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Braggart Card Game: 2nd Edition

Braggart Card Game: 2nd Edition

Braggart is card game of heroes, lies and unfortunate fish!

You sit in The Heroes Return, a tavern famed for its heroic client?le. You're not a hero, but you talk a good game. You and your friends are holding court, regaling the crowds with your tales of supposed derring-do. The crowd are an appreciative bunch, and will reward the best stories with their coin. Your aim? To tell better stories than your opponents!

Construct your exploits by playing cards from your hand. Each card played will contain a part of your story (a Scene, a Foe, a Deed or a Reward) and combine into an epic tale. Embellish this with a rousing delivery, no-one is going to believe you if you sound like you are reading the bar menu! If you are struggling to come up with a good brag then spend your round getting 'inspiration' at the bar, drawing new cards into your hand. Maybe you will draw the Liar card allowing you to call out your fellow heroes by swapping one of their high scoring cards with a lower scoring card from your hand. After all, it was you who saved the damsel from The Lonely Ogre!

Each card has a value listed on it. The brag with the highest cumalitive score is deemed the most impressive by the crowd, who will reward the player with coins for each card played. Each other player will recieve coins for one card in their brag, after all you aren't the worst story teller this place has seen! The bar closes when the deck runs out, and the Braggart with the most coins will be crowned the winner!

So what are you waiting for? The tavern is full, the bar is soon to close and the crowd are getting rowdy!

Canal Mania Board Game 2nd Edition

Canal Mania Board Game 2nd Edition

It's a game about the great Canal building era of the eighteenth and nineteenth centuries that captures the feel of the period and gives players plenty of decision making in their attempts to complete some of the most famous British canals.

Players will engage brilliant engineers such as James Brindley and Thomas Telford in their efforts to create canals linking emerging manufacturing centres, providing the waterways that supplied the goods generated by the Industrial Revolution.

Canal Mania: 2nd Edition Design Notes from Ragnar Brothers website.

It?s over eighteen months since Canal Mania e-mailed its way from the computers of Ragnar Brothers to those of the design team at One Stop Games. Inevitably the design of the game has moved on since then, partly as a result of our continued playing of the game and partly in response to the advice and criticism of the thousands who have played the game since it went on sale.

Here then are the changes:

