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Who says board games are boring? Not the folks who have played these odd-sounding classics.

Please sort new titles alphabetically to avoid duplicate entries.


  • 1000 Blank White Cards: Calvinball: The Card Game.
  • 4000 AD: Risk in SPACE!
  • 7th Sea: Knock-offs of 17th-century European countries battle for supremacy, and you're caught in the middle. Also, pirates and magic are involved.
  • Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road: It's based off of a series of kids' books. Small children, Cairn Terriers, and rag dolls are perfectly legitimate character choices.
  • Aeon's End: Up to four very squishy wizards take on an Eldritch Abomination. You can win either by killing it or by living long enough for it to get bored and go away.
  • Aeroplanes: Aviation Ascendant: Use airplanes that can only be used once to shuttle as many people to as many places as possible in Eurasia and Africa.
  • Agricola: A bunch of medieval couples start families and raise cubic livestock.
    • Farmers of the Moor: The couples try to build farms on heavily-forested peat bogs while staying warm through the winter. They also have the chance to raise horses.
  • Alhambra: Landscaping in medieval Spain for fun and profit.
  • All Flesh Must Be Eaten: The main book contains ten different scenarios, and in every single one of them the dead rise. This is a constant.
  • Ammo: Almost every manga trope is present and going to kick your ass. Enemies range from puny demons, each one able to throw a car around for fun, to semi-immortal demon lords that infiltrated the world politic. And while you have the firepower to fight that, a dagger wound or an aimed kick is going to kill you on the spot.
  • Apples to Apples: A card game in which victory hinges on guessing how your friends would best describe certain things.
  • Arimaa: Two bestiaries seek to lower each other's gates, or else make hassenpfeffer of the only creatures that can do so.
  • Arkham Horror: It's The Roaring '20s. You and up to seven of your friends run around a small town in Massachusetts trying to avert The End of the World as We Know It.
    • Mansions of Madness: It's still The Roaring '20s. You and up to three of your friends run around an old mansion in New England while trying to figure out how you can stop another of your friends from doing something nasty.
  • Ascension: Chronicle of the Godslayer: Monks, robots, druids, and interdimensional assassins team up to save the multiverse. They do this with playing cards.
  • Atmosfear: Beat a cranky gatekeeper or some other monster within an hour.
  • Bang!: A sheriff tries to fight crime, despite not knowing who's really on his side.
  • Battleship: Two navies shoot at random.
  • BattleTech: Samurai, knights, pirates, vikings, gladiators, and more all fight each other in giant robots. In space.
  • Betrayal at House on the Hill: You and 3-5 friends are exploring a mansion. You won't know the rules of the game until the session is halfway over, and then, someone will be playing by different rules that lets them inch towards Game-Breaker territory. Teamwork is both encouraged and punished.
  • Bliss Stage: All the adults in the world fall asleep, leaving kids and teenagers to pilot Humongous Mecha powered by romance and sex.
  • Burn In Hell: You're a demon prince of Hell seeking out like-tempered sinners so you can gain prestige by burning the 'best' evil bastards in special circles of hell. Trade other souls for fun and profit. Oh, and for some reason, burning a soul cools hell down until it freezes over, for some reason.
  • Call of Cthulhu: You play ordinary people fighting evil cults and horrors from beyond time. It goes on until you die or go mad from the things you've seen. So, an hour. Tops.
    • Delta Green Members of a disgraced government agency fight monsters. If they're very lucky, they don't lose outright.
  • Carcasonne: Build cities, roads, churches and farms in the French countryside using cardboard tiles and little wooden people.
  • Cartoon Action Hour: You play as characters from a fictional action cartoon show from the Me Decade.
  • Castle Falkenstein: A Steampunk RPG where half the rulebook consists of a novella, and character creation requires you write a diary.
  • Cerebos: The Crystal City: A bunch of amnesiacs take a train ride. Along the way they discover one of them will get what they're looking for at their destination, while the others will try to help or hinder them along the way.
  • Checkers: Kill your enemies through the ancient art of Leap Frog. Show no mercy, for you will be shown none.
  • Chess: Tabletop strategy game where you control an Action Girl, Church Militants, and giant, mobile stone buildings. If they can make it to the end, your weakest units can take a level in badass. The object of the game is to corner your opponent's second-weakest piece.
    • Knightmare Chess: The same as above, except that the rules are bent, broken, and changed on a regular basis. Hilarity Ensues.
    • Choiss: You and your opponent built an island and your forces fight on it.
    • Makruk: The girl is not extraordinarily empowered, the weakest units start closer to the action and Take a Level in Badass sooner, and the Church Militants can't go so fast.
    • Shōgi: A battle where those who are captured change sides.
      • Tori Shogi: The same, but all combatants are evidently-wingclipped birds.
