diff --git a/config.toml b/config.toml
index 64815a56..fb9aba9c 100644
--- a/config.toml
+++ b/config.toml
@@ -102,6 +102,11 @@ theme = "m10c"
name = "Weeknotes"
url = "/weeknotes/"
weight = 4
+ [[menu.tertiary]]
+ identifier = "mygames"
+ name = "My Boardgames"
+ url = "/mygames/"
+ weight = 1
[[menu.tertiary]]
identifier = "mytweets"
name = "Local Tweet Archive"
@@ -111,4 +116,9 @@ theme = "m10c"
identifier = "randomrecipeproject"
name = "Random Recipe Project (cooking videos)"
url = "https://www.youtube.com/@RandomRecipeProject"
- weight = 1
\ No newline at end of file
+ weight = 1
+ [[menu.featured]]
+ identifier = "bggpipe"
+ name = "bggpipe: My automated boardgame organizer"
+ url = "https://git.kestrelsnest.social/eric/bggpipe"
+ weight = 2
\ No newline at end of file
diff --git a/content/mygames.md b/content/mygames.md
new file mode 100644
index 00000000..d9b53b06
--- /dev/null
+++ b/content/mygames.md
@@ -0,0 +1,12 @@
+---
+title:
+description: My board game library, cataloged from shelf photos — search it, browse it, dig into any title.
+---
+
+Welcome to my board game library. It's [cataloged straight from photos of my shelves](https://git.kestrelsnest.social/eric/bggpipe), pulling details and cover art from BoardGameGeek. Search the collection below, or click any game to see the full rundown.
+
+{{< rawhtml >}}
+
+
mechanicsCard Play Conflict ResolutionCooperative GameElapsed Real Time EndingHand ManagementMove Through DeckReal-TimeVariable Player Powers
+
+
+
5-Minute Dungeon is a chaotic, co-operative, real-time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there's no time to form a carefully considered plan — and no predicting what dangers lie ahead.
+
+In more detail, players assume the role of one of ten heroes, each with special cards and abilities. Once the five-minute timer starts, the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster, players must match symbols from their hand with ones on the monster's card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated, the campaign continues to the second boss. Each boss, and each randomized dungeon, gets harder until players reach the fifth and final boss.
+
+There is a Standard Edition and a Dungeon Master Edition (Kickstarted Exclusive Cover).
+
+Both Kickstarter editions includes:
+- 2 New Bosses
+- A Deck with 25 new cards [15 Doors + 10 Challenge Cards]
+- A Baby Barbarian Figurine (with blood in the sword)
+
+
+
\ No newline at end of file
diff --git a/static/games/a-gentle-rain/index.html b/static/games/a-gentle-rain/index.html
new file mode 100644
index 00000000..6c6f4543
--- /dev/null
+++ b/static/games/a-gentle-rain/index.html
@@ -0,0 +1,41 @@
+
+
+
+
+A Gentle Rain · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
TAKE A DEEP BREATH, AND RELAX...
+
+You have come to the lake hoping to see a rare and beautiful sight. The lilies of the lake only open their blossoms in the rain, and only rarely do all eight kinds of lily bloom at once. The goal of A Gentle Rain is to place the lake tiles in such a way to cause all eight types of lilies to bloom before you run out of tiles and the rain ends.
+
+Place each new tile you draw next to a tile already in play, making sure to match the colors of all the tile edges touching the tile you are placing. Each time you manage to complete a square of four touching tiles, a blossom opens between them.
+
+Keep Score, or don’t.
+
+—description from the publisher
+
+
+
\ No newline at end of file
diff --git a/static/games/advanced-civilization/index.html b/static/games/advanced-civilization/index.html
new file mode 100644
index 00000000..e7b7ed2f
--- /dev/null
+++ b/static/games/advanced-civilization/index.html
@@ -0,0 +1,35 @@
+
+
+
+
+Advanced Civilization · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
The use of the word "Advanced" to describe this expansion followed existing Avalon Hill tradition. "Enhanced" is likely more appropriate. Playing with this expansion is no more difficult than playing the base Civilization game. This expansion reworks a few of the original rules, includes a reworked version of Civilization: Expansion Trade Cards Set and adds more civilization advancements to the technology tree.
+
+Included are more civilization advancements (both quantity and type), which give the players new options for advancement, as well as a slightly restructured commodity trading round, which has new resources and disasters to be traded. The most significant aspect of the game is a restructuring of the advancement/victory conditions, which remove the limits on advancement cards. Some claim this makes the strategies more homogeneous while others claim the reverse is true.
+
+
+
\ No newline at end of file
diff --git a/static/games/age-of-renaissance/index.html b/static/games/age-of-renaissance/index.html
new file mode 100644
index 00000000..1dd9f3af
--- /dev/null
+++ b/static/games/age-of-renaissance/index.html
@@ -0,0 +1,37 @@
+
+
+
+
+Age of Renaissance · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
publishersThe Avalon Hill Game CoDescartes Editeur
categoriesCivilizationEconomicMedievalRenaissance
mechanicsArea MovementAuction / BiddingSimulation
+
+
+
A game that is often described as a semi-sequel to Civilization.
