D renderings, not actual game components.

The box size is 30x30x7Cm, a large box is required to accommodate all the components!

Here's what the game looks like during play. (Only part of the components are shown on this image, there is much more in the box.)

 Click here to download the multilingual rulesbook (En Fr De Nl Es It - updated 14.11.2016) 

 

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http://www.flatlinedgames.com/sites/default/files/games/argo/rules/argo_rules_multi_EnDeFrNlEsIt_01-web.pdf

 

Here is a presentation of the game with Mr Jamie from TricTrac

 

 

http://www.trictrac.tv/video/Argo_the_How_and_What

Here is a full 2p game with Mr Jamie from TricTrac:

 

 

http://www.trictrac.tv/video/Argo_The_Game

 

 

 https://youtu.be/SirMw-4C_JU

 

Argo Kickstarter campaign Participating retailers :

Author(s)
Mark Gerrits
Players
2-5
Age
13+
Duration
30'
Illustrator(s)
n/a
Print run
First printing
SKU
FLG-E15-01

STEAMROLLERS: LIMITED Essen 2015 PRINT RUN

SteamRollers is a new game by Mark Gerrits for 2-5 players, with a duration of 30 minutes.

SteamRollers is a dice drafting game take on the classic 'train game' scenario: build a network of railroads, improve your engines, and deliver goods in the cities for points.

In Steam Rollers, players take turns drafting dice from a common pool to build a network of railroads on their individual map. They can also use dice to improve their engines or buy special powers, and finally they can use them to deliver goods from city to city in exchange for victory points.

Each player has a personal map on which they draw their railroads using a pen or pencil. The game features variable starting configurations for high replayability, and is simple enough that you don't need an engineering degree to enjoy it. Being fast and dice-based, it's also quite addictive.

Components : 1 game box, 1 game board, 1 setup player aid, 200 individual player maps (2 pads x 50 sheets), 50 wooden cubes, 6 dice, 1 rulesbook (FrNlEnDe). Pens not included.

Here is a video presentation of the game by author Mark Gerrits :

 

 

CLICK HERE TO DOWNLOAD THE STEAMROLLERS RULES.

CLICK HERE TO DOWNLOAD A PDF COLOR AND LOW-INK STEAM ROLLERS PLAY PAD PDF in case you've already used the 200 play pads provided.

 

 

Author(s)
Eric Hanuise
Players
2-6
Age
8+
Duration
15'
Illustrator(s)
Elisabeth Hanchir
Print run
First printing
SKU
FLG-E15-02

OTTER NONSENSE LIMITED PREVIEW

Current status : SOLD OUT.

Otter Nonsense is a new card game by Eric Hanuise for 2-6 players, with a duration of 15 minutes.

A card game with otters , that's otter nonsense! Play the mischievous buggers to block the next player so he will have to give yuou points! First player to 7 points wins the game.

In Otter Nonsense, players must during their turn place a card from their hand on one of the three stacks in the center of the table. They must follow the stacks direction, values up or down. If the player cannot play, he must give points to the previous player, who blocked him. Players get bonus points for emptying their whole hand, and the first to reach 7 points wins the game.

Otter Nonsense is very simple and quick to play, and has been very well received in our playtests sessions with all kind of players. Oh, and the cartoon otters art from Elisabeth Hanchir is otter-ly gorgeous!

Components : 55 poker-sized cards, 1 rulesbook (FrNlEnDe), 1 tuckbox.

CLICK HERE TO DOWNLOAD THE OTTER NONSENSE RULES.

 

Author(s)
Frederic Moyersoen
Players
2-6
Age
8+
Duration
30'
Illustrator(s)
Quentin Ghion
Print run
First printing
SKU
FLG-011 5425029880108

 

   

Welcome!

You just joined Robin Hood's merry men in Sherwood forest. You can help at the Sherwood forest camp, rob travellers on the road to Nottingham castle, bring messages from Robin, and scout the neighbourhood for information.

The more risk you take the higher the rewards, but be careful : If you get too close to the castle you will need to go back and hide in the forest before the sheriff's guards can catch you!
You want to be the first to accomplish 7 missions of the same type in order to become Robin's new lieutenant. Of course your friends want to become lieutenants too so you will have to be swift and daring to succeed before them.

 

 

Goal of the game

There are 6 sets of missions : Fetch food, Steal animals, Steal riches, Steal weapons, Scout places and Bring messages to and from characters. The first player who has collected 7 Mission cards of the same kind (same icon) at the end of a player turn wins the game.

