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Number Drop: Now playing - Korobeïniki


Number Drop is a Tetris-style roll & write game played with shapes & numbers.
As simple as that.

Players use 4 number dice and 1 shape die to determine the way they must fill in their grid, by creating the shape with the numbers. Players also have 5 block tiles they can use to block the other players' grids.

In this game, you must drop shapes in the right places to create combinations of identical or consecutive numbers on your grid. You aim at being the most efficient and being able to drop penalties onto your opponents!
As soon as a player reaches the Game Over line, the game ends and whoever has the most points is the winner.

Will you reach the ultimate score of 100?

Discover it by clicking there:

Thanks to Débâcle Jeux and the game designers Florian Sirieix & Benoit Turpin, you can now play this game on BGA!
Developed by Tisaac and vincentt, you'll be able to enjoy a game from 1 up to 6 players, simultaneously.

Thanks to all of them, you now have the opportunity to enjoy a new take on the famous Alekseï Pajitnov concept ;)

That's all for today, see you on Wednesday for another release!
11/29/2021 Reiñ (h)e soñj

DEUS: When Catan meets Race for the Galaxy in the roman empire.


A game from the gods, for the simple mortals...

Highly-acclaimed by critics, winning many commendations worldwide, Deus was surely a game to talk about when it was released in 2014.
MinD-Spielepreis Complex Game Nominee, Tric Trac Nominee, Lys Passioné Finalist, Kennerspiel des Jahres Recommended, International Gamers Award, As d'Or - Jeu de l'Année Nominee and Golden Geek Award nominee.

To say the least, the game by Belgian's designer Sébastien Dujardin (Troyes, Black Angel, Tournay, etc...), was an event like most of his releases.

In Deus, players work to develop their own civilizations in a shared environment. Each player starts the game with five building cards, and on a turn a player either uses one of these cards to construct a building or discard one or more cards to make an offering to a god. Cards come in six colors: red for military, green for resource production, blue for trade, brown for scoring, purple for temples, and yellow for a variety of effects.

When you construct a building, you build it in the appropriate location on the modular game board — which is sized based on the number of players with the hexagonal tiles composed of seven landscape "circles" — then you place the card in your personal tableau in the appropriate stack of colored cards and activate the power of all of those cards already in your tableau, starting with the card at the bottom of the stack.

When you make an offering, you discard cards, then receive the help of a god associated with one of the cards that you discarded, with the number of cards determining the strength of the associated action. You then refill your hand to five cards.

The game ends either when all the barbarian villages on the game board have been surrounded and attacked or when all the temples have been constructed. Whoever has the most points wins.

A euro-game that's not as complicated as it sounds, based on a civilization-building theme. Let's dive into more details...

Hands down the best part of this game is the way meeples and cards are connected by category. That means when you play the War Elephants card, you not only gain one new army meeple together with the ability to move it 2 spaces, but that ability now also applies to every other army meeple you have. There are lots of interesting implementations of this concept throughout the design. Yet despite all this, the game is lightweight.


Two more quirks to explain. Temple cards are pretty much just the 6-cost devs from Race, offering endgame VP for objectives. Barbarian villages dot the map and offer one-time VP when surrounded and pacified. The game ends when either the barbarians or the temples run out (there's a common pool of temple meeples for all the players).

Player interaction is limited to blocking, raiding (stealing VP/gold) and competition over the temple meeples and barbarian villages.


Remember that to keep chugging along you will need cards, resource tokens (or gold which buys anything at 4:1), and meeples. You start with a 2 or 3 turn supply of resources gold, and a slightly bigger supply of meeples and cards.

What happens when you run out?

Instead of building, you can perform an offering to the gods. You throw away any number of cards, dedicating them to the Roman god of your choice by discarding at least one card of that suit (Mars = military, Neptune = maritime, you get the picture).