+
+Players attempt to build up their cultures during the Middle Ages and Renaissance periods. The game features a card deck that holds events, payout cards, and famous leaders of the particular eras. Although all cards will turn up somewhere during the game, the timing and position in which they will be played is crucial and will ensure a different game every time.
+
+The main goal of each city-state is to gain points in the form of technical advances, while keeping their culture's misery level as low as possible. The payout structure is similar to those of Civilization and Advanced Civilization in that more resources of the same type yield increasingly higher payouts. This time particular payouts are triggered by card play for every player at once. An ingenious and very smooth working “combat” system is implemented to determine province – and thus resource - control.
+
+
+
\ No newline at end of file
diff --git a/static/games/agricola/index.html b/static/games/agricola/index.html
new file mode 100644
index 00000000..64614b99
--- /dev/null
+++ b/static/games/agricola/index.html
@@ -0,0 +1,41 @@
+
+
+
+
+Agricola · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
mechanicsAutomatic Resource GrowthClosed DraftingEnclosureIncrease Value of Unchosen ResourcesSolo / Solitaire GameTurn Order: Claim ActionWorker Placement
+
+
my copy Z-Man Games English fifth edition · 2013
publishersFilosofia ÉditionsLookout GamesZ-Man Games
languagesEnglish
+
In Agricola, you're a farmer in a wooden shack with your spouse and little else. At first, on a turn, your family gets to take only two actions, one for you and one for your spouse, as might be found among all the possibilities on a farm: plowing fields; collecting materials; building fences, and so on. There are numerous choices available, and while the game progresses you'll have more and more, as each round a new action card is flipped over, offering one more possible action. You might think about having kids in order to get more work accomplished but first you'll need to expand your house to make room - and what are you going to feed all the little rug rats?
+
+The game supports many levels of complexity, mainly through the distribution of cards which represent Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release) these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Each player starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit into his/her strategy.
+
+Agricola is a turn-based game, and the problem to be overcome is that each available action can be taken by only one player each round so it's important to be careful about your choices. There are countless strategies, some of which depend on your hand of cards.
+
+The winner is the player with the most Victory Points from the Improvements made on his farm.
+
+-description originally from BoardgameNews
+
+
+
\ No newline at end of file
diff --git a/static/games/alice-is-missing-silent-falls/index.html b/static/games/alice-is-missing-silent-falls/index.html
new file mode 100644
index 00000000..9d9a04d8
--- /dev/null
+++ b/static/games/alice-is-missing-silent-falls/index.html
@@ -0,0 +1,41 @@
+
+
+
+
+Alice is Missing: Silent Falls · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
publishersAlis GamesDevirHunters EntertainmentOrigamesRenegade Game Studios
categoriesCrime (Mystery / Detective / Noir)Sourcebook (rules/options to enhance play)
mechanicsCards (Specialized)Description Based (Narrative more so than Dice)
+
+
my copy Alice ha desaparecido: Expansión Silent Falls · 2024
languagesSpanish
+
Publisher's blurb:
+
+The Silent Falls expansion allows players to rediscover the game with additional cards that facilitate evocative new stories.
+
+With the Silent Falls expansion, players are provided an opportunity to explore brand new stories with additional Suspect, Location, Character, Searching, and Clue cards, as well as new Relationship cards that help you to deepen your connections to the other characters.
+
+Players have the opportunity to explore uncharted locations such as the dark, echoing spaces of the Caloma Caves, confront new Suspects like the distant father John Briarwood, and uncover thrilling new conclusions to Alice’s disappearance as they reveal the new 10-minute clue cards.
+
+The Silent Falls expansion introduces 38 new cards in total, which is more than half the amount of cards in the original Alice is Missing. 4 new playable characters, 2 new Relationship cards with a total of 12 new prompts, 3 new Suspects, 3 new Locations, 4 new Searching cards and 22 new Clue cards (two additional Clue cards for each standard timestamp, as well as three additional 10 minute cards, and a replacement 90 minute card).
+
+
+
\ No newline at end of file
diff --git a/static/games/alice-is-missing/index.html b/static/games/alice-is-missing/index.html
new file mode 100644
index 00000000..10f096c0
--- /dev/null
+++ b/static/games/alice-is-missing/index.html
@@ -0,0 +1,45 @@
+
+
+
+
+Alice is Missing · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
mechanicsCards (Specialized)Description Based (Narrative more so than Dice)
+
+
+
From the kickstarter:
+
+Alice is Missing, a silent role-playing game about the disappearance of Alice Briarwood, a high school junior in the small town of Silent Falls.
+...
+The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together.
+
+Publisher's blurb:
+
+The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together.
+
+Haunting beautiful, deeply personal, and highly innovative Alice is Missing puts a strong focus on the emotional engagement between players, immersing them in a tense, dramatic mystery that unfolds organically through the text messages they send to one another. Right at home with games like Life Is Strange, Gone Home, Oxenfree, and Firewatch, it’s designed to feel as much like an event-style experience as it does a role-playing game.