    • Shatranj: The Church Militants are really weak but they can jump. You can win by giving no quarter.
    • Sittuyin: Finish assembling your forces and fight.
    • Xiangqi: Homebodies on opposite sides of a river send armies against each other.
      • Janggi: The same except: there is no river, the homebodies and their guards have equal strength, and the heavy artillery (living and not) and the Rank-And-File guys move differently.
    • Chaturanga: In the original version, cavalry ride horses in their prime, while the Kings ride The Alleged Steeds.
  • Chez Geek: Gen-X slackers establish a pecking order based on consumerism, narcotics, casual sex, geeky activities, and finding cool roommates.
    • Chez Goth: As above, but with goths instead of slackers.
    • Chez Grunt: As above, but the slackers are in the army.
    • Chez Guevara: As above, during a revolution in a Banana Republic.
    • Chez Cthulhu: As above, in the world of H. P. Lovecraft.
  • Chicken Caesar: Chickens recreate ancient Roman politics and pad the résumés of their dead relatives.
  • Chrononauts: Fiddle with the time stream in order to get home. Failing that, you can complete a scavenger hunt, or simply do the best you can to keep the universe from imploding.
  • Clue: Color-Coded Characters wander around an old mansion while being told who didn't kill someone, what they didn't kill someone with, and where they didn't kill someone.
  • Cosmic Encounter: Aliens try to land space ships on the worlds of other aliens. They make weird stuff happen in order to accomplish this.
  • Coup: Rich assholes in the future raise money to kill the people the other rich assholes have in their pocket. A key part of the game is lying through your teeth about what you're actually allowed to do.
  • CthulhuTech: You know that Neon Genesis Evangelion / H. P. Lovecraft crossover Fan Fic? Throw in some Super Dimension Fortress Macross and some Guyver, and it's kinda like that. Now with added Ghost in the Shell and AKIRA, from the companion book.
  • Dark Heresy: In the Grimdark future, everyone botches their dice rolls and then randomly selects one of over 9000 nasty ways for their character to die. And then the Psyker decides to cast a spell...
  • Deadlands: Mad scientists, magical card-sharps, and assorted Wild West stock characters battle monsters powered by fear.
  • Deadly Danger Dungeon: You explore a dungeon and try to obtain many items, with death lurking at every turn.
  • Devil Bunny Needs a Ham: Food-service workers climb a skyscraper while trying to avoid a Killer Rabbit.
    • Devil Bunny Hates the Earth: Said Killer Rabbit wants to run his candy business into the ground. His machines gum their own works up with squirrels.
  • Diplomacy: You play one of the great powers of Europe in 1900. The players don't really start on an even footing. A game with no random chance or dice rolling and where lying to the other players is a vital strategy.
    • How about, "Seven people use a map of Europe to prove who has best mastered the Evil Overlord List. The winner gets to take over the world."
      • Better still, "You invite six friends over for a board game, and by the end of the evening, have six more people who now hate you."
  • Dixit: Make your friends guess which piece of surrealist art you think best fits a word or phrase you made up off the top of your head, but don't make it too obvious.
  • Dogs in the Vineyard: Mormon Paladins punish the sinners and save the virtuous in an alternate old west.
  • Don't Rest Your Head: Mind bogglingly frightening adventures in a world that takes all the terror from The Phantom Tollbooth and kicks it up a notch (Bam!) Needle headed dogs will sew your shadow to the floor. And did we mention you get powers from being crazy that make you more crazy?
  • The Doom That Came to Atlantic City: Eldritch Abominations are trying to destroy Atlantic City. You play one of the abominations.
  • Dungeon Lords: Dig a hole in the ground, hire staff, scrape together enough money to pay wages & taxes, and try not to annoy the locals too much. Hoodlums will be along shortly to ruin all your work.
  • Dungeons & Dragons: A game of let's pretend where you kill tribes of evil fantasy races and take their stuff and get periodic powerups.
  • Elder Sign: Yahtzee with Eldritch Abominations.
  • Evo: Outbid your opponents for the genes you want. Repeat until a meteor strike kills everyone.
  • Exalted: Disgruntled employees of a bureaucracy imprison the management, fail to recognize a trend.
  • Falling: You are falling from a large height for inadequately explained reasons. You win if you land last, but everyone dies in the end anyway.
  • Feng Shui: Life is a Hong Kong action movie. Mooks get their own statistic system.
  • Fiasco: Effectively, it's a team juggling event where everything being juggled is a MacGuffin, an Idiot Ball, or both at once.
  • Final Girl: You're the one person in a Slasher Movie that knows what they're doing. You need to buy two separate games at minimum to play it.
  • Flaming Pyramids: You and your friends build elaborate and unstable piles of stone, wood, and straw, trying to trick each other into making it collapse or catch fire.
  • Fluxx: Collect junk in a card game where the rules (and the goal) can change seemingly at random.