 

 

Robin revisits the Happy Families classic game with a clever movement and trade system that keeps all players engaged during the whole game.

Please note that Robin features high quality 100% plastic cards. These cards handle lightly, and are very resistant compared to paper cards. They also shuffle very well, and can safely be used without protective sleeves.

Robin is a fun, past-paced, action-packed game for the whole family.

Rules :

Articles :

We published a 5-part making of article that explains in detail the creative and development process behind Robin :

Video Reviews :

Links

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Author(s)
Philippe Keyaerts
Players
2-6
Age
13+
Duration
60'
Illustrator(s)
Kwanchai Moriya
Print run
First printing
SKU
FLG-005 5425029880054

In Twin Tin Bots each player programs two robots to harvest crystals.
You use simple orders (forward, turn, harvest, unload, ...) but there are two robots to control, and only one order can be changed each turn! The other player's robots are going after the same crystals, and might push your robots or even rob crystals from them.
Twin Tin Bots is the latest game from Philippe Keyaerts, the creator of Small World, Olympos, Evo and Vinci.

 

In Twin Tin Bots, you program two robots to harvest crystals and bring them into your base.

On the first turn of the game, you can play an order tile on one of each of your robots' program, and then execute it. On subsequent turns however you may only make one change to the programming.
On each turn, you can make a single program change, and then you must always run the program of both your robots, in sequence from left to right.
Even though it only allows one action per turn this clever system makes it possible to build a complex program over time. Each robot has 3 program slots available.

Your allowed programming actions  are as follow :

 

  • Place a new order tile on a program slot. If the slot was not empty, the previous order tile goes back to your hand.
  • Swap the contents of two slots from the same robot. You can swap a filled and an empty slot. You cannot however swap slots from two different robots.
  • Remove an order tile from a slot. The order tile goes back to your hand.
  • Remove all order tiles from either robot's slots. The order tiles go back to your hand. This is useful in desperate situations, to just 'shut down' the robot.
  • Make no change to the current programming of either robot

Please note that only one of the two robots' programs can be changed each turn. The other robot's program remains unchanged!

Each player has the same set of order tiles to program his robots :

  • Turn Right/Left : The robot turns 60°, facing the next hex side.
  • Move forward  : The robot moves in the hex in front of him, possibly pushing a crystal or robot.
  • Move Twice : This is the same as two consecutive move forward orders.
  • Load : The robot loads a crystal in front of him from the board.
  • Unload : The robot unloads a crystal he's transporting in front of him : on the ground, in a  base, or on another robot.
  • Zap! : The robot sends an energy zap in front of him. The spark of energy allows him to hack another robot's program. A well timed zap! can lay ruin to the best laid plans.
  • And a special order tile that once in the game allows making a change on each robot's programming instead of only one.

Remember, robots run their program every turn, no matter what! You can only make small changes along the way as they're rolling around on the crystal mine field.

Each time a crystal is unloaded in a base, a new crystal is put in play at the center of the arena. After all crystals have been put into play, the player who brought the most valuable crystals to his base wins.

Here is a video explanation of the game play :

gameplay explanation videos

Here is a video review by none other that the Dice Tower's very own Tom Vasel ! :

Here is a video review by Lance Myxter (aka UndeadViking) based on the prototype version during our Kickstarter campaign which covers the gameplay aspect and where he explains why he really loved Twin Tin Bots!

Here is a video review based on the prototype version during our Kickstarter campaign by none other that the Dice Tower's very own Tom Vasel ! :

 

You will only need a few turns to grasp Twin Tin Bots, and it is simple enough that children from 10 and up can play it. The game plays in under 60 minutes, even with 6 players. The player turns are very simple so game rounds are short and there is no downtime.

Philippe Keyaerts is a Belgian board games designer, famous worldwide for his previous titles : Small World, Evo , Vinci , and Olympos.

When not creating games, he teaches remedial courses, putting his background in social studies and his master in mathematics to good use.

Here is a video interview of Philippe Keyaerts. French language, with english captions available in Youtube (click the captions icon).

 

Twin Tin Bots is illustrated by Kwanchai Moriya.

Kwanchai is a gamer as well as a talented artist from Los Angeles, and has been active on BoardGame Geek for quite some time now.

He started boardgame illustration by redesigning the artwork for Zombie in my Pocket which is now the official artwork for the game. He has also completed redesigns for Zombie Plague, Slapshot, Wiz War, Melee and Ogre.

He recently illustrated Rumble in the House and Rumble in the Dungeon, Forlorn Hope, Take the bait, and Lock n' load Heroes of the Gap. Be sure we'll see plenty more of him in the future!