+
+A microbadge is available
+
+
+
\ No newline at end of file
diff --git a/static/games/and-then-we-held-hands/index.html b/static/games/and-then-we-held-hands/index.html
new file mode 100644
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@@ -0,0 +1,43 @@
+
+
+
+
+...and then, we held hands. · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
mechanicsCommunication LimitsCooperative GameHand ManagementLayeringMelding and SplayingPoint to Point Movement
+
+
my copy English edition · 2015
publishersLudiCreations
languagesEnglish
+
...and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.
+
+The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other's situation when making a move.
+
+A player can use their own cards or their partner's, but if their move causes their partner to be unable to move, the players lose and the game ends. While moving from node to node, their balance shifts, and they are not able to refill their hand.
+
+The game features a card-splaying mechanism in which players change their "perspective" to reveal a new set of options.
+
+The players win by meeting in the center while in a balanced state and within one turn of each other - something quite difficult, and therefore very rewarding when achieved.
+
+...and then we held hands. features art by beloved French illustrator Marie Cardouat, known for the art found in beautiful games such as Dixit, Steam Park, and Marrakech.
+
+
+
\ No newline at end of file
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+Artistry: Delightful Doorways Mini Expansion · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Artistry: Delightful Doorways Mini Expansion (2025)
+
+
+
players 1–4 players
BGG rating 7.75
designersAmy DrozDusty Droz
publishersDux Somnium Games
categoriesExpansion for Base-game
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+
+
Ten new Inspiration cards to change the way you play the game.
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+
\ No newline at end of file
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+Artistry · The Game Shelves
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+
+
+
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+The Game Shelves
+ a board game library
+
+
publishersDux Somnium GamesChoo Choo GamesRed Square Games
categoriesAbstract Strategy
mechanicsOpen DraftingSet Collection
+
+
my copy English edition · 2025
publishersDux Somnium Games
languagesEnglish
+
It is the height of the Art Nouveau movement that is taking the world by storm, and you, an intrepid young artist of much ambition and…well…no fame, are determined to make your workshop the talk of all the latest artistic journals. If only you could decide WHAT to make.
+
+Should you begin with ceramics? Dabble in glass work? Create new textiles? Work with metal? Paint!? There are so many options, but you must begin somewhere. Surely, once you find your muse, other talented artisans will flock to your studio to find their creative outlet by your side. There’s no use daydreaming, though! Gather your materials, find your inspiration, and create the patterns for the artistic masterpieces that will turn your studio into one of the most renowned art houses the world has ever seen!
+
+Each round players will take turns using their artisans to draft material tiles in specific shapes from the market and using those tiles to craft patterns for renown. As each player crafts more patterns, they will gain new artisans or advance their existing artisans from apprentice to journeywoman to master crafter, giving them access to new shapes and better options when drafting from the market. At the end of the game, players tally their renown based on the artisans they have gained and patterns they have crafted, and the player with the most renown wins!
+
+—description from the publisher
+
+
+
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diff --git a/static/games/before-i-kill-you-mister-spy/index.html b/static/games/before-i-kill-you-mister-spy/index.html
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+Before I Kill You, Mister Spy... · The Game Shelves
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+
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+
+
+The Game Shelves
+ a board game library
+
+
my copy Cheapass black and white "Better Edition" edition · 2001
publishersCheapass Games
languagesEnglish
+
Before I Kill You, Mr. Bond is a silly, stupid game straight from the Cheapass Games playbook. In it, players take on the role of villains building their remote fortresses and capturing secret agents. When one is captured, he can be killed right away, but what's the fun in that? The real points come when you slowly reveal your secret plan to him — or leave him to be eaten by sharks. Of course, that's where the risk is, too, and the longer you postpone the kill, the greater the likelihood that another player will produce a card that allows the agent to escape and destroy your fortress.
+
+Reissued in color in 2004 as James Ernest's Totally Renamed Spy Game (with many more cards), then reissued again in 2016 as Before I Kill You, Mister Spy...
+
+
+
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+Blink · The Game Shelves
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+
+
+
+The Game Shelves
+ a board game library
+
+
The two-minute-long, two-player card game Blink — which was originally published as Speed — bills itself as the fastest game in the world.
+
+Without taking turns, players race to empty their hands by matching the color, shape, or number of symbols on a card in their hand to the top card of either of two discard piles in the center of the table. As soon as a player lays down one card, they can draw another, up to the hand size of three cards. If both players can't play, they each simultaneously draw a card from their deck directly onto a discard pile, then continue play. The first player to empty their hand and draw pile wins.
+
+Blink includes a variant for three-player games: Deal each player a third of the deck, start a discard pile in front of each player, and discard only onto the discard piles in front of other players. (The rules also claim a four-player variant, but this is a tournament format, not for four players competing at the same time.)
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diff --git a/static/games/bluffaneer/index.html b/static/games/bluffaneer/index.html
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+Bluffaneer · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
Yarrr! Grab your most trusted crew and sail out to the high seas with Big G Creative’s newest release, Bluffaneer! This adventurous new dice game sets mates against each other as players try to pilfer pirate treasure and bluff their way to the largest stack of gold.
