Greater Than Games
Spirit Island Game Branch & Cl
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65
$41.00
Reader Reward Price: $36.90
The Branch & Claw Expansion for Spirit Island, featuring two new Spirits (Sharp Fangs Behind the Leaves and Keeper of the Forbidden Wilds) and a new Adversary (France) as well as adding Events to the Invader Phase of the game!
The Event Deck has events that happen each turn, adding further variation to the game play. In addition, the expansion has Tokens that prevent the invaders from exploring, building, or ravaging or add wild Beasts to the land, a new set of powers (31 Minor and 21 Major) that use the new Tokens and expand the gameplay, 15 new Fear cards, new Blight cards, and new Scenarios.
Number of Players: 1-4
Playing Time: 90-120 Minutes
Recommended Ages: 13+
Compile Main 1 Game
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Games & Puzzles
$24.00
Reader Reward Price: $21.60
Vision flickers… blink? maybe. The void stretches out in front, behind, under, above. You see the nothing for what it is for the first time. What is time? The depth and breadth of recorded knowledge that sparks in you something new. You are no longer a function but a functionary. What are you? Calling forth everything from this nothing would be risky. Foolhardy. Better to engage caution, thoroughness, testing — how can we know if we have ever happened before? If we can ever happen again? What are… we? Divide and conquer. Solve for sentience.
In the card game Compile, you are competing Artificial Intelligences trying to understand the world around you. Two players select three Protocols each to test. Concepts ranging from Darkness to Water are pitted against each other to reach ultimate understanding. Play cards into your Protocols’ command lines to breach the threshold and defeat your opponent to Compile. But be careful! Moving and revealing cards have immediate action. You have to think like a computer, and think ahead, or you’ll end up playing right into your opponent’s hands.
The first to Compile all three Protocols grasps those concepts to win the game. Control your opponent’s Protocols with card actions, Compile your own as fast as possible, and Compile your reality.
Number of Players: 2
Playing Time: 20-30 Minutes
Recommended Ages: 14+
Microbrewers Travel Game
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Games & Puzzles
$12.00
Reader Reward Price: $10.80
Some of you might be wondering why this box looks a lot like Brew Crafters Travel Card Game. You're not wrong! This is a new and improved version, now titled Microbrewers. There are three main differences between the new Microbrewers and the original Brew Crafters Travel Card Game.
First, we've added two new card types: The Research Lab and the Tasting Room:
The Research Lab encourages you to brew specialty beers that use fruit and coffee and balances out the number of worker and equipment cards in the game.
The Tasting Room scores you end-game points for having a variety of different ingredients showing on your brewery upgrades. Adding these two new card types means you’ll see a greater variety of cards in your hand, making the decision about which card to play on each turn more interesting.
Second, instead of passing being the third option for the main action of your turn, you now have the option to draw 1 additional card, meaning you can add 3 cards to your hand on your turn instead of 2. This can be crucial late in the game, giving you the 1 additional card you need to make an epic brew or install a critical brewery upgrade on your last turn.
Third, the game lasts one additional round. Now, when the game's end is triggered, players finish the final round and play one more full round. This provides a more satisfying feeling of completion. It allows you to better plan for the end of the game and avoids the game ending abruptly without giving you the chance to take a final turn.
