T.I.M.E Stories (Library)
T.I.M.E Stories (Library) $0.00
The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required. T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization. At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the number of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles. You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time. The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which — Asylum — is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers. An insert allows players to "save" the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc.
Tiny Dungeon 2nd Edition (Library)
Tiny Dungeon 2nd Edition (Library) $0.00
Tiny Dungeon: Second Edition is the newest iteration of the minimalist fantasy roleplaying game!  Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written on a 3x5 notecard, and easy to understand and teach rules, Tiny Dungeon 2e is great for all groups, ages, and experience levels! Included are over a dozen lightly detailed settings, written by some of the best authors out there. These “micro-settings” are light-weight, open-ended and designed to be inspirational for your games and provide a fast, easy jumping point for your campaign! Covering a wide selection of fantasy genres and ideas, there's something for everyone in Tiny Dungeon 2e! With micro-settings by: Tobie Abad, Marie Brennan, Shawn Carmen, Elizabeth Chaipraditkul, Steve Diamond, Miguel Espinoza, Dianna Gunn, John Kennedy, Melanie Meadors, Mari Murdock, Darren Pearce, jim pinto, Steve Radabaugh, Wendelyn Reischel, Ryan Schoon, Howard Tayler, Randy Tayler, Sandra Tayler, and Ben Woerner So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, fantasy roleplaying!
Tiny Frontiers (Library)
Tiny Frontiers (Library) $0.00
Tiny Frontiers: Revised is here! All new art, expanded and revised rules, and all new micro-settings come together with the minimalist TinyD6 rule system for a revision of the bestselling minimalist space opera roleplaying game! Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written 3x5 notecard, and easy to  understand and teach rules, Tiny Frontiers: Revised is great for all groups, ages, and experience levels! Featuring exciting micro-settings designed to jump start your imagination and campaign, writty by some of the most talented writers out there, Tiny Frontiers; Revised will provide an easy launching pad for conventions, one-offs or short campaigns! Designed to emulate classic space opera, and providing an open framework for exciting stories, Tiny Frontiers: Revised is here! Completely compatible with the other TinyD6 games, Tiny Frontiers: Revised is a fully-stand alone game. So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, space opera roleplaying!
Tiny Pirates (Library)
Tiny Pirates (Library) $0.00
Arrrrgggh....ya ready to sail the high seas in search of plunder!? The minimalist TinyD6 ruleset gets salty as it hits the Age of Sail and Golden Age of Piracy in search of treasure.  Written by the ENnie award-winning author Ben Woerner, alongside TinyD6 designer Alan Bahr, Tiny Pirates introduces a new way to enjoy minimalist roleplaying. Feature expanded ship rules, an aquatic bestiary, and new archetypes, Tiny Pirates adds nicely to the TinyD6 line, both standing alone as it's own game, and combining with other TinyD6 products to add a dash of swashbuckling piracy to all genres! The optional duel rules in Tiny Pirates do require a "Duel Deck", which comes in PDF with this book, but can be bought in print here.  Tiny Pirates is a stand alone game.
Tiny Towns (Library)
Tiny Towns (Library) $0.00
You are the mayor of a tiny town in the forest in which the smaller creatures of the woods have created a civilization hidden away from predators. This new land is small and the resources are scarce, so you take what you can get and never say no to building materials. Cleverly plan and construct a thriving town, and don't let it fill up with wasted resources! Whoever builds the most prosperous tiny town wins! In Tiny Towns, your town is represented by a 4x4 grid on which you will place resource cubes in specific layouts to construct buildings. Each building scores victory points (VPs) in a unique way. When no player can place any more resources or construct any buildings, the game ends, and any squares without a building are worth -1 VP. The player with the most VP wins!
Tobago (Library)
Tobago (Library) $0.00
Tobago is an adventure game in which the players use representations of treasure maps to locate unknown treasures. During the game, more and more information about the location of a treasure is revealed and its possible locations are gradually narrowed down. When the location of one of the treasures is finally revealed players try to reach it as quickly as possible to secure the findings. The more clues you have provided, the more of a stake you will have in the loot.Players can carefully play their clues and use bonus-action gems to influence where and when the treasure is found in order to ensure a more favourable outcome when the loot is finally 'dug up' and shared. The game features a 3 piece, double-sided, modular game board which can be rearranged to create 32 possible island arrangements.
Tokaido (Library)
Tokaido (Library) $0.00
In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things. The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action, so players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. The action spaces allow a variety of actions that will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow players to engage in various set collections that score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types. All of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.
TopSpin (Library)
TopSpin (Library) $0.00
TopSpin is played in the box with a high-quality spinning top and small balls. The game includes two game modes: Challenge and Battle.     In Challenge, the first player to kick a ball at least once in each of the twelve holes wins.    In Battle, the players have three lives each and they focus on beating the previous score. The last player standing wins.
Toy Story: Obstacles & Adventures (Library)
Toy Story: Obstacles & Adventures... $0.00
Toy Story: Obstacles and Adventures reimagines players as the iconic toys from the film — Woody, Buzz Lightyear, Bo Peep and Rex — who need to work together to overcome hazards and bring about a happily-ever-after ending. Similar to Harry Potter: Hogwarts Battle, Toy Story: Obstacles and Adventures features six boxes of cards, each representing a different movie from the treasured property. As each box is unlocked, the content from the associated movie or short is introduced to the game, adding beloved characters like Hamm and Mr. Pricklepants to the mix, as well as obstacles and antagonists to battle, including Sid, Prospector Pete, and many more.