+
+Bluffaneer is a game for sea dogs of all ages, whether it’s a family game session or you’re switching up poker night to work on your bluffing skills.
+
+To play, players roll bone-shaped dice and bluff to steal coins from fellow mates, aiming to collect the most treasure in each round. But beware, mateys! You may have to cough up your gold coins if another clever pirate catches you in the bluff.
+
+One game of Bluffaneer only takes about 15 minutes, so three to six pirates ages 10+ can enjoy a quick and rowdy romp or keep the pirate-themed fun going with multiple games to determine who is truly the craftiest Bluffaneer of all.
+
+—description from the publisher
+
+
+
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diff --git a/static/games/botany-perilous-perfumes/index.html b/static/games/botany-perilous-perfumes/index.html
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+Botany: Perilous Perfumes · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
categoriesAdventureEducationalExpansion for Base-gameHumorTravel
mechanicsDice RollingEnd Game BonusesEventsInvestmentTake That
+
+
my copy English edition · 2024
publishersDux Somnium Games
languagesEnglish
+
Poisonous, Carnivorous, Parasitic, and Bizarre Plants! Even more opportunities for sabotage and new plants to collect that have developed unique survival abilities.
+
+—description from the publisher
+
+
+
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diff --git a/static/games/botany-tantalizing-trees/index.html b/static/games/botany-tantalizing-trees/index.html
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+Botany: Tantalizing Trees · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
categoriesAdventureEducationalExpansion for Base-gameHumorTravel
mechanicsDice RollingEnd Game BonusesEventsInvestment
+
+
my copy English edition · 2024
publishersDux Somnium Games
languagesEnglish
+
Trees, Trees, and more Trees! Create your dream arboretum with this expansion for Botany. Arm yourself with information to gain an edge over your fellow Botanists.
+
+—description from the publisher
+
+
+
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+Botany · The Game Shelves
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+
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+
+
+The Game Shelves
+ a board game library
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+
mechanicsDice RollingEnd Game BonusesEventsInvestmentPick-up and DeliverPoint to Point MovementSolo / Solitaire GameVariable Player Powers
+
+
my copy English edition · 2024
publishersDux Somnium Games
languagesEnglish
+
Adventure, intrigue, and flowers! Botany is a strategy board game where you take on the role of a Victorian Era flower hunter as you explore the world to gather fortune and fame and be named the Royal Botanist. In Botany, each player takes on the role of a character whose abilities will shape the way they play the game. Will you focus on exploring the globe in search of the most valuable specimens? Will you make quick and efficient trips to gather reputation quickly and build your estate?
+
+Each player begins the game with a set of randomized goals that they then use to plot their path to victory. When players set out from their estate, they have access only to the coins they can carry with them. They can use these coins to traverse the globe and gain crew members and items to improve their odds of surviving the unknown, enhance their abilities, and increase the efficiency with which they traverse the map. However, there is danger in spending too freely, and players must ensure they have enough wealth on hand to return to England with their specimens intact.
+
+Turns in Botany are streamlined in order to minimize downtime and keep players engaged. Players will move around the map, build their character, and experience the story of their rise to fame, all with an eye for efficiency. Points are gained by improving the quality of your garden, retrieving live specimens from around the globe, and adding preserved flowers to your botanical press. The specimens that players hunt, the goals they focus on to achieve victory, and the events they experience create a unique feel across each game.
+
+—description from the publisher
+
+
+
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diff --git a/static/games/britannia/index.html b/static/games/britannia/index.html
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+Britannia · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
"Britannia" is a historical Strategic board-wargame that broadly depicts the millennia-long struggle for control of England, Scotland, and Wales. The game begins with the Roman invasion of 43 A.D., continues through the many struggles between Angles, Saxons, Picts, Norsemen, Scots, Irish, and other tribes, and ends with the Norman invasion of 1066.
+
+Britannia allows players to re-create this epic history, re-enacting important battles in some cases, altering the course of history in others. The game rules discourage players from making historically unrealistic moves, but also give players the freedom to alter Great Britain’s history in important ways, creating countless interesting “what if?” scenarios. What if Boudicca’s Revolt against the Romans had been more successful? What if the Romans and the Romano-British had repelled the Saxon invasions of the 5th and 6th centuries? What if William the Conqueror had died during the Norman invasion of 1066?
+
+In Britannia, the players will determine the destiny of a kingdom.
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+
+
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diff --git a/static/games/bugs-in-the-kitchen/index.html b/static/games/bugs-in-the-kitchen/index.html
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+Bugs in the Kitchen · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
There's a pesky little bug in the kitchen! And it's not just any bug - it's a HEXBUG® nano®, scuttling around the game board! Quick - can you catch it in the trap? By turning knives, forks and spoons you can direct the bug into the trap. Throw the die to discover which utensils you can turn. Catch the bug in the trap and earn a token - the first player to collect 5 tokens wins the game.
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diff --git a/static/games/calico/index.html b/static/games/calico/index.html
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+
+
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+Calico · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Calico is a puzzly tile-laying game of quilts and cats.
