Jolly Roger Games has introduced two new games, 13 Minutes: The Cuban Missile Crisis and Road Hog.

13 Minutes: The Cuban Missile Crisis  is a card-driven micro-game in which players will take on the role of either President Kennedy or Khrushchev, and will be striving to exit the Cuban Missile Crisis as the most as the most powerful superpower.  Players will be using five Strategy cards to place Influence cubes on battlegrounds to score majorities and manipulate battlegrounds on an ever-changing map.

Formerly known as TurnpikeRoad Hog is a game by Randall Hoyt that “captures the rolling shark tank that is our modern highway system where complete strangers shamelessly compete with each other in a race.”  Players will be striving to be the first player to drive their cars from the beginning to the end of the highway.

Both of these games have a street date of February 28, 2017.

Brain Games would like to announce the recent release of three new titles, Dungeon Rush, Dokmus, and Flamme Rouge.

Dungeon Rush is a “dungeon delve” in which players are in control of two heroes, one for the right hand and one for the left.  Players each simultaneously revel two cards, and choose how their heroes will tackle them.  Heroes can combine their efforts when tougher challenges appear.  Players will be able to upgrade their heroes as the game progresses.

Dokmus is a game for 2-4 players who will lead an expedition to the island of Dokmus, the ancestral god of your tribe. During set-up, players will randomize eight double-sided map pieces, including which side of each map piece to place faceup, and place them in a 3×3 grid so that the middle place is left empty.  In the game, players will draft the aid of Guardian cards in order to gain special powers such as moving and rotating, moving tokens, or gaining the first player marker for the next turn.  The layout of the islands changes constantly based on player actions, and players will get victory points for discovered temples and ruins on the map as well as sacrificed tokens.

Flamme Rouge is an exciting, “fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win.”

All three of these games had a December, 2016 release.

thunder alley

Nothing Now Games, in cooperation with veteran designer Richard Launius (Arkham Horror, Defenders of the Realm), has created an expansion for Thunder Alley, a board game that emulates stock car racing.  The Thunder Alley: Crew Chief expansion “provides a new way to play Thunder Alley by adding strategic options which offset the luck of the draw and allow for more control over your team.”

thunder alley cards

This 148-card expansion will contain several card sets, including:

  • Crew Chief Cards (tweak your strategy and take advantage of the cards in your hand)
  • Lap Cards (allow for additional laps to be run and tracked)
  • Race to the Finish Cards (replace the original Point Tokens from Thunder Alley by providing larger cards that allow for easier visual identification of positions and points for each player, as well as adding the “Lucky Dog” rule module)
  • Track Cards (provides a greater variety of tracks for more unique gameplay)

Stretch goals for this project include 32 Setup Cards (allow you to choose a card that you will get in your hand each and every turn during a race) and 32 Conditional Cards (added to each of Crew Chief Decks and change the game slightly when each card is played).

This project will end on April 30, 2016, with a funding goal of $19,000.  For more information on this project, visit the Kickstarter page here.


Burley Games has launched a Kickstarter project for their newest game Zambezi: The Expedition Game by designers Peter and Jonathan Burley. Burley Games is also the same company that brought Kamisado to the market, an excellent abstract game. In Zambezi players will start at the base of Victoria Falls with a set amount of fuel and crew and race down the Zambezi river trying to reach Lake Kariba while trying to avoid crocodiles and rocks, carefully spending fuel, collecting treasures and filming documentaries.

“It is the late 1950s. You are a daring tugboat captain, exploring the mysterious depths of southern Africa. Be the first to sail your vessel from Victoria Falls along the famous Zambezi river to Lake Kariba. On the way you must avoid hungry crocodiles, which cause you to burn valuable fuel units, and rocks, which result in your crew members being lost overboard and may delay your tugboat’s progress.”

