Digital Implementations: Tabletopia

A War of Whispers

A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties.

You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases:

Deploy agents phase: In player order (starting with the first player and proceeding clockwise), each player removes, then deploys agents to empire councils, the positions on the board marked Sheriff, Steward, Marshall, and Chancellor.
Empire turns phase: Each council position on each empire council will take an action. If a player has acquired cards, they may play them during this phase.
Cleanup phase: Add the turn marker to the next space on the turn tracker, then each player discards down to the hand limit of five cards.
Swap phase: In player order, each player may swap two of their unrevealed loyalty tokens. If you choose to do so, you must reveal both of the swapped loyalty tokens. They remain revealed for the rest of the game.

Gameplay repeats itself in this order four times. When the last space on the turn track is filled, the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.

King's Forge

The Chamberlain is searching the realm for a new "Craftmaster to the King" and sets a contest for all of the smiths and crafters in the land. The first one to forge four items from a list of the King's favorite weapons and trinkets will be honored as First Among Crafters and Smiths. But watch out, because the other crafters and smiths will try to outdo you at every opportunity. Are you ready to forge your destiny?

In King's Forge, players are craftsmen and craftswomen seeking to become the favorite of the King. A variety of dice represent the raw materials (metal, wood, gems, and enchantment) and those same dice can be used to gather new dice and purchase roll-modifiers, or saved and rolled in an attempt to meet the requirements to craft the items on the King's list. An early lead is not a sure path to victory and other players will out-maneuver and out-build you whenever possible. Careful dice management, advance planning, fierce competition, and nail-biting luck will carry you to winner's circle.

Herd Mentality

This is a party game for families, friends and cow rustlers. The aim of the game is simple: think like the herd and write down the same answers as your friends.

If your answer is part of the majority, you all win cows. Yeehaw! If everyone else writes an answer that is matched by at least one other person, but yours is the odd one out, then you land the angry Pink Cow, and your herd of cows is worthless until you can offload it onto someone else.

The first player to collect eight cows wins.

Roll Player

Mighty heroes don’t just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches.

In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character’s attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero’s traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!

Air, Land & Sea

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.

At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.

You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!