+
+In Calico, players compete to sew the coziest quilt as they collect and place patches of different colors and patterns. Each quilt has a particular pattern that must be followed, and players are also trying to create color and pattern combinations that are not only aesthetically pleasing, but also able to attract the cuddliest cats!
+
+Turns are simple. Select a single patch tile from your hand and sew it into your quilt, then draw another patch into your hand from the three available. If you are able to create a color group, you may sew a button onto your quilt. If you are able to create a pattern combination that is attractive to any of the cats, it will come over and curl up on your quilt! At the end of the game, you score points for buttons, cats, and how well you were able to complete your unique quilt pattern.
+
+—description from the publisher
+
+
+
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diff --git a/static/games/captain-marvel-secret-skrulls/index.html b/static/games/captain-marvel-secret-skrulls/index.html
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+Captain Marvel: Secret Skrulls · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
categoriesCard GameComic Book / StripDeductionFightingMovies / TV / Radio themeNegotiationScience Fiction
mechanicsHand ManagementPlayer EliminationTake ThatTeam-Based GameVariable Player Powers
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+
+
Captain Marvel: Secret Skrulls is a hidden identity game in which players take on the roles of their favorite characters, including Captain Marvel herself, to defend Earth in an intergalactic war against shape-shifting Skrulls in disguise. Players must decide whom to trust, defend their alliance, and restore the planet's virtue.
+
+The gameplay in Captain Marvel: Secret Skrulls is based on the hidden identity game BANG!
+
+—description from the publisher
+
+
+
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diff --git a/static/games/carcassonne/index.html b/static/games/carcassonne/index.html
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+Carcassonne · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
Carcassonne is a tile placement game in which the players draw and place a tile with a piece of southern French landscape represented on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, et cetera. Having placed a tile, the player can then decide to place one of their meeples in one of the areas on it: in the city as a knight, on the road as a robber, in the cloister as a monk, or in the field as a farmer. When that area is complete that meeple scores points for its owner.
+
+During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, thus making it a harder for them to complete it and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.
+
+First game in the Carcassonne series.
+
+
+
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diff --git a/static/games/cards-against-humanity/index.html b/static/games/cards-against-humanity/index.html
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+Cards Against Humanity · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
A party game for horrible people.
+
+In Cards Against Humanity, play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
+
+This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
+
+In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
+
+From the website:
+
+"Cards Against Humanity is distributed under a Creative Commons Attribution-Noncommercial-Share Alike license - that means you can use and remix the game for free, but you can't sell it."
+
+
+
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diff --git a/static/games/castle-panic-the-dark-titan/index.html b/static/games/castle-panic-the-dark-titan/index.html
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+Castle Panic: The Dark Titan · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
The story of the castle is enhanced by the addition of the Dark Titan himself: Agranok. An unparalleled threat, Agranok has returned from banishment with a vengeance, and he's bringing new enemies that will test players like never before.
+
+The Dark Titan, an expansion for Castle Panic, adds more powerful enemies to the game, as well as new reinforcements and weapons with which the players can defend the castle. The Dark Titan Agranok is a new 8-point monster seeking vengeance, and his support includes the Dark Sorceress, elite monsters, and a boom troll. To defend against these new threats, players will have a Cavalier that fights for them on the board as well as boiling oil and support tokens.
+
+The Dark Titan is compatible with The Wizard’s Tower, the first expansion for Castle Panic, for even more of a challenge.
+
+
+
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+Castle Panic: The Wizard's Tower · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
The Wizard's Tower is an expansion for the board game Castle Panic. It is not a stand-alone game and requires Castle Panic to play. The Wizard's Tower is a cooperative board game for 1 to 6 players ages 12 and up.
+
+Your Castle has been rebuilt, and a friendly Wizard has joined your forces. As long as his Tower stands, you and your friends have access to powerful magic spells...and you'll need them, for the Monsters have returned stronger, faster, smarter, and with new abilities to threaten the Castle.
+
+You'll fight against magical Imps, evasive flying creatures, and more. Make your stand against six dangerous new Mega-Boss Monsters, including the Dragon and the Necromancer. Use fire to attack the Monsters, but beware, your Walls and Towers can be burned down as well!
+
+The challenge is high, but so is the adventure. Can you survive more panic and defend The Wizard's Tower?
+
+
+
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+Castle Panic · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
The forest is filled with all sorts of monsters. They watched and waited as you built your castle and trained your soldiers, but now they've gathered their army and are marching out of the woods. Can you work with your friends to defend your castle against the horde, or will the monsters tear down your walls and destroy the precious castle towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!
+
+Castle Panic is a Fantasy themed, cooperative, light tactical wargame for 1 to 6 players ages 10 and up. Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest at the edges of the board. Players trade cards, hit and slay monsters, and plan tactics together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
+
+First game in the Panic series.