Zambezi is a fun board game that is ideal for the family market, but also one which has sufficient depth of strategy and competitive edge to appeal to (and amuse) the more experienced gamer. Decisions require to be made regarding the management of your resources, particularly your precious units of fuel, which you need use sparingly to help you navigate around the many hazards on the river. You will need to try to preserve and maintain your crew (who tend to get lost overboard if you hit rocks or other boats during your journey). And you must try to avoid the spaces that contain nasty groups of hungry crocodiles. If you land on these, you will have to burn lots of valuable fuel on your next turn to allow you to escape from them.

During play 2-8 players will draw cards that have a number value and will allow them to move that number of spaces; they have the option to spend fuel to draw extra cards that will give them more choices of what to play. These choices are important because some of the spaces are populated with groups of crocodiles and piles rocks. The rocks will make you lose crew members overboard and the crocodiles will make you spend fuel to get away. Additionally you may want to land on a space that has a dock and contains various treasures and/or extra fuel stopping here will allow you to choose one of the options available.

zambezi cards

Another reason to be careful with how many cards you draw is any that remain after your turn are left face up for other players to take instead of the draw pile, so you may reveal cards that other players can use more effectively than you.

Cards are also used to create documentaries of various wildlife you see along the way. Documentaries can only be started with a value 1 card and are continued in numerical order. All cards for a given documentary must contain the same animal artwork on them.

The winner of the game is not necessarily whoever reached the end first, instead points are calculated based on race order, treasure collected, best documentary (longest), and the amount of fuel you have at the finish so there are different strategies to try to win the game. Additionally Zambezi can be played as a pure racing game, leaving out the treasures and documentaries and the winner is the first to the end.

Zambezi looks to be an interesting, entertaining, and exciting family game with more strategy then one would first assume. The use of fuel to draw cards to allow more choices to the individual while also potentially helping other players, deciding to stop along the way to pick up extra fuel/treasures, the ability to build documentaries that will take cards away from other players as well as potentially score you more points at the end there are definitely some decisions to be made in this game. The artwork is bright and colorful and illustrated by Vicki Paull and Steve Tolley. So if you ever wanted to race down an African river or are looking for a fun family game that will also keep gamers interested check out Zambezi: The Expedition Game on Kickstarter.



Souljar Games is currently running a Kickstarter for a new game with a creative new theme: gondola racing through the canals of Venice.  Gondola is a “tile-racing game” in which players control their own gondola and race against other players in an attempt to cross the checkpoints first.

Players setup the game by placing the starting tiles and gondolas, then dealing out random tiles to all the players.  Players take turns placing tiles to expand the waterways and moving their gondolas along the canals based on tile-specific movement icons.  Thematic elements include gondola pile-ups that players will certainly want to avoid.  The game includes “catch-up” mechanisms to create game balance, such as the last player moving an additional space, and going last sometimes includes taking an extra movement or squeezing past blocked-up tiles.

The winner is the first gondola to cross three checkpoints.  Game length and challenge can be increased by adding up to five checkpoints.

Gondola is a game for 3-5 players, though a stretch goal for the campaign will increase the maximum player count to 6.  The base game will include:

  • 5 gondola markers
  • 25 wooden checkpoint cubes
  • 70+ tiles, including two special start tiles

Gondola has a primary funding goal of $12,000 and has currently raised $2,175 for the campaign.  The project will reach its end on March 4, 2015.  For more information on this project visit the Kickstarter page here.


In Carmarace, everyone on your block just won the chance to pick up a limited edition collectable at the convention being held on the other side of the continent. There is only one of these collectables up for grabs and the first person there gets it! The problem? None of you have a car…As players hit the streets, sky, and tracks, they will hop into different vehicles with different “Karma” values.  You might get really lucky and have a nice open road in front of you…or you might get a giant boulder, which can slow you down. In this race, what goes around comes around. You’ll run into speeding tickets, road blocks, jet fighters, trains, cars, planes, old ladies, and more! 

In Carmarace, you’ll need to strategize which cards to hold, and which to discard. Do you want to advance further into the race? Or deal out some bad Karma to the others in front? Which path should you take? Will you risk the high road and take a plane? Bluff your way past the others? So many choices to choose from.

2-6 players

Ages 8+

90 minute play time