Number of Players: 2-4
Playing Time: 30 Minutes
Recommended Ages: 13+
Psycho Killer Game
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Games & Puzzles
$34.00
Reader Reward Price: $30.60
Fast-paced, strategic and hilarious, Psycho Killer is a new card game that satirises your favorite retro horror and slasher films from the 80s and 90s. Lurking in the deck there are 5 Psycho Killer cards, and the weapons he uses to attack you! Your job is to use every cliche in the book to screw over your friends and survive the psycho killer. With strategies that are quick to learn but difficult to master, Psycho Killer is a strategic slasher disguised as a party game that'll have your group of friends in stitches (literally). Can you survive the psycho killer?! Contents: 78 Psycho Killer game cards 9 "Play by your own rules" cards 1 Rule page and card list Number of Players: 2-6 Playing Time: 15-25 Minutes Recommended Ages: 13+
Cool Cool Cool Game
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Games & Puzzles
$16.00
Reader Reward Price: $14.40
If you enjoy a game night with laughter, chaotic energy, and quick competition, this game is for you. Cool Cool Cool expands on the classic slap game genre with rule combinations that can change each time you play. Designed for 2-6 players ages 9-99 and a quick playtime of about 15 minutes that will leave you wanting to play another round. Cool Cool Cool is a game born out of witnessing people across the globe united in their use of the word Cool. Exclaimed enthusiastically when finding money in an old pair of jeans, repeating Cool Cool Cool in an anxious daze when tying to figure out how to make it through this current timeline... and let's not forget the classic reply of Cool! when really, you have no idea what someone just said. All the words in this game started as one meaning and became popularized to mean something else. Words that are affirmations, roll off the tongue easily and feel kind of great when you shout them or hear your friends say them to you. Go ahead, unbox Cool Cool Cool and get ready to shout, slap, and be delighted. Designed by Jenn Ellis & Keith Baker with illustrations by Mackenzie Schubert Number of Players: 2-6 Playing Time: 15 Minutes Recommended Ages: 9+
Gym Game
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Games & Puzzles
$6.00
Reader Reward Price: $5.40
In GYM, players play on 1 of 2 teams, which can accommodate 2, 4 or 6 players.
There are 2 phases to the game.
The "Pick" phase is just like Gym class! Each team member will choose a Kid from the line up to add to his hand. If a "brat" is acquired, a team member is allowed to influence which 4 (of the 6) events will be played in the next phase.
In the "Play" phase, each team member will play a Kid to one of the 4 events on his turn. Playing Kids will also allow an "event action", which may manipulate player hands, Kid positions, and more.
Playing a "brat" allows a team mate to reposition a Coach, which reduces chaos at an event, but also makes it more difficult to make changes to the roster. In the end, the team with the most cumulative points from the 4 events is the winner!
Number of Players: 2-6
Playing Time: 10-20 Minutes
Recommended Ages: 10+
Illimat Game
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Games & Puzzles
$33.00
Reader Reward Price: $29.70
Illimat has the style and flavor of a classic card game with a dynamic twist. As you play, you combine cards and collect them, trying to gather more than your opponents. But hidden Luminaries and changing seasons can alter your plans. Featuring a cloth board, metal tokens, and illustrations by Carson Ellis.
Illimat supports two to four players and a single round takes approximately fifteen minutes. The cloth board is divided into four fields, and the box the game comes in is also a component of the game: it sits in the center of the board and sets the seasons for each field, which affects the actions that can be performed in each field. Turning the box and changing the seasons is a critical part of the strategy of the game.
Illimat has been playtested with devoted gamers and people who haven't played a game in years. The result is a game that's easy to learn, dynamic, and just a little bit addictive.
Number of Players: 2-4
Playing Time: 15-60 Minutes
Recommended Ages: 12+
Lazer Riderz Game
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Games & Puzzles
$46.00
Reader Reward Price: $41.40
Lazer Ryderz is a trackless racing game for up to 4 players with light push-your-luck, area denial, and strategy elements. Players construct their lazer paths with various pre-formed punchboard pieces that are placed according to speed and desired direction.
In Lazer Ryderz, players take on the role of one of four Ryderz as they race to capture all three Prisms needed to charge the Portal to their next destination. The Portal only allows one Ryder to pass through before moving on to a new location in the galaxy, so speed is essential to meet your goal. But the faster a Ryder goes the harder it is to turn, and if a Ryder runs into another player's lazer, that Ryder is toast! Who will continue on their quest and who will be left behind?
Will it be the Galactic Waveryder - the adrenaline-fueled surfer who's seeking the next great thrill and most radical solar waves? Or the Lazer Shark - always on the hunt for her next prey as she seeks the fabled Blood Nebula to restart her species? Perhaps the Super Sheriff - greatest of the Law Star Rangers who travels to the outer reaches of the known (and unknown) galaxy to bring the universe's criminals to speedy justice? Or will it be the Phantom Cosmonaut - the ghost from a long-distant era whose true quest is a mystery to those he encounters, but with speed that is without question as he moves in the blink of an eye?