In exchange:

1. One meeple of the appropriate shape is added to your personal supply.

2. You refill your hand to 5 cards.

3. Each god grants an additional bonus that scales with the number of cards you discard: Neptune gives you 2 gold for each card; Ceres (production) gives you resources of your choice; Minerva (science) grants bonus card draws; Vesta (civil) grants VP; Mars (military) grants extra meeples of your choice; and Jupiter (temple) lets you use any other god's power.

DEUS is a rich euro-game that's shining from its original design. It's not complex, but rich in terms of choices.
If you have played Deus, now's your chance to get your hands on it again for another game.
If you have NEVER played Deus, we can tell you it's worth taking the time to get into the rules.

The best part in the game is that even if there are good players that will know which strategy to adopt depending on the cards they got at the beginning, there's always a strategy to get out of the "beginning-mist". And winning will bring you so much joy that you will probably never forget a game you've won.

Take a look at the rules, watch some games in progress and play it now by clicking here:

Of course, we would like to thanks Sebastien Dujardin and Pearl Games for their help bringing Deus to the platform.
But more importantly: we would love to thanks Robinzig for the outstanding development of this game. That's a beast of combo-management and while possibilities could be endless, he managed to make the game totally playable on BGA. Kudos to him!

The game being magnified by Maeva Da Silva and Christine Deschamps, you don't have an excuse, if you're into games that are a bit bigger than your average family-sized game, you've come to the right place.
This is a game you should totally try.

At least once in a lifetime.
That's it for now, see you next Wednesday for more amazing games!
11/24/2021 11 addisplegoù

IMHOTEP: IMHO that's a pyramid scheme!


Oh, look! A pyramid!
In Imhotep, the players become builders in Egypt who want to emulate the first and best-known architect there, namely Imhotep.

Over six rounds, they move wooden stones by boat to create five seminal monuments, and on a turn, a player chooses one of four actions: Procure new stones, load stones on a boat, bring a boat to a monument, or play an action card. While this sounds easy, naturally the other players constantly thwart your building plans by carrying out plans of their own. Only those with the best timing — and the stones to back up their plans — will prove to be Egypt's best builder.

Selected for Spiel 2016, Imhotep took a long time to be distributed worldwide. The author offers us a game that brings to mind Zooloretto (the boats that you load but that others can send), Egezia and its multiple market bonuses (of end, of collection, of additional actions), Azul (its arrangement of stones in the tomb) and Pyramids (for its sites where you build in various ways). Imhotep combines several of these mechanics to make a brilliant game.
There are a lot of interactions, as well as opportunistic moves, where your neighbor will inevitably screw up your plans at some point, it is also a game of placement with several ways to win points (and double-sided boards to change the game).

Quite a short and rich game, Imhotep's concept works perfectly, being simple and devious, all without dilemmas for our lil' builders' hearts.

A game worth trying if you've never got your hands on it, by clicking here:

A huge thanks to Phil Walker-Harding, the game designer, as well as the KOSMOS team for giving their authorization to bring this wonder to Board Game Arena.
Let's not forget the most important : XCID, who developed the game for the platform in a pretty efficient way.

Now it's time for you to play it!
Let us know what you think about this game, or... walk like an Egyptian!
11/17/2021 12 addisplegoù

Clash Of Deck: A community-driven card-game in a deck!


Clash of Deck is a two-player, expandable game with many twists for 1 to 2 players aged 8+, that plays in 15 minutes.

Released on a monthly basis, the game sees the player summon creatures on each side of two bridges on two different lanes and attack their opponent to try and destroy first their watchtower, and then their castle. To do so they first must dispatch opposing creatures.
When a player suffers damage, they move their watchtower/castle card from left to right in their hand. If the building reaches the rightmost position, it is destroyed.
Since the amount of cards in one's hand is the amount of mana the player gets at the beginning of their turn, and defeated creatures go back into your hand on the rightmost position, knowing which creature to play and which creature to let die is key to managing both your position on the board and your total life points.