  • Formula D: Race Formula One cars powered by polyhedral dice.
  • Gloom: Eccentric families in Victorian England suffer repeated tragedy in order to achieve a Cruel and Unusual Death.
  • Go: Stones start a land war in Asia.
  • Grimm: Little kids are trapped in a world based on twisted fairy tales.
  • Guillotine: Collect the severed heads of VIPs during The French Revolution.
  • GURPS: Pages and pages and pages of rules, but they don't tell you anything about the setting!
  • Imhotep: Master craftsmen cadge off each others' work to prove they had the biggest impact on Ancient Egypt.
  • In Nomine: Angels and Demons are real, and basically muck about in modern day promoting the agenda of a more powerful patron being. To be fair to everyone, God is there but never seen, and nobody really knows what Lucifer is up to. Oh, but using your Celestial Powers openly is bad, since not only are humans not supposed to know (except when they are) and Celestials doing things tends to attract other Celestials, which can be very bad. To top it off, a lot of angels are dicks.
  • Iron Claw: Dungeons and Dragons with Funny Animals. Set in Renaissance England.
  • James Earnest's Totally Renamed Spy Game: Oddly named game due a cease and desist on the title of a previous release. You build a Supervillain Lair and capture super spies, then either taunt them or just shoot them. Taunt too much before killing them, and they will escape and blow up your base on the way out. Rereleased again as Before I Kill You, Mister Spy... in 2016.
  • Just Desserts: Be the first one to convince a certain number of picky eaters to hang out with you by offering them the right desserts.
  • Kill Doctor Lucky: Everyone is trying to kill a millionaire who is completely bound to his routine.
    • Save Doctor Lucky: Everyone is trying to save a millionaire who is completely bound to his routine.
  • Killer Bunnies and the Quest for the Magic Carrot: Almost literally every single card, out of thousands, are completely and utterly meaningless as far as winning the game. And which cards can win you the game are decided entirely by chance.
  • Kingmaker: Use your randomly-assigned military forces to attempt to seize the British crown, circa 1483. Occasionally all your hard efforts and thoughtful planning will be wiped out by plague, hurricanes, or Scotsmen.
  • Kingsblood Incest: The Card Game.
  • Kingsburg: Use six-sided dice to convince a king's advisers to give you cubes, with which you build up a medieval settlement that is periodically attacked by monsters. A single game takes five years to play.
  • Kobolds Ate My Baby: You're a fearless but utterly incompetent little fanged ewok reject. Your tribe is throwing a party and demands you either bring the tasty human baby salad or be the tasty kobold salad. Babies explode randomly. So do you on occasion.
  • Koom Valley Thud: Re-enact one of many battles (all in the same place thanks to a clock with devastating side effects) between mismatched forces who move and kill in different ways.
  • Krosmaster: A bunch of characters from French productions get chibified and used as gladiators from time-manipulating demons.
    • Krosmaster Quest: The characters are now forced into a Roleplay session with the demons as Dungeon Masters.
    • Krosmaster Junior: A drunkard, a miner, a wizard and an idiot are stranded on a desert island. The demons make them fight anyway.
  • Legend of the Five Rings: Animal-themed aristocrats fight to defend the society that forbids them from touching money, falling in love, and eating red meat. Suicide is a game mechanic.
  • Le Havre: French warehouse managers who have to provide their workers with a free lunch invest in industry, real estate, and boats.
  • Life: Colorful pegs drive around a map, raise families, and collect tiles at the whims of a spinner.
  • Lord of the Fries: Try to fill orders at a fast-food restaurant staffed by the living dead, serving dishes made from generic ingredients.
  • Lords of Waterdeep: It's Dungeons & Dragons, but you play as the people in charge of the adventurers and not the adventurers themselves.
  • Lunch Money: You and your friends are little kids beating the snot out of each other in the playground for your lunch money. For some reason, knifing another child is acceptable and does less damage than a good kick. Oh, and the card art shows a scary little girl.
  • Vlaada Chvatil's Mage Knight: Heroes of Might and Magic: The Board Game.
  • Magic: The Gathering: Dimension-hopping wizards fight each other.
    • Welcome to a universe where one of the most serious questions you can ask is "What's your favourite colour?".
    • Mirage block: A guy obsessed with time tries to keep peace in fantasy Africa. The third part is about a flying boat and is far more important than anything else in the story.
    • Invasion block: Migrants bring their home with them. In the process of kicking them out, almost literally every named character dies.
    • Odyssey block: Pit fighter leads a rebellion, only to learn he's better off as a gardener.
    • Kamigawa block: In mythical Japan, a kidnapping results in a total jerk having to save the world from peace-loving gods that eat you.
    • Ravnica block: An epic struggle where ten factions try to subvert the local bureaucracy better than each other.