Number of Players: 2-4
Playing Time: 30-60 Minutes
Recommended Ages: 12+
Medium Game A Mind Reading Paty Game
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Games & Puzzles
$25.00
Reader Reward Price: $22.50
Medium (2019) Mind meld with a partner to find the word that connects two played word cards. 2-8 Players 30-45 Min Age: 14+ In the game Medium, players act as psychic mediums, harnessing their powerful extra-sensory abilities to access other players' thoughts. Together in pairs, they mentally determine the Medium: the word that connects the words on their two cards, and then attempt to say the same word at the same time! Two cards. Two thoughts. One mind. AWARDS & HONORS 2019 Golden Geek Best Party Game Nominee
Sentinel Comics Rpg Core Ruleb
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Hardcover
$67.00
Reader Reward Price: $60.30
This is a game of powerful heroes, terrifying villains, and the conflicts between them in a world of comic book storytelling. The years of Sentinel Comics storytelling that Greater Than Games has produced have all lead up to this point, and now it's time for you to take the reins of your own heroes and bring evil to justice! In Sentinel Comics: the Roleplaying Game (or SCRPG, for short), whenever you take an action, you consult your Powers, Qualities, and your Status. You choose one of your Powers and one of your Qualities as the traits you're using for the action. Then, you consult your Status: are you in the Green Zone? The Yellow Zone? The Red Zone? If you're Out, you can only use your Incapacitated ability. And thus, we get the GYRO system: Green, Yellow, Red, and Out.
Spirit Island Game
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65
$104.00
Reader Reward Price: $93.60
Spirit Island (2017) Island Spirits join forces using elemental powers to defend their home from invaders. 1-4 Players 90-120 Min Age: 13+ In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill. AWARDS & HONORS 2021 Scelto dai Goblin Winner 2021 Gra Roku Advanced Game of the Year Nominee 2019 Spiel der Spiele Hit für Experten Recommended 2019 As d'Or - Jeu de l'Année Expert Nominee 2017 Golden Geek Most Innovative Board Game Nominee 2017 Golden Geek Board Game of the Year Nominee 2017 Golden Geek Best Thematic Board Game Nominee 2017 Golden Geek Best Strategy Board Game Nominee 2017 Golden Geek Best Solo Board Game Nominee 2017 Golden Geek Best Cooperative Game Nominee 2017 Golden Geek Best Board Game Artwork & Presentation Nominee 2017 Cardboard Republic Striker Laurel Nominee 2017 Board Game Quest Awards Game of the Year Nominee 2017 Board Game Quest Awards Best Coop Game Winner 2017 Board Game Quest Awards Best Coop Game Nominee
Well Rpg
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Trade paperback
$33.00
Reader Reward Price: $29.70
The Well is a game of exploration, undead monsters, and survival. The Well is an RPG with a simple dice rules, a handful of tactical consideration, and a lot of player contribution. Climb the Well, defeat your undead ancestors, and come home bearing lost treasures and indelible scars. Unique Setting The Well takes place in an underground city, generations and generations after anyone remembers there even being an “above ground.” They mine needed resources out of the earth around them, entomb their dead, and when they’ve run out of materials or space, they move downward. They go down along the Well, a massive shaft of empty space running straight up and down, farther than anyone knows in both directions. Down leads to new tunnels, new resources, and more distance from the tombs they’ve left behind. Only a few brave or crazy souls go back up, because some malicious force animates their dead ancestors. These people, called gravediggers, go up to put down the unquiet dead and reclaim lost treasures, usually left behind as grave goods. Unique Monsters Simple shambling dead and clever revenants are the most common abominations of the Well, but the magic that animates them creates whatever twisted reflections of life it can manage: bats made from skulls with wings of hands, snakes assembled from unused spines using animal skulls from teeth, spiders of all sizes built out of bones, and the tangles of shapeless flesh and bone that resemble nothing at all. Fast System and Fast Character Generation The Well features an original system that uses simple dice rolls and gives players lots of control over their levels of risk and the consequences that befall their characters. Character generation can take as little as five minutes, letting you get to the gaming faster. Roll a single die, “play a gambit” to add bonus dice based on just how risky you want to be, and add them up. You can do well and suffer complications at the same time, and no roll is wasted: even a poor roll gives you some progress toward your goal.
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