Clash of Decks cards are heavily balanced by its own community of players, and thus it makes perfect sense to be distributed through Kickstarter: the 2nd season is live now at this link : https://www.kickstarter.com/projects/gr ... s-season-2 and you can take a look if you're interested in knowing more about the game.

For the Board Game Arena version, you'll be able to play the "Starter Kit" version, to enjoy the mechanics and diversity of cards effects.

You can play it by clicking right here:

Published by Grammes Editions and wonderfully developed by Mistergos, we would like to thanks their team and the developer for their help bringing the game to Board Game Arena.

Get your hands on it right now, and see you in a few days for another game release!
11/15/2021 11 addisplegoù

CHOCOLATE FACTORY: Hold your breath. Make a wish. Count to three...


Come with meeeeeeeeeee
And you'll beeeeee
In a game of pure calculation

Take a look
And you'll see
A belt you're giving motion...

Set in the early 20th century of entrepreneurs and chocolatiers experimenting with new ways to create and market chocolates, YOU are assigned the task of chief chocolate maker! Chocolate Factory is a euro game of literal factory building and moving (using a pushable conveyer belt component) chocolates you must complete the largest number of chocolates required by retailers for the best value. The game also features wooden chocolate pieces and a movable conveyer belt making the physicality blended with euro mechanics a unique experience.

Players are each given a starting player board which will have two Factory parts which apply to a physical conveyer belt. The conveyer belt part of the player board contains long slot with an empty region in which to push square tiles along. The tiles will house the chocolate pieces players will manipulate throughout the game.

During the game players will initially draft new factory parts (to add to their player board) and specialists (one time use cards with special powers).

Then each player will “push” three times cocoa into their machines. During each “push” players will be able to use fuel and their factory parts to manipulate their Chocolate pieces. Careful consideration will be required for the spatial element of the game as Chocolate pieces can only be manipulated during a push by the Factory part that is adjacent to their tile.

Players score points by creating chocolates for public and personal objectives. The player with the most points at the end wins.

You can try now the game by clicking the link right below:
https://boardgamearena.com/gamepanel?ga ... atefactory

Action points, card drafting, pick-up and delivery, what else do you need?

That's another great release from Alley Cat Games, and thanks to them you can play it now on BGA!
Of course, we would also like to thanks Matthew Dunstan and Brett J. Gilbert, the candy designers. Yes, designing a game is a bit like being Willy Wonka.
And what about the Ommpa Loompas? The ones doing the hard work? We have one : Hersh. He developed the game beautifully, and thanks to his work, you can enjoy it pretty closely to the real game! Send him all the love you can.

There is no
Life I know
To compare with

Living there
You'll be free
If you truly
Wish to be....

See you next Wednesday!
*(PS: sorry for the desperate attempt to translate and adapt the original song. You can propose your own version in the comments).
11/10/2021 16 addisplegoù

SIMILO: So milled you can tell it's sharp!


Such a simple, smart game!
You have 5 turns to unmask the secret character. If you eliminate them by mistake, you all lose! In this game, cooperation is key. Will you be on the same wavelength as the player wordlessly giving the clues?

Your goal is to make the other players guess a specific secret character (from the 12 in the center of the table). To do this, you will use other cards in your hand as clues.
The idea is to point out without a word similarities or differences between the clue character and the secret character (physical details, emotions, job, ideas, etc...).
For example, to make the players guess Little Red Riding Hood, we could use Alice as a clue card (little girl, blue eyes etc.).
After each round, the other players must remove one or more characters from the table until only one remains, hoping that it is the right one.
If the players remove the secret character by mistake, they immediately lose the game.

Get into the game right now by clicking here:

You can play multiple games of Similo in a few minutes, or take more time to admire the wonderful artworks from Naïade.
Oh and did we mention that you can choose to play with two different decks? Animal and Fable? And to mix them together? Or not?

Don't under-estimate this game: It is not just for kids! It requires creative-thinking, and is a remarkable discussion-starter.
We simply love it.