In the far future of Twin Tin Bots, the main hurdle to renewable energy has been solved : energy produced from sustainable sources is now stored in high capacity crystal-based energy cells. It was discovered that crystals can store huge amounts of energy for any length of time, in a very compact volume.

In the wake of that major discovery mining corporations endeavoured to mine crystals on other planets, and many small mining operations were set up all over the galaxy. With the advent of cheap energy, advanced technologies such as the ion drive and field robotics thrived, to the point only a few humans were required to run a crystal mine.

Life in a small mining colony can be dull some days, so mining robot programmers have been known to organise friendly competitions, fielding their robots against the other corporations' programmers in a crystal harvesting race.

These rough contests usually mean some of the robots will be damaged or even sent to the scrap heap, much to the dismay of the engineers who maintain them in running order, but the spectacle is usually entertaining and it raises the daily crystal yield so no-one really complains about it.

Kwanchai Moriya brings to Twin Tin Bots a fresh universe, far from the usual grim look one would expect from a crystal mining game set in the far future. He also designed the robots and crystals playing pieces, with his unique cartoon style.
 
A Twin Tin Bots game box contains the following :
  • Game box, 320x220x70 mm.
  • Cardboard insert with 4 'pocket' storage spaces in the box
  • The rules book
  • One two-sided game board (2-4 players, 5-6 players).
  • 6 player mats, and a gem track.
  • 6 sets of 16 order tiles.
  • one set of special order tiles.
  • 18 plastic player pieces (6 sets of one base and two robots, in 6 colors)
  • 18 clear plastic crystal pieces (3 models in 3 colors, 6 pieces of each)
  • 12 ziploc bags, for easy storage of all the bits
  • 1 stickers sheet with Left and Right arrows for the robot shoulders.
  • (Colored arrows on transparent background)
  • Any stretch goals met during the campaign!

All pictures are from a prototype version, not actual game components.

 

Twin Tin Bots was funded on kickstarter on May 10, 2013. The official release date for the game is 'whenever it is ready'.  Our current estimate is Q4 2013.

We wish to thank all backers who helped make Twin Tin Bots a reality, as well as the following shops who pledged to carry the game on its release :

Participating retailers :

Downloads

Author(s)
Julie Saffre
Players
3-6
Age
8+
Duration
15'
Illustrator(s)
Kwanchai Moriya
Print run
Reprint
SKU
FLG-003 5425029880030

Rumble in the House box

 

"The house is too small. Twelve inside is way too much! Monday I'm back and I'll expell eleven!"

The landlord slammed the door on his way out, and an uneasy silence followed his leave. The residents furtively glanced at each other, no-one daring to break the silence.

"I shall be stay inside" said the kid, in his bad english.

"Not certain, I am" answered the pink Ninja.

"Oook ?" said the Ape.

The Penguin was first to attack, rushing on the Cat. Chaos and Mayhem ensued as a riot filled the house in the blink of an eye. It was clear that only one would stay and that the nice ones would be the first to go...

Living together in a small house is not easy... When the pressure is too high, it's time for a big rumble in the house! Try to keep your secret character inside the house as long as possible..

 

Rumble in the House is a very simple bluffing and guessing game for the whole family.

The twelve characters start in the house. Each player receives two secret character tokens. In turn, players will move one of the characters inside the house, or pick a victim and eliminate it from the game. The player who keeps his secret characters the longest in the house shall win the round. During play, the other player's moves provide clues to their identity, unless of course they bluffed by moving other characters on purpose... Everyone tries to identify and expell the other player's characters while keeping their own safe.

Rumble in the House components

The game box contains the following materials :

  • A twelve pages multilingual rulesbook (French, English, Spanish, Dutch and German - two pages per language).

  • Twelve double sided carboard room tiles

  • Twelve character stand-ups

  • Twelve stand-up plastic feet
  • Twelve 'Secret Character' tokens
  • Twelve plastic stackable counters to keep track of score and player color
  • One cardboard scoretrack

Game Rules

Please download and read the rules.

It's the best way to figure out whether this game suits your game group !

The following links leads to the pdf version of the rulesbook. You will need Adobe Acrobat or a compatible reader to view it.

Characters Backstory eBook 

Rumble in the House on the web

Support and questions

Please ask questions on the Rumble in the house Boardgame Geek forums, we'll answer there.