+
+UPC 850680002005
+
+
+
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diff --git a/static/games/cat-crimes/index.html b/static/games/cat-crimes/index.html
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+CAT CRIMES · The Game Shelves
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+
+
+
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+The Game Shelves
+ a board game library
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diff --git a/static/games/cat-stax/index.html b/static/games/cat-stax/index.html
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+CAT STAX · The Game Shelves
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+
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+
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+The Game Shelves
+ a board game library
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diff --git a/static/games/catan-dice-game/index.html b/static/games/catan-dice-game/index.html
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+
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+Catan Dice Game · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
mechanicsDice RollingPaper-and-PencilSet CollectionSolo / Solitaire Game
+
+
my copy English edition 2018 · 2018
publishersCatan Studio
languagesEnglish
+
Like all the other games of the "Settlers of Catan" series, this game is about building settlements, roads, cities and hiring knights. This time, there is no board on which to place little figures: Every player has his own score card called the building sheet, which depicts a mini Catan (compare with Die Siedler von Catan: Paper & Pencil). You build by drawing the settlements and roads on your score card.
+
+To build you still require resources. These are collected by a Yahtzee-like mechanism that involves throwing six special dice (depicting the different resource symbols) up to three times. After each roll, the player can select which dice to keep and which to roll again. In the end, he may build using the thusly determined resources, and is awarded victory points for any finished buildings, which are recorded on the score card.
+
+The game lasts fifteen turns or about 15-30 minutes, after which the player with the most victory points wins.
+
+Note that the game has been designed for 1-4 players, meaning there is a solitaire version of the game, as well.
+
+Recent versions include double-sided map sheets and instructions for Catan Dice Game Plus.
+
+
+
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diff --git a/static/games/catan-junior/index.html b/static/games/catan-junior/index.html
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+Catan: Junior · The Game Shelves
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+
+
+
+
+The Game Shelves
+ a board game library
+
+
Explore the seas! Catan: Junior introduces a modified playing style of the classic Settlers of Catan, giving players as young as five a perfect introduction to the Catan series of games.
+
+Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain!
+
+Be the first player to control seven pirate hideouts, and you win!
+
+What sets this apart from the previous Die Siedler von Catan: Junior from 2007:
+
+ This game is playable with two as it comes with a two-player map.
+ The three- and four-player map is larger and is more symmetrical, so that two of the colors don't operate at a disadvantage.
+ The map now shows die faces rather than numbers for resource production.
+ Many of the event cards have been removed to make the game simpler.
+ There are no cards in the game only tiles for more durability.
+ There are no longer harbors in the game. In the original game you had to set up the board with random secret harbor tiles that allow for better trades with the bank. Now the trading to the bank is simpler and can be done from the beginning and doesn't require people to build to the harbors.
+ The resources are different.
+ There is a race for the Coco the Parrot tiles (rather than 'CoCo Helps' cards) and those that have the most get to put an extra piece on the board (one step closer to winning), tied players take their piece off the island and leave it vacated.
+ The market is now a part of the board, and can be traded into only once on your turn
+ By default, Trading with other players is excluded and only part of the "advanced game". In Die Siedler von Catan: Junior trading with other players could be excluded to simplify the game.
+
+
+As in Die Siedler von Catan: Junior you can't chain ships; you must build a pirate lair before continuing on.
+
+
+
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+Catan · The Game Shelves
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+
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+The Game Shelves
+ a board game library
+
+
In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick and ore) which are represented by the relevant resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep.
+
+Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
+
+A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
+
+Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
+
+
+
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+
+
+Civilization: West Extension Map · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
A simple add-on for Civilization and/or Advanced Civilization, this is an additional panel of civilizations, which allows for all sorts of new expansion strategies (for Africa, in particular). The map supports up to 8 players when using Advanced Civilization or 7 when playing the base Civilization game.
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+
+
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+Civilization · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Civilization is a game of skill for 2 to 7 players. It covers the development of ancient civilizations from the invention of agriculture c. 8000 B.C. to the emergence of Rome around the middle of the third century B.C. Each player leads a nation of peoples over a map board of the Eastern Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.
+
+Although battles and territorial strategy are important, this is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, and political factors so that such conflicts that do arise are a result of rivalry and land shortage rather than a desire to eliminate other players. Nomad and farmer, warrior and merchant, artisan and citizen all have an essential part to play in the development of civilization. It is the player who most effectively changes emphasis between these various outlooks who will achieve the best balance and win.
+
+(from the Introduction to the Avalon Hill edition rulebook)
+
+This game has a huge following and is widely regarded as one of the best games about ancient civilizations. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law. The advancements help your civilization better cope with its problems as well as help bring new advancements.
+
+Civilization is widely thought to be the first game ever to incorporate a "technology tree," allowing players to gain certain items and abilities only after particular other items were obtained. This influential mechanism has been adopted by countless other board games, card games, and computer games.
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+
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diff --git a/static/games/code-master/index.html b/static/games/code-master/index.html
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+
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+Code Master · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
An exciting, educational and fun game for 1 to 6 players. Played in several languages.
+Code Master is based on an ancient number code for letters. The aim of the game is to form words on rolled dice. Numbers corresponding to letters give an amazing array of scores. Designed to allow versatility through a rainbow of variations and options, involving skill and chance; play can be as easy or as challenging as desired.