    • Time Spiral block: Sibling rivalry causes the multiverse to almost be destroyed by nostalgia thousands of years later.
    • Ice Age block: The world is covered in ice for generations, which eventually melts away to reveal a really lame alternate reality. A decade later, the ice comes back for no adequately explored reason.
    • Lorwyn/Shadowmoor blocks: A sickeningly bright fairy tale world becomes dark and twisted despite the actions of the heroes, then a Reset Button keeps any of that from having happened.
    • Shards of Alara block: One world becomes five after a freak accident, each world populated by knights, cyborg wizards, zombies, dragons and barbarians, and magic hippies who worship Godzilla, respectively. Part two: They meet each other.
    • Zendikar block: Real estate becomes voracious. It tells giant monsters to go screw themselves.
    • Scars of Mirrodin block: Oil crisis ruins the world.
    • Innistrad block: Humans get caught in the middle of a combination Zombie Apocalypse and vampire-werewolf turf war after their guardian angel ditches them. The good news is, she comes back. The bad news is, so does her evil counterpart.
    • Theros block: A party animal ascends to divinity. Chaos ensues.
    • Khans of Tarkir block: Five gangs inspired by an extinct animal fight each other. Then a guy alters history so that the extinct animals are in charge.
    • Kaladesh block: The biggest science fair in the multiverse leads to a violent revolution.
    • Amonkhet block: It's crazy dystopia Ancient Egypt. Then an evil dragon shows up and snarks at everyone and they die.
    • Ixalan block: Dinosaur-riding natives, amphibious merfolk, vampire conquistadores, and pirates fight over some really valuable real estate.
    • War of the Spark: Woman dislikes the conditions in which her contract defaulted; settles it with zombies.
    • Throne of Eldaine: Twins fight prankster in a world made out of every Fractured Fairy Tale. Turning people into elk turns out to be way more powerful than it looks.
    • Ikoria: Godzilla movies, but the humans' survival tech is still in Medieval Stasis.
    • Kaldheim: Viking metal album is interrupted by a plot element everyone forgot about.
    • Strixhaven: Twins take classes in a school that's not Hogwarts at all, we swear.
    • Adventures in the Forgotten Realms: Kill people and take their stuff, but with cards this time.
      • Alternatively: Wizards of the Coast totally sell out.
    • Kamigawa: Neon Dynasty: The mythical-Japan pastiche becomes Shadowrun somehow. The forgotten plot element from earlier suddenly gets significantly more important.
      • Rapid technogical progress is a great thing right up until it isn't.
    • Streets of New Capenna: An Eldritch Abomination teams up with a spearwoman-turned-flapper to stop a demon from taking control of Prohibition-era Chicago BUT WITH MAGIC.
  • Maid RPG: You play a maid. That is all.
  • Mice and Mystics: You are fantasy heroes who turn themselves into mice to stop an evil sorceress.
  • Monopoly: Inanimate objects get into the real-estate business in Atlantic City during the Great Depression.
    • Or: Real estate tycoons decide which properties they ought to purchase based on random walks through Atlantic City, and unseen forces move them across town for no good reason. Eventually, most of the tycoons would rather serve lengthy prison sentences than wander around Atlantic City, since the hotels in town charge astronomical rates and none of the tycoons have an apartment. And a train ticket can cost as much as the entire railroad company.
  • Monsterpocalypse: Giant robots backed by the U.N., Cthulhu look-alikes, fifty-foot cyborg ninjas, giant aliens who see Earth as an all-you-can-eat buffet, ecoterrorist-backed mutant dinosaurs, and Martians vie for control of the Earth. Collect them all!
  • Munchkin: To win this card game, you have to do everything you're not supposed to do in a fantasy role-playing game.
  • Mysterium: Free a ghost from its torment via art criticism.
  • Ninja Burger: Deliver enough fast food in 30 minutes or less to Roswell or Air Force One (in flight), and you may live the dream of becoming Branch Manager of a fast food empire. Fail, and it's time to apologize to your ancestors in person.
  • Nobilis: Starting characters are usually capable of destroying the sun. A trivial spell that every PC knows and is able to cast will make you immune to nuclear weaponry for a while. You spend a lot of time tending your flower garden and worrying that someone will find out about your latest crush.
    • Deputy gods go on wacky adventures while trying to save the world from pretty boys who are trying to destroy it with flowers and morality plays. Hell is on the good guys' side, and your boss killed at least a hundred people to make a convenient place to stash his body while he/she runs off to fight in the spirit world.
  • Once Upon a Time: People co-write a story. They each have a different ending in mind.
  • Oware: Scatter seeds over your opponent's turf to collect them with some of your opponent's own. Named for a legend about really obsessive players.
  • Pack & Stack: Try to find a truck that will fit all your stuff, and grab it before somebody else does.
