A fast family dice game

Designed by: Steffen Benndorf
Published By: Nürnberger-Spielkarten-Verlag (2012)
Edition Played: Gamewright (2017)
Players: 2 – 5
Ages: 8 +
Time: 15 min

Unearthed by: Celeste

Each player gets a score sheet with 4 colored rows of numbers; the red and yellow rows go up from 2 to 12 left to right, while the green and blue one go in reverse order. All four rows also have a lock icon.

The active player rolls six dice (2 white and 1 each of the four colors) — and announce the sum of the two white dice. All players MAY cross that number off from any ONE of the rows on their sheet. Then, the active player MAY add any one white die to any one colored die, and cross off the sum from the row of the matching color. Simple, right?

The catch is, once you cross off a number you can no longer mark off any of the numbers on that row to the left of that number. . . and the more numbers you mark off in a row, the more points you’ll score at the end. If the active player doesn’t mark any numbers on their turn (whether they chose not to or get locked out), they take a -5 penalty.

Once any player marks off 5 numbers off any row they can lock it, preventing all players from crossing out any more numbers on that color’s row. The game ends when two rows are locked; high score wins.


Tigris & Euphrates

A game of culture, conflict, and civilization!

Designed by: Reiner Knizia
Published By: Hans im Glück (1997)
Edition Played: Mayfair Games (2008)
Players: 2 – 4
Ages: 12 +
Time: ~ 90 min

Unearthed by:  Ed

You control a Dynasty striving to develop all 4 key spheres of your civilization: Settlements (black), Temples (red), Farms (blue), and Markets (green) as kingdoms grow in a 11×16 square grid representing a slice of the Fertile Crescent.

To do this, players will position their leaders, create and extend kingdoms, build monuments, and resolve conflicts. They will thus gain victory points in each of the four spheres.

Each time a tile is added to a kingdom (a group of adjacent tiles with a leader), the leader that matches the tile’s color, or the King, will earn that leader’s owner a victory point of the tile’s color.

There can only be one leader of each color in a kingdom. If the placement of a tile or leader results in more that one leader of the same type, then resolve conflicts until there is only one leader of each type.

At the end of the game, players compare their lowest spheres; the winner is the player with the most well-balanced civilization (which has the most victory points in their lowest sphere).


Dungeon Roll

A Dicey Dungeon Delve Dripping with Danger

Designed by: Chris Darden
Published By: Tasty Minstrel Games (2013)
Players: 1 – 4
Ages: 8 +
Time: 15 – 30 min

Unearthed by:  Mike

In Dungeon Roll, you collect experience points by defeating monsters and scooping up treasure. Players each select a Hero avatar with unique powers, such as a Mercenary, Half-Goblin, or Enchantress.

On your turn, delve into the dicey depths seeking fortune and glory! One of the other players takes on the role of the Dungeon Lord for that turn, and rolls increasing number of Dungeon Dice based on how deep into the dungeon you go. Success means you can press your luck and continue; but if you go too far, you may have to fight the dreaded dragon!

After 3 delves each, the player with the most experience points wins.

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