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+
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diff --git a/static/games/consentacle/index.html b/static/games/consentacle/index.html
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+
+
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+Consentacle · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
In the words of its designer, Consentacle is:
+
+a cooperative card game for two players;
+
+that represents consensual sexual encounter between a curious human and a tentacled alien;
+
+where the players have to figure out how to build trust and do sexual things with each other, even if they can’t communicate easily.
+
+User summary:
+Partners try to build card combinations via simultaneous plays. "Trust" and "Satisfaction" are the currency and victory points of Consentacle, which are earned and/or lost based on card combinations.
+
+
+
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diff --git a/static/games/cosmic-encounter/index.html b/static/games/cosmic-encounter/index.html
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+
+
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+Cosmic Encounter · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Players represent alien races that are seeking to spread themselves onto five foreign worlds. To accomplish this, they make challenges against other players and enlist the aid of interested parties. But alien powers, which are unique to each race, give players ways to bend or outright break some rule in the game.
+
+This is an updated version of the original Eon Cosmic Encounter (1977).
+
+Major differences between this version and the Eon version:
+
+
+ Flares in the Mayfair version are "use once and discard", as opposed to Eon's version, which lets players keep them in their hands and reuse them.
+ Mayfair introduced phase / timing icons on all Powers, Flares, and Edicts to clearly indicate when each could be used.
+ Mayfair introduced new Edicts, and several new Alien Powers with corresponding Flares.
+ Moons (in the More Cosmic Encounter expansion) have text written on their backs (instead of only a number which you used to refer to a separate list). Moons were also divided into four categories: Full Moons have a major effect on the game; Half Moons are more moderate in their effects; Quarter Moons have a minor effect; Cheese Moons introduce silliness to the game.
+ Lucre (also in the More Cosmic Encounter expansion) was revamped with additional uses, and players were required to spend it to affect their challenge totals.
+ Mayfair introduced a new card: Reinforcements (also in the More Cosmic Encounter expansion).
+
+
+Expanded by:
+
+ More Cosmic Encounter
+ Cosmic Supreme (allows 2 more players)
+
+
+Re-implements:
+
+ Eon's Cosmic Encounter (1977)
+
+
+Re-implemented by:
+
+ Simply Cosmic, Mayfair's simplified version (which can be added to allow 4 more players)
+
+
+
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diff --git a/static/games/dark-cults/index.html b/static/games/dark-cults/index.html
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+
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+Dark Cults · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
An early story-telling card game from the co-designer of Divine Right and Knights of Camelot.
+
+It is a story-telling card game, foreshadowing Once Upon a Time: The Storytelling Card Game. In it, the two players represent Life and Death, respectively, and each tries to guide a horror story to their corresponding outcome. As well as horror, the creator suggests that the game could be used for a science-fiction or mystery story, although the game's cards may be poorly suited to this.
+
+The second edition was packaged with a magazine called The Cultist. It proposed solo and four-player variants, and additional "object" cards for the game.
+
+
+
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diff --git a/static/games/dastardly-dirigibles/index.html b/static/games/dastardly-dirigibles/index.html
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+
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+Dastardly Dirigibles · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
mechanicsFollowOpen DraftingSet CollectionTake That
+
+
my copy English edition · 2016
publishersFireside Games
languagesEnglish
+
Description from the publisher:
+
+Professor Phineas Edmund Hornswoggle, famed airship builder, is retiring and you are an engineer competing to inherit the Hornswoggle factory!
+
+Dastardly Dirigibles features tarot-sized cards that are played in a constant action format in which each time a part is added, ALL players MUST add the SAME part – which may replace an existing one. Build your airship from different parts of nine beautiful suits, while also using special cards to your advantage or to thwart your opponents. The round ends when the first airship is complete — but you score only the suit used most in your airship. The player with the highest score after three rounds wins!
+
+
+
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diff --git a/static/games/deadly-doodles/index.html b/static/games/deadly-doodles/index.html
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+
+
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+Deadly Doodles · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Who can defeat the dragon for the big score?
+
+The first edition was so much fun that we just had to draw more maps!
+
+In this quick-playing doodle game, 1–4 players simultaneously draw paths through a dangerous dungeon. Draw cards, draw a path through your dungeon, and rack up points! Collect loot and fight monsters . . . or run away screaming!
+
+
+
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diff --git a/static/games/diplomacy/index.html b/static/games/diplomacy/index.html
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+
+
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+Diplomacy · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Diplomacy, the classic boardgame of pure negotiation has taken many forms over the years.
+
+The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies.
+
+In the game, each player represents one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of "orders." The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers.
+
+Avalon Hill Complexity rating - 3
+
+Re-implemented by:
+
+ Colonial Diplomacy
+ Diplomacy: Classical Variant
+ Diplomacy: Hundred Variant
+
+
+
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diff --git a/static/games/dixit/index.html b/static/games/dixit/index.html
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+
+
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+Dixit · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
my copy Asmodee/Libellud English edition 2015 · 2015
publishersLibellud
languagesEnglish
+
Each turn in Dixit, one player is the storyteller who chooses one of the six cards in their hand, then expresses an idea, with sounds or words, that is reflected on that card's image, and places the card face down on the playing surface. Each other player then selects the card that best matches that expression, and passes the selected card to the storyteller, face down.