Trapwords (Library)
Trapwords (Library) $0.00
The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play. It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team. You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect. Let's see the example of one possible turn when you are trying to give clues for the word "Axe": You: "It is a thing that a dwarf can…"Opponents team: "A-ha, dwarf! Gotcha!"You: "How did you know that? Was it obvious I will use that?" Or when you would try another approach it could look like this, the successful turn of your team: You: "This thing is used by a man with a beard, in a checkered shirt...."One of your teammates: "A coffee maker?"[Everyone laughs]You: "He uses it for work in nature."Another teammate: "A chainsaw!"You: "He makes smaller pieces from a big plant with it."Any of your teammate: "An axe!"You: "Yes! Very good!" Could you avoid your opponent's trapwords when you don't know what you can't say?
Treasure Island (Library)
Treasure Island (Library) $0.00
Long John Silver's crew has committed mutiny and has him cornered and tied up! Round after round, they question him about the location of his treasure and explore the island following his directions — or perhaps his misdirections? Who knows... The old sea dog is surely planning an escape, after all, after which he will definitely try to get his treasure back. Treasure Island is a game of bluffing and adventure in which one player embodies Long John, trying to mislead the others in their search for his treasure. The hunt reaches its climax with Long John's escape, when he will make a final run to get the booty for himself!
Trinity (Library)
Trinity (Library) $0.00
Trinity is a New Zealand designed and published abstract strategy game for 2 players. The game is played on a 4 by 4 square grid, which is marked a-d on the horizontal axis and 1-4 on the vertical axis for record keeping. There are three types of pieces, which are identical for black and white. First are the ORBS, which are circular pieces with red, yellow, green or blue in the center. The second type of pieces are ARCS, which have a stripe of color matching those of the orbs. The arcs are 120 degrees in extension, so three arcs fit around an orb. HALOS are the third piece type, and are either white or black. They are rings which fit outside the orbs and arcs. There are four orbs, four arcs and six halos of each color, made of plastic. The orbs are set up on the 1 and 4 rows with the matching color arcs with those orbs. Play consists of each player moving one orb one square horizontally, vertically or diagonally. The matching color of arc MUST be then moved. Arcs can move to any other legal square on the board. The easiest way to win is to trap an opposing orb with three arcs of any color around it (an Arc-win). If you can box in your opponents orbs so that he has no valid moves, then you have gained an Orb-win. Finally, if you can move your four pieces inside four halos of your own color you have completed a halo win. A draw is an option through player agreement or stalemate from repeated moves. A halo is "earned" by moving three of your arcs so that they form a complete ring, with no orbs inside it. The arcs then attack the opposing pieces of the same strip color as the arcs.  
Tripoley (Library)
Tripoley (Library) $0.00
A standard deck playing card game played with a special layout (or board) and poker chips. It is a modern version of the game of Poch. Each hand has three phases: "Hearts", "Poker", and "Michigan Rummy". All cards are dealt out, including one extra hand which remains unseen. Players place chips in the spaces for the special combinations on the playing mat/board, the "Poker" pot, and the "Kitty". The first phase pays off for holding certain cards or combinations (that match the combinations on the playing layout/board). The second phase is a hand of poker; each player selecting five cards from his hand to play. A hand of Poker betting takes place, with bets added to the "Poker" pot, and the winner wins the "Poker" pot. In the third phase, players play a slight variation of the game of Michigan (similar to Fan Tan), and the first to go out wins the chips in the "Kitty". The book Games We Play pictures a version of Poch published in ~1830 in Nuremberg by Verlag Fr Scharrer. From this illustration we can see the evolution of Pope Joan to Poch, which was further refined into the Tripoley we see today. This game is a Public Domain game known as Michigan Rummy. This name comes from the third phase where the standard deck playing card game of Michigan ("Stops Family") is played. Michigan Rummy should not be confused with the game of 500 Rum and its variation called Michigan Rum from the Rummy Family. The spots on the board are 10-J-Q-K-A of Hearts (5 spots), 8-9-10 all one suit (one spot), Q-K of Hearts (one spot), and the Kitty.
Troll & Dragon (Library)
Troll & Dragon (Library) $0.00
Troll and Dragon, will you dare steal the Dragon's treasure? Troll and Dragon is a push your luck game where players will try to collect as many gems as possible.Our little thiefs can decide to stay in the Troll's cave and collect some diamonds, easy peasy. Some might dare open the door that lead to the Dragon's room. The Dragon's room is an amazing place, full of golden nuggets. Once you get there, the frenezy starts around the table. You can now throw the precious golden dice, roll them as much as you can to collect as many golden nuggets as possible. But beware, other players are rolling the dragon dice, trying to wake the legendary beast up to make you lose all treasures. Will you stop in time, who is the best and more discret thief around the table? On your turn, roll the dice as many times as you want, as long as you have something to score. If you roll a key and a door, you can go to the Dragon's room. Once there, roll dice as much as you want but if your opponents roll 2 dragon faces on their dice, you will lose everything you gathered. Troll and dragon is a frenetic and very fun game for the whole family to play!
Trouble (Library)
Trouble (Library) $0.00
This is the game with the Pop-O-Matic dice roller. It's a simplified Pachisi variant in which only one die is rolled per turn. The game is abstract, each player has set of pawns of his color. Each turn player rolls a die using the Pop-O-Matic and selects one of his pawns to move. Pawns can enter the track from Home base only on a roll of six. Each pawn needs to travel around the board and finish on the Finish lane. If pawn of another player is bumped, the bumped pawn is returned to home. The goal is to be the first one to get all the pawns to the Finish lane. For advanced players, we suggest that when a piece gets bumped, it should only be bumped back to its START space, rather than to its HOME. Only when bumped from their START space are pieces sent HOME.