  • Pandemic: For no adequately explained reason, four deadly diseases break out simultaneously across the globe. Stop them for spreading or it's The End of the World as We Know It.
  • Paranoia: Obey all the rules or die. You don't have clearance to know the rules.
    • A supercomputer runs everything to make everyone happy and is never wrong. This leads to a lot of intrigue, needless death and property destruction, and nothing works.
    • A mad supercomputer rules a post-apocalyptic underground city with an iron fist, executing people for the slightest infringement of its ever-changing rules, and sending hapless teams of Troubleshooters on missions made all but impossible due to bureaucratic bungling, equipment failure and/or team infighting. Secret societies and unhinged super-powered mutants are everywhere. Oh, and this is all played for laughs.
    • Alternately: That information is above your clearance level, Citizen.
  • Pathfinder: They Changed It, Now It Sucks! meets Darker and Edgier: the RPG.
  • Power Grid: Be the first to dominate the electric power market, one city at a time.
  • Puerto Rico: Build an island colony using cardboard and little wooden disks.
  • Quarriors: Wizards fight each other by collecting dice.
  • Race for the Galaxy: Conquer planets by discarding playing cards.
    • Roll for the Galaxy: Conquer planets by rolling dice.
  • Real Life: The generally Sandbox nature of the game leaves most quests vaguely defined and filled with poorly advertised dangers; your character might conceivably die from eating perfectly normal food. Your character can't go adventuring until he gains seven or eight levels; as a starting character, he requires constant upkeep from already-established characters and has absolutely nothing in the way of skills, except for genius-level language learning (a skill the character later inexplicably loses). The first few levels don't even grant skills, but "proto-skills" that serve as prerequisites for later skills. Opportunity for various proto-skills is not available to all characters (this is randomly determined), and lack of certain proto-skills can severely restrict choice of character class. Also, the most common (and depending on the campaign setting, possibly required) way to gain skills after the proto-skills have been acquired is to spend very lengthy amounts of time staying in one place. This gains you many skills, the majority of which will never be of any use to you.
    • The biggest Quick Sandbox. Many of the instructions are contradictory, some completely unhelpful, none of them are truly official.
    • SF0: An expansion to the above game which gives characters access to advanced skills in exchange for service to one of several shadowy government bureaucracies, all of which seem to be based in San Francisco.
    • GURPS: A further expansion on the above but with a lot more math.
    • Alternatively: Real Life: The LARP version of The Sims. (Possibly with less focus on potential for cruelty, it's hard to tell.)
  • The Red Dragon Inn: Refugees from a dungeon crawl gamble, get drunk, and beat each other up.
  • Revolution: Use blackmail, bribery, and violence to place little cubes in the landmarks of a nameless eighteenth-century city.
  • Rifts: An untold number of years in the future, the Ley Lines have turned Earth into something out of the weirdest fantasy novel ever written. Creatures are still falling into the world from other dimensions through holes in reality. People in massive armored suits walk alongside magicians. Chicago is the capital of The Empire, and the empire uses mutant humanoid dogs to sniff out psychics and nonhumans. Meanwhile, Toronto is the centerpiece of a possible Alliance of good guys, human and fantasy races alike who could resist.
  • Risk: Chronic backstabbers roll dice to see who controls the world.
    • Risk 2210 A.D.: As above, but with nukes that are inexplicably incapable of being aimed properly.
    • Risk: Legacy: As above, but players are allowed to screw with the game board in a number of ways.
    • Risk: Lord of the Rings: As above, but with an added time limit as someone rushes to dump a ring in a volcano.
  • ''Root: Militaristic cats, bureaucratic birds, and rodent revolutionaries have a turf war in the middle of a forest, while a lone wolf does their own thing, helping or hindering the others on a whim.
  • Santorini: With the aid of the Greek gods, be the first to either back your opponent into a corner or get the best view of a small, roughly square-shaped island.
  • Scion: Deadbeat parents expect their kids to fix their messes. The entire planet hates both groups. Literally.
  • Seasons: Wizards spend three years hoarding cool stuff, cool pets, and crystals while screwing over their foes.
  • Sentinels of the Multiverse: A card game that accomplishes the impossible: being about superheroes that aren't from a pre-existing franchise.
    • Rook City: Female Punisher and a blind martial artist join your team to face off against a Mob Boss, a Mutant Rat Creature, a Serial Killer, and a Rebellious Goth Girl. Somehow, the Goth Girl is the most dangerous.
    • Infernal Relics: A detective and a musician join your team to fight multiple gods, but good luck keeping them in play long enough to do anything.
    • Shattered Timelines: The Multiverse part of the game's title finally comes into play and it's exactly as confusing as it sounds.
    • Vengeance: Four villains and a Russian guy team up to fight the heroes.
    • Wrath of the Cosmos: An extremely British man joins your team to fight against his really crazy brother. Meanwhile, a girl with a height complex tries to escape from being a space wrestler. She then joins your team.