BGG Video

The nice folks at http://www.boardgamegeek.com have put this video online :

 

The Dice Tower's very own Tom Vasel put a video review of Rumble in the House online :)

 

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Author(s)
Julie Saffre
Players
3-6
Age
8+
Duration
15'
Illustrator(s)
Kwanchai Moriya
Print run
Reprint
SKU
FLG-006 5425029880061

Rumble in the Dungeon box

 

"The dead king's tomb. Spooky and Mysterious. But the dead king was rich. There must be a big treasure there."

"Yeah, right... And traps too. And Monsters. I'm not sure it's a good idea."

"Well, can't be worse than when we tried to snatch the Dragon's eggs, I reckon."

"... can't be."

The two thieves looked at each other silently for a while.

"Y'know what ? We split, join other adventurers, let'em do the hard work, and then snatch the treasure."

The thief's twin brother smiled.

"Looks like a plan."

There are too many monsters and adventurers in this dungeon. The dead king's treasure is well guarded but adventurers are fearless! Try to keep your secret character in the dungeon as long as possible, or to exit the dungeon with the treasure.

Rumble in the Dungeon is a very simple bluffing and guessing game for the whole family.

The twelve characters start in the house. Each player receives two secret character tokens. In turn, players will move one of the characters inside the dungeon, or pick a victim and eliminate it from the game. The player who keeps his secret characters the longest in the dungeon shall win the round. During play, the other player's moves provide clues to their identity, unless of course they bluffed by moving other characters on purpose... Everyone tries to identify and expell the other player's characters while keeping their own safe.
Furthermore, if a character exits the Dungeon with the dead king's treasure chest, he wins the round!

Rumble in the Dungeon components

The game box contains the following materials :

  • A twelve pages multilingual rulesbook (English, Spanish and German - two pages per language).

  • Twelve double sided carboard room tiles

  • Twelve character stand-ups

  • Twelve stand-up plastic feet

  • Twelve 'Secret Character' tokens

  • Twelve plastic stackable counters to keep track of score and player color

  • One cardboard scoretrack

  • One wooden "treasure chest" cube

Game Rules

Please download and read the rules.

It's the best way to figure out whether this game suits your game group !

The following links leads to the pdf version of the rulesbook. You will need Adobe Acrobat or a compatible reader to view it.

Characters Backstory eBook 

Rumble in the House on the web

Videos

Here is a live cast from Essen Spiel'12 on the BGG booth :)

And Tom Vasel's video review on the Dice Tower :

Support and questions

Please ask questions on the Rumble in the Dungeon Boardgame Geek forums, we'll answer there.

 

 

Rumble in the Dungeon logo

Author(s)
Lewis Pulsipher
Players
2
Age
13+
Duration
90'
Illustrator(s)
Miguel Coimbra, Lionel Liron
Print run
First printing
SKU
FLG-001 5425029880016

 

Dragon Rage box cover   Dragon Rage Game Box Bottom

 

 

"The Dragons! The Dragons are coming!"

The massive and leathery creatures were already descending on Esirien, shrieking and clawing at the troops massed on the city walls.

"My Lord, they are heading to the Dungeon"

"The wizard Helmond will organize the defence on the dungeon district, send the horsemen there to help them."

"Yes, Mylord."

As the officer dispatched the reinforcements to the dungeon district, the city leader gestured to the infantry guarding the city grounds to stay in place and be ready for the attacks. On the other towers, archers were awaiting, arrows unquivered, ready to fire.

Over the river walls a column of whirling wind and water suddenly rose, blocking the Dragon's path.

The flying monsters turned around and headed to the city grounds. A cloud of arrows formed around them as they crossed the river, and a moment later they had landed and were breathing fire on the old temple.

"Call back the horsemen!" yelled the city leader as he ran downstairs to the huge creatures, sword at the ready for onslaught...

 

Dragon Rage is an introductory wargame set in a fantasy world.

Dragons and other monsters attack walled cities, trying to destroy as much of the city building as they can while the city garrison fights back. Controls the invading monsters or the city forces in a mercyless struggle!

 

The basic game scenario has two Dragons attacking the seaside city of Esirien. The defender controls a small militia that defends the city. All troops are represented by counters on the game board's hex grid. During each game turn, each player may move some or all all his units and then fight the enemies within attack range. The humans have a local hero which has special powers, as well as a wizard that can cast spells. The dragons are very resilient and can breathe fire, destructing men and buildings in a blazing roar.

 

Combat is resolved trough a dice roll on a combat resolution table, cross-referencing the attacking and defending unit's strength.

 

Dragon Rage is a good introduction to the world of wargames : There are few units on both sides, making the game simple to learn and fast-paced. It will introduce you to key wargaming concepts such as tactical movement on an hexagon grid, units statistics printed on the counters, use of a combat resolution table, attack-to-defense ratios, terrain modifiers, reinforcements, and special abilities.