+
+The storyteller shuffles all the cards together, then turns them over to reveal them. Each player other than the storyteller then secretly guesses which card belongs to the storyteller. If nobody or everybody guesses the correct card, the storyteller scores 0 points, and each other player scores 2 points. Otherwise, the storyteller and whoever found the correct answer score 3 points. Additionally, the non-storyteller players score 1 point for every vote received by their card.
+
+The game ends when the deck is empty or if a player has scored at least 30 points. In either case, the player with the most points wins.
+
+The Dixit base game and each expansion contain 84 cards, and the cards can be mixed together as desired.
+
+
+
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diff --git a/static/games/doctor-who-the-card-game/index.html b/static/games/doctor-who-the-card-game/index.html
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+Doctor Who: The Card Game · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
categoriesCard GameMovies / TV / Radio themeScience Fiction
mechanicsArea Majority / InfluenceHand ManagementOpen DraftingSecret Unit DeploymentTake That
+
+
+
Game description from the publisher:
+
+Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.
+
+In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.
+
+Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!
+
+
+
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diff --git a/static/games/doctor-who-the-game-of-time-space/index.html b/static/games/doctor-who-the-game-of-time-space/index.html
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+
+
+
+
+Doctor Who: The Game of Time & Space · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
categoriesExplorationFightingMovies / TV / Radio themeScience Fiction
mechanicsSet Collection
+
+
my copy English edition · 1980
publishersGames Workshop Ltd.
languagesEnglish
+
Publisher's Description:
+
+For well over ten years the gallant Doctor and his trusty assistants have been entertaining TV viewers of all ages in his many guises. Now at last, as one of the many incarnations of the Doctor, you can experience the excitement of a hunt across space for the Key of Time. En route you will meet old enemies like the Daleks and Cybermen - and many new ones. You are racing to collect your combination of the Key of Chronos and return to a hero's welcome on Gallifrey. Not only must you contend with the inhabitants of the many planets you will discover, but also with the threat from other Doctors, all intent on getting their Keys home. To help you in this mission are many artifacts ranging from the Tardis to the legendary Jelly Babies. Everything combines to give a fast, furious and fun game as you tread boldly where no Time Lord has gone before.
+
+
+
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diff --git a/static/games/dragon-land/index.html b/static/games/dragon-land/index.html
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+
+
+
+Dragon Land · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
Adventure in Dragonland! The dragons store their treasure in the numerous volcanoes, but their treasure is in danger because the volcanoes will soon erupt! To save the treasure, the dragons have asked the dwarves, elves, humans, and magicians for help. Each group competes with the others to be the most successful at gathering treasure for the dragons.
+
+Using strategy and cunning in Dragonland, each player moves their group of companions from volcano to volcano to collect sets of dragon eggs and gemstones. Each player scores points for each gemstone and egg, but extra points for a complete set: egg, ruby, emerald, and sapphire. All their movements are under the control of the tower of destiny, which sometimes arranges for a companion to reach their destination a bit too late. When the last egg is collected, the game ends and the player with the most points wins.
+
+For this edition of Dragonland, some new features have been added, specifically a unicorn mechanism and token and a witch mechanism and token. In addition, the game features completely new art and graphic design.
+
+—description from publisher
+
+
+
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diff --git a/static/games/dungeon/index.html b/static/games/dungeon/index.html
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+
+
+
+
+Dungeon! · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
publishersTactical Studies Rules (TSR)ASS Altenburger SpielkartenJedko GamesNovedades MontecarloParker BrothersWizards of the Coast
categoriesAdventureExplorationFantasyFighting
mechanicsArea MovementCritical Hits and FailuresDice RollingEventsGrid MovementRole PlayingSimulationVariable Player Powers
+
+
my copy English first edition · 1975
publishersTactical Studies Rules (TSR)
languagesEnglish
+
In many ways "Dungeon!" is similar to Dungeons & Dragons, although much simplified and transformed into a board game. Players explore a dungeon that is divided into levels of increasing difficulty, fighting monsters for valuable treasure. As players venture deeper into the dungeon, the monsters become more difficult and the treasure more valuable. Several character classes each have slightly different fighting abilities – most notably the wizard, who can cast spells. Combat is simulated using dice; players roll the dice to attack a monster, and if unsuccessful, the dice are rolled to determine the effect of the monster's counter-attack.
+
+The winner is the first player to bring a certain amount of treasure back to the Dungeon's entrance.
+
+Reimplemented by:
+
+
+ The Classic Dungeon
+ The New Dungeon
+
+
+
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+
+
+
+DUNGEONS & DRAGONS FANTASY GAME RULES · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+
+
+
+
+
+
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diff --git a/static/games/elite-sportz-equipment-table-top-curling/index.html b/static/games/elite-sportz-equipment-table-top-curling/index.html
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+
+
+
+
+Elite Sportz Equipment Table Top Curling · The Game Shelves
+
+
+
+
+
+The Game Shelves
+ a board game library
+
+