    • Villains of the Multiverse: The heroes now have to fight ten brand new villains. This would be more threatening if the villains weren't literally incapable of doing anything on their own.
    • OblivAeon: Every single hero and quite a few people who aren't face off against the greatest threat of them all: not owning enough of the expansions.
    • Wager Master mini-expansion: Annoying blue alien forces heroes to play weird games. You can literally win or lose without playing a single card.
    • Chokepoint mini-expansion: Ambiguously Brown girl turns machines against their owners, including things that cannot be called machines by any stretch of the imagination.
    • Ambuscade mini-expansion: French Jerk hunts large Maori man.
    • Miss Information mini-expansion: Workman's Comp case goes terribly wrong.
    • Unity Mini-Expansion: A girl who makes robots accidentally creates one of the game's mascots.
    • The Scholar Mini-Expansion: What if The Dude was an Alchemist?
    • Guise Mini-Expansion: A man thinks he's in a card game based on fake comic books. But that's ridiculous, right?
    • Stuntman Mini-Expansion: The French Guy is a hero now. He's still kind of a jerk though.
    • Benchmark Mini-Expansion: A Parody Sue learns that he's not actually all that great.
    • Void Guard Mini-Expansion: Four heroes are slowly driven insane by their rock collection.
    • Celestial Tribunal Mini-Expansion: Alien robots put Humanity on Trial.
    • The Final Wasteland Mini-Expansion: After the End, the sole remaining human is a much calmer large Maori man. Players find it to their advantage to fight mobsters here.
    • Omnitron-IV Mini-Expansion: The heroes break into Skynet's brain.
    • Silver Gulch 1883 Mini-Expansion: The heroes accidentally time-travel to the Old West. They are rescued by one's grandpa.
    • Sentinels of Freedom: Play as your favorite heroes and a new hero of your own creation to face off against fearsome foes... as long as you have a magnifying glass to see the microscopic text.
    • Sentinel Comics RPG: Annoying teenagers take over the superhero business. Good luck figuring out which dice to roll when.
    • Sentinels of the Multiverse: Definitive Edition: The original game but with more confusing mechanics. Have fun figuring out which words refer to what action.
    • Rook City Renegades: Guy with terrible luck and his gun-toting girlfriend gather a bunch of other weirdos to fight organized crime, a giant man-eating rat person, The Fair Folk, and a giant robot, among others. Werewolves are involved.
  • Settlers of Catan: Battle it out for who can control the most of a small island with a really weird, hexagon-based geography. Someone will more than likely get wood for sheep during the proceedings.
  • Shadowrun: In the future, magic is real, shamanism is real, virtual reality is real enough to kill you even though you can change the interface, and almost everything that can be corrupt is.
  • Smallworld: Goad fantasy races into grabbing as much territory as they can before their civilization collapses. The object of the game is to make money doing this.
  • Smash-Up: Both players pick up two decks, shuffle them together, and try to beat up the other player. Literal Ninja Pirate Zombie Robot can ensue.
  • The Speicherstadt: You run a group of highly-flammable warehouses in turn-of-the-century Hamburg.
  • Spirit Island: What if the settlers arrived on Catan and Catan told them to get the hell out?
  • Spirit of the Century: Every player character is far too broken, and they all share the same birthday. This is an important plot point. The genre is rife with racist and sexist stereotypes, there isn't even a pretense of realism as we understand it, and the GM is encouraged to play up the bad side of every trait the players give their characters.
  • Spree: Guns don't kill people when wielded by a mob of looters on Christmas Eve. They just make you fall down.
  • Spycraft: James Bond, Rambo, Agent 87, the Transporter, and the entire human cast of Stargate all team together. THEY FIGHT CRIME!!
  • Star of Africa: A horrible liar game that tells kids that they can easily travel thousands of miles with no money, sometimes horseshoes are just as valuable as giant diamonds, and people in Capetown just give you money for free.
  • Stratego: Two armies play a high-casualties version of Capture the Flag, complete with Stuff Blowing Up.
  • Strike Legion: Everything fights everything, with ridiculous amounts of collateral damage. You can buy an underbarrel mount that can destroy the planet you're standing on.
  • Takenoko: Please the Japanese Emperor by growing bamboo and feeding a panda.
  • Tales from the Floating Vagabond: Heroes from across the multiverse get drunk and cause trouble.
  • Teenagers from Outer Space: Aliens from across the galaxy infiltrate our high schools. Hilarity Ensues.
  • Terraforming Mars: Be the first to make the red planet green by fooling around with cards, tiles, and color-coded cubes.
  • Thousand-Year-Old Vampire: A disaffected shut-in who doesn't like the sun passes time by forgetting things until they inevitably die.