 

The 16 pages Game Manual has been written specifically to introduce you to the game. Its structure follows the game turn sequence so it can be used as you discover the game, playing each game phase as you read trough the manual.

 

Once you have mastered the game key concepts and basic scenario, you'll want to proceed to the advanced game.

The 32 pages Rules Reference manual contains all rules from the Game Manual, plus all optional and extended rules. It is organized by themes, allowing for fast reference during gameplay. Game rules are available in English, French, German or Spanish.

 

The extended rules introduce several scenarios for Esirien, replacing the attacking Dragons by Roc birds, Giants, Orcs and Goblins, Land Wurms, Dinosaurus, and other creatures.

They also introduce Nurkott, an Orc oppidum on the other side of the game board. In Nurkott, orcs defend their settlement against all kinds of monsters and human assaults.

 

The optional rules introduce new units such as human catapults and ballistas or the princess Elowyn, new spells for Elementals, rules for creating point-based scenarios, tournament rules, and campaign rules allowing to link several scenarios over time. They make Dragon Rage a complete gaming system that will provide you with hours of tactical pleasure as you explore the many options the game has to offer.

 

Esirien gameboard     Nurkott Gameboard

 

About the re-edition of Dragon Rage

As some of you already know, Dragon Rage is a reprint of an older game : Dragon Rage was first published in 1982 by Dwarfstar, an imprint of Heritage Models. Dwarfstar had financial problems, and went bankrupt shortly after the release of Dragon Rage (for reasons unrelated to the game). The result was that Dragon Rage disappeared from the market, and was never republished, to the author and the game fan's dismay.

Now, almost 30 years after the original edition, Flatlined games is proud and happy to bring this classic back on the market in a completely revised and improved edition.

 

Mapped with Campaign Cartographer 3

The board maps for Esirien and Nurkott have been designed using Profantasy software (http://www.profantasy.com) Campaign Cartographer 3 and City Designer 3. Their software produces professional results that are both pleasing to the eye and consistent in style and detail level and the new edition of Dragon Rage would not have been possible without it.

Where the old edition had an unmounted, paper-thin game board the new edition features a thick cardboard mounted board, with a linen-touch coating.

 

The counters for Dragon Rage have been completely redesigned for this new edition. On the reverse side, we have created high quality versions of the original game counters. This will please those of you who are familiar to the 1982 edition, and have grown fond of the silhouette style that was de rigueur at the time.

The front side of the counters introduces new art, with illustrations from Lionel Liron. They bring the game up to date for the current crowd of gamers.

The new counters are also bigger than the old edition's, thicker, with rounded corners, and of course they have that nice linen finish that you have grown fond of.

 

The new edition also introduce player aids for easy tracking of the monsters wounds and statistics during play. No-one wants to check small square boxes on a black-and-white sheet of paper anymore!

 

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Box contents

Dragon Rage Box Contents

 

Each game box contains the following :

  • Double-sided mounted game board : The walled city of Esirien, and Nurkott - an Orc oppidum

  • 213 thick, die cut, full color counters and markers.

  • One 16 pages Game Manual with simplified rules to teach you the game. (English, French, Spanish or German)

  • One 36 pages Rules Reference Manual with extended rules, including 12 scenarios ( 6 for each map ), tournament rules, campaign rules to play several linked scenarios, and additional rules to make your own scenarios. (English, French, Spanish or German)

  • 4 monster charts to track the damage done to the Dragons, Rocs, Wurms, Giants and other monsters.

  • 1 Player aid with summaries for spells and Dragon combat. (English only)

  • 2 plastic six-sided dice (2d6)

  • 4 Plastic bags for components storage

  • Hours of tactical fun!

Game rules

Feel free to download and read the games rules. This is the best way to assess whether Dragon Rage is a game for you and your fellow gamers!

Click on the links hereunder to download the game rules in PDF format. You will require Adobe Acrobat or a pdf-capable viewer to read these documents.

English

French

German

Spanish

Dragon Rage on the web

Trictrac.net Dragon Rage page (french)

BoardgameGeek.com Dragon Rage page

Facebook Dragon Rage page

BGG Video

The nice folks at http://www.boardgamegeek.com have put online this nice video :

Marco Arnaudo posted a nice video review of Dragon rage on http://www.2d6.org/2011/11/dragons-rage/

Thanks Marco!

Support and questions

Please ask your questions on the Boardgame Geek forums for the game, we'll reply there.