Published by Horrible Guild, we want to thank their team for bringing the game to Board Game Arena. We also thank the game designers Martino Chiacchiera, Hjalmar Hach and Pierluca Zizzi for their collaboration.
Of course, (you know what's coming) NOTHING would have been possible without the wonderful work of XiaoYi, who developed the game. Kudos to you!

There's no reasons now for you to pass on this game.
You have to play it. At least once.
And you'll get probably hooked.
See you soon on Similo, or on next Wednesday release!
11/03/2021 25 addisplegoù

Lost Explorers: Error 404, world not found


Breaking news! A lost world has been discovered, and clues leading to its secret entrance have been disseminated all around the world. Your goal? Find them! Driven only by your courage, you decide to follow in the footsteps of those first explorers and launch a worldwide expedition, but you are not the only one on this quest...

In Lost Explorers, each player starts with five figures on their research team: two leaders to track your discoveries, and three members to gain equipment and go on expeditions. On your turn, you can place members on one or both equipment areas to gain tokens; placing one figure means you retrieve the first token from the pile, two figures the second token, etc. The visible side of a token represents a vehicle- a train (red), a car (yellow), a boat (blue), or an airship (green)- while the hidden side depicts two or three locations on the world map. For each token you take, choose whether to keep the vehicle side face up or flip it over to reveal the mission side of the token. Once you choose, the token is locked, and you place it in front of you with your other vehicle and mission tokens.

Alternatively, instead of collecting equipment you can place members on map locations. Each location shows 2-3 vehicle tiles, and you must have all depicted tiles in front of you to place a member on a location. Each time you place a member, choose one of the vehicle tokens used, then place it in the discard pile next to the box. (If you travel to the location of another player's member, you give them the discarded token instead.)

After you either collect vehicle/mission tokens or send members on expeditions, you can complete one or more missions if you have a member on each of the 2-3 locations depicted on that mission. For each mission, remove one of your members just used from the board, then advance the appropriate leader on the discovery track for the color of the mission and the number of members used. (Each game, 2-4 locations are marked as "validated," and a validated location is always completed automatically for missions, but you score no points for it.) If you advanced your leader who was behind on the discovery track, take a vehicle token from the discard pile and add it to your collection.

When one of your leaders reaches a "clue" spot on a discovery track, you collect a clue token. If you collect four clue tokens first, you win! Alternatively, the game ends once all the vehicle tokens have been claimed, at which point the player who has advanced the farthest on the discovery track with their slower leader wins.

You can have a look at the game right here:

This 2 to 4 player game, beautifully illustrated by Christine Deschamps, has been ported to our platform by some of our best developers, darhf and lordalx, who did excellent work. Of course, nothing would have been possible without the help of the game designer, Cédric Chaboussit, and the publisher team from Ludonaute. Thanks to them, you can now play the game on BGA.

That's it for the Weekly Wednesday Release!
10/27/2021 2 addisplegoù

Cooperation, 20,000 leagues under the sea!


It has been close to a full year since we released The Crew, so it is time to release the all-new version of this wonderful game!

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same co-operative trick-taking mechanism as the highly lauded original game- but with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things do not go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

If you still have not played the original game, we strongly encourage you to do so before diving into this all-new title.

Curious? Click here to watch some games in progress, read the rules, and find out all about it:
https://boardgamearena.com/gamepanel?ga ... rewdeepsea

Nothing is possible without great developers and a fantastic team. That is why we would like to thank Tisaac and vincentt for their hard work bringing the game to Board Game Arena.
And without publishers, there would be no board games! It was a pleasure to work with Kosmos and the game designer Thomas Sing, to bring the wonderful artwork by Marco Armbruster to your very own computer.

There is no reason for you to pass on this game with a couple of friends.
That's it for today, but don't forget that more games are coming, and one that should especially tickle your inner love for tiles.
See you next week!
10/20/2021 8 addisplegoù

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