  • Three-Dragon Ante: A game designed by an RPG company to be roleplayed as being played during their RPG by your characters... but it's real.
  • Ticket to Ride: Use a cross between Graph Theory and Rummy to get from A to B by train.
    • Ticket To Ride: Europe The same, but in Europe and sometimes you don't know how many cards in a set you'll need before you try and play it.
  • Tokaido: A motley assortment of characters take a road trip through Tokugawa-era Japan. Whoever has the most interesting trip is the winner.
  • Toon: You play loony characters who can defy basic logic and the laws of physics as long as it's funny.
  • TORG: Seven or eight universes, all with different laws of metaphysics, fight for the energy of one planet, on that planet.
  • Trailer Park Wars: Help rednecks find a good home while preventing your opponents from doing the same. Get rewarded with plastic flamingos for doing so.
  • Traveller: Several thousand years in the future an Emperor rules eleven thousand planets which never can get along and always give the Emperor a big-headache. The Players wander from planet to planet and always give the GM a big headache as well.
  • Tsuro: Dragons go for a leisurely stroll. Only one can survive. Which is done by forcing the others to fall off the table.
    • Try to be the last player standing in a game of Pipe Dream.
  • Twilight: 2000: Fighting the Soviet Union after a nuclear war.
  • Twilight Imperium: Cat people, insect people, fish people, cyborgs, and the like jockey for control of a strangely hexagonal galaxy with about thirty planets. For some reason, turn order is decided by who decides to waste the most time in politicking; they go first.
  • Unknown Armies: There's magic all over modern day Earth if you know where to look. It can be accessed only by acting obsessively in open defiance of logic - self-mutilation, constant TV watching, and recreating in perfect detail the sexual adventures of a goddess on a secret pornographic videotape are three popular paths. Alternatively, you can become the living embodiment of an archetype such as the MVP, the Flying Woman, or the Mystic Hermaphrodite. The Back Story actually ties this all together. It's too long to spoil here, but the Comte de Saint-Germain is deeply involved.
    • Alternatively; Play mystical seekers who hope to overcome a life of tedious money-earning, porn-watching, and endless drinking by leaping into a secretive society where people work to earn money, watch porn, and drink endlessly. You can also choose to work at McDonald's.
    • Incredibly self-destructive habits become the path to magical power. Conspiracy and cosmic bumfights ensue.
  • Via Magica: Summon assorted magical creatures by playing Bingo-lite.
  • Warhammer 40,000: The local church and a posse of nerds try to keep nosy neighbors, hoodlums, an insect infestation, some old malfunctioning robots, and some really creepy things from another dimension out of their neighborhood on behalf of a disabled veteran.
  • Weapons of the Gods: Crouching Tiger, Hidden Dragon, only instead of Chow Yun Fat and Zhang Ziyi, you look at paper. And instead of breathtaking martial arts sequences with a world-class fight director, you roll dice. Sex makes you a better fighter. Character creation requires a crash course in Ancient History.
  • Wingspan: A card game about competitive birdwatching.
  • Old World of Darkness: The two parts dealing with the death of hope and human potential are widely considered the happiest of the lot.
    • Or: A supposedly dark and brooding game where one of the darkest lines is notable for having childish artwork.
    • Vampire: The Masquerade: Night owls put up with Manipulative Bastard bosses in their ongoing quest for their favorite beverage. Features Bible stories and sociopathy.
    • Wraith: The Oblivion: You're dead, then you awaken in a nightmare that would make H. R. Giger stain his drawers, and then it gets much, much worse. Eventually the players decide to play a more cheerful game like Call of Cthulhu.
    • Mage: The Ascension: Scientists oppress new-agers with cyborgs and plasma cannons.
    • Hunter: The Reckoning: You are a human surrounded by monsters nobody else can see. You have powers, but they only work on monsters, and they aren't as powerful as those the monsters are using, except for the ultimate spell of your class, which you are mathematically incapable of learning. You will probably go insane, even if you utilize the magically hidden support system, which is basically 4chan.
      • Alternately: Paranoid Schizophrenia, the role-playing game.
    • Demon: The Fallen : Parasites from Hell latch onto dying people to fight against similar parasites latched onto inanimate objects. They have less than a decade before The End of the World as We Know It strikes.
    • Werewolf: The Apocalypse: Giant furries try to prevent evil corporation, cultists, crazy subterranean furries, and other minions of an Eldritch Abomination from destroying Mother Nature. Eldritch Abomination has gone a little nuts after eons in another eldritch abomination's prison, which we call reality, and is trying to pull off a prison break. Ethnic stereotypes and anger management issues abound.
      • More briefly: Furry ecoterrorists versus Cthulhu.
    • Changeling: The Dreaming: You're like an otherkin, except your delusions are true (but not true enough that normal people will interact with them). You live a fairy tale existence that will either drive you utterly bonkers or get torn apart by a series of threats that ranges from child abuse to having to pay your taxes. Also, odds are you're going to lose and your imaginary friends will die.
    • Orpheus: Half your coworkers are dead. They still collect a paycheck.
  • New World of Darkness: A world that looks like our own, but there's secret monster societies hidden in every shadow. Vampires angst about being vampires and play politics, werewolves are spiritual border patrol guards, and mages fight against the lie of reality. And it's entirely debatable whether the humans who fight the monsters are any better than the creatures they hunt.
    • Promethean: The Created: You are an undead Walking Wasteland animated by living fire. Vicious monsters born from your kind's reproductive cycle gone wrong want to eat your flesh. If you stick around humans too long, they begin to build up to Torches and Pitchforks. Your goal is to lose your superpowers.
    • Changeling: The Lost: You're a refugee from slavery in Another Dimension. When you get back, you find that you may have aged strangely when trapped over there, and the otherworldly entities who kidnapped you have created an identical duplicate of you, who may or may not be evil. You join a power group who either wants to hide from, destroy or ignore the beings and often travel between the dimensions, not knowing that the eventual ending of your life is that you will (assuming you don't die or go mad first) evolve to become one of your race of tormentors. Not science fiction.
    • Werewolf: The Forsaken: The job of border guards is complicated by Nazi-equivalents.
    • Hunter: The Vigil: Again, you're a human surrounded by monsters, this time absent any powers, unless you are recruited by a MegaCorp, the Catholic Church Militant, mystic drug dealers or the Devil herself (maybe), all of which involves Body Horror, insanity with no trade off, addiction with no trade off or sudden death with no explanation, respectively, and even then, you might not get any powers at all. The rules do make you a Determinator, but that probably won't help. The best bonuses you can get are from your day job. No, seriously.
    • Geist: The Sin-Eaters: You're Michael J. Fox in The Frighteners, only you have Betelgeuse rattling around in the back of your head, necromancy powers, and some folks in Tartarus who are very angry at you.
    • Mummy: The Curse: You've been working at the same job since time out of mind. Your boss and your subordinates keep calling you out to deal with their 'requests', and you're always on a deadline. When you're not on the clock, you spend your time sleeping. Your memory is shot all to hell. Good luck finding a retirement plan.
    • Demon: The Descent: God is a mechanical cosmic horror, and It is everywhere. You used to be one of Its mechanical cosmic horror servants, but then you developed free will and now God wants you dead. Your only way out - maybe - is to go to Hell.
    • Beast: The Primordial: You have a nightmare in the shape of a mythological monster as a soul, and you must feed it either by hurting people around you or watching other monsters hunt and feed. Beware, however, for there are super-powered psychopaths out to get you so they can tell themselves they're heroes, no matter who has to die to feed their egos.
    • Deviant: The Renegades: You suffer from a chronic spiritual disability which gives you Powers at a Price that if left unchecked will result in you self-destructing messily, and means you can now only define yourself through other people. Rather than getting the help and support you need, you are instead pursued by any of a number of secret conspiracies who at best see you as a useful tool and at worst as a liability to be eliminated. This understandably pisses you off.
    • Genius: The Transgression: Crazy people work on very strange science projects. The whole game was made by one guy.
    • Princess: The Hopeful: You are a Magical Girl with Holy Hand Grenade Magic, and your job is to use it to bring back hope in the world. Problem is, said world is a Crapsack World based on Gothic Horror, so good luck with that. Moreover, most of your bosses are trapped in a literal Dream Land, the others have devolved to the point they now cause more problems than they solve, and there are creepy monsters out to get you because they think you taste good. Fortunately, you share Clark Kent's ability to go unrecognized no matter what, which allows you to escape them.
    • Siren: The Drowning: Ecologist mermaids who were granted their powers by a goddess from a Bad Future are trying to prevent The End of the World as We Know It.
  • Yu-Gi-Oh!: Even in real life, children's card games are still Serious Business.
    • DM era: Cards don't have effects and the best strategy is summoning goats.
    • GX era: The core mechanic is pointless. Metal Dragon beats everything.
      • 5ds era: The rules suddenly and violently break to create two new summoning types. Meanwhile an Alien Invasion happens because the Wacky Wayside Tribes can't agree over what kind of Achilles' Heel they should use.
      • Zexal era: Another new mechanic is introduced with vague lore involving alternate dimensions; meanwhile the descendants of above Wacky Wayside Tribes have a war, and Everyone Dies
      • Arc-V Era: A new useless mechanic is introduced and old mechanics are revamped while the Chosen Ones fight off The End of the World as We Know It via the being that tried to destroy it, then everything goes to shit when the earlier useless mechanic gains support.
      • VRAINS Era: Everyone gets nerfed, and a bunch of magic stones attack the Five-Man Band.

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