  • Narrowboats: not barges and not tugboats
      For the purists, the English canal system used barges mainly on only the larger navigations (rivers). The canals themselves were the domain of the narrowboat. Ludofact couldn?t find a barge in plastic let alone a narrowboat, so we had to settle for the tugboats found in the 1st. edition. We have worked with Geraldine O?Reilly to use her skills to sculpt a more appropriate playing piece.
  • The introduction of ?The Trent Navigation?:
      The River Trent was one of the most important commercial waterways of England. It linked the midland towns of Nottingham, Burton and Stoke to the estuary town of Goole (and thereby to the North Sea) via the town of Newark. In terms of Canal Mania, the Trent Navigation opens up the eastern side of the map and provides an alternative route to the northern canals.
      In order to include this new contract we have had to remove an existing one, as Parliament demands contracts in multiples of five. We chose the Llangollen canal - a sad loss, as the majestic Llangollen was the inspiration to the game. Still, there were good reasons for its choice.
      (1) Within the game, particularly bad congestion can occur in the vicinity of Stoke and Chester; almost inevitably, the player drawing the Llangollen seemed to struggle to make the construction. (2) The aficionados will know that its second terminus was Nantwich, not Stoke. (3) It is the only ?non-English? canal in the game.
  • The introduction of Junction contracts:
      Although there were significant and subtle choices in route building in the 1st Edition, the introduction of Junction contracts adds considerably more options and flexibility to the game. Each player receives a Junction contract in game set-up and can subsequently choose to ?draw? it instead of drawing from Parliament. A Junction contract allows a player to build a 2-point canal between any two towns on the map. Thus connections can be made between closely located canals, e.g. Bishop Stortford and Cambridge. Historically Junction canals fulfilled precisely this role (just for interest?s sake, the ?Grand Union? was originally called the ?Grand Junction?). As a result players can make longer and more dynamic networks, and all the canals that previously remained isolated can now be connected.
      A second benefit of their introduction is that players can now make a delay when drawing from Parliament. For example, a player might have completed two canals in the South and does not want to build the Leeds-Liverpool canal, which is the last contract remaining in Parliament. Instead of drawing the Leeds-Liverpool, he might choose to draw his Junction contract, which could then be used to improve his network in the South.
      It is also worth noting that a Junction contract can often be built in the same turn it is drawn. This can make it particularly useful in the final turns of the game.
  • The 2- player option:
      Soon after the 1st Edition went on sale, we realised that many players were playing Canal Mania as a 2-player game. Ragnar Brothers historically have tended to design for three or more players, and we felt Canal Mania was no different. However, there were requests for 2-player rules and the introduction of Junction contracts presented an opportunity for a simple solution to the over-riding problem, i.e. the possibility of only one player being able to make a strong network. Having one Junction contract reduced that possibility, whereas two such contracts would virtually eliminate it completely.
  • Map changes:
      The removal of Llangollen and introduction of Newark meant that the town colour-coding needed an overhaul. There are several ?set? parameters for this, e.g. that an individual canal does not include two towns of the same colour. In addition, we have tried to ensure key historic routes are possible, e.g. London to the midlands via the Thames Navigation and Oxford Canal. We have tried to make some good options for Junctions, some of which are again historical e.g. Gloucester can now reach Bristol via the Sharpness Canal (Junction). Junction contracts do throw up the possibility of ?loops? so we have had to be careful to avoid colour problems where these might occur. Finally (for those of you who are particularly observant), we have moved York ? simply to avoid the possibility of the Rochdale Canal & C,H, A navigations being able to include five towns in its length.
  • The Loop rule:
      It was possible in the 1st Edition to make a loop and essentially we (and, to my knowledge, no-one else) had picked up on it. For example, the towns of Birmingham, Worcester, Gloucester, Oxford, Coventry (and back to Birmingham) can be joined if a player is so fortunate a to pick up the necessary five contracts! The anomaly then is that a goods token can be sent form Birmingham to Coventry via the ?long? route earning six points (whereas only an 18th century imbecile would have done this, rather than sending it just a few miles). Moreover, it wouldn?t matter where goods started in the loop - each and every one would be worth six points.
      The possibility of loops increases dramatically with the introduction of Junction contracts. Hence, we have had to write an extra rule outlawing the use of the ?long? route.
  • The removal of goods removal:
      One of the ironies of the 1st Edition (and I hope someone out there noticed this) was that instead of there being fifteen goods tokens (as stated in the rules) the manufacturers had included twenty. Of course this was our fault, having failed to amend an earlier production specification. Even playing with fifteen goods tokens, there are precious few times when goods need to be removed, and of course with twenty this diminishes still further. On reflection we felt that only a small gaming value was being added to the game at the cost of quite a lot of extra rules and (when it happened) quite a bit of downtime. Hence, the removal rule was removed.
  • Scoring the value of the contract:
      This is a ?Why didn?t we think of this in the first place?? amendment. Just scoring for the building of locks, aqueducts and tunnels did NOT deliver the right balance between the constructing side of the game and the goods moving side. By also adding on the value of the contract when completing a canal the points for canal building and for goods movement becomes more balanced. It also has the added benefit of making the positions on the score-track less congested and more dynamic.
  • Re-positioning of triggers:
      With the increase in scoring (see above) the trigger points needed adjusting. We decided to use a counter to mark this so that players had the option to raise or lower the trigger point as they might wish. The Stephenson?s Rocket icon is just a reminder of why the trigger ?happened?.
  • Victory point tally:
      Much as we liked the ?most prolific? constructor moment in the game, we felt it to be superfluous once we introduced the scoring of contract values. It also felt like something of a duplication. However, we have retained it as a tie-breaker.

  • Mythos Tales Board Game: Hardcover Edition

    Mythos Tales Board Game: Hardcover Edition

    Macabre detection in the worlds of H.P. Lovecraft

    Welcome to H.P. Lovecraft?s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham - your job is to follow the clues from location to location, suspect to suspect - to unravel the mystery and answer the questions posed at the end of each scenario.

    Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.

    Match wits with Armitage's final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?

    With that in mind it is time to collaborate with Armitage?s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.

    Players will be tasked with solving 8 distinct Investigations, which will be progressively more difficult:

  • Investigation 1 - A Grain of Evil
  • Investigation 2 - Flesh & Blood (previously entitled, Liber Mortis)
  • Investigation 3 - The King Cometh
  • Investigation 4 - The Slumbering Solace
  • Investigation 5 - The Serpent's Vengeance
  • Investigation 6 - The Star of Tokelau
  • Investigation 7 - The Vanished Girl
  • Investigation 8 - Pasquale's Wager

    The Kickstarter Edition comes with a hardcover, full color edition of the Casebook for the game. This edition also comes with a bookmark, a journal to make notes during play, QR codes linking to live readings of the cases and a 9th case to solve!

  • Omega Centauri Board Game

    Omega Centauri Board Game

    Two millenia of oppression, two millennia of suppression, two millennia of anger and hurt. Now the Empires power is waning, their arrogance and decadence opening the door for suppressed races to reclaim what they feel should have been theirs. Which race will you lead to victory.

    Omega Centauri is a galactic empire building game of Exploration, Expansion, Exploitation and Extermination, a classic 4X game for 2 to 4 players.

    Praetor Board Game

    Praetor Board Game

    Caesar Hadrian ascended to the throne of the Roman Empire in 117 CE. During the early years of his reign, the Roman Empire faced various threats from the ?barbarians? in Britain, Egypt and Judea. Hadrian, unlike most of his predecessors, did not focus on expanding the borders of his immense empire. He chose a policy of defending the borders and spreading the Roman cultures to the far provinces of Rome.

    The southern part of Britain was under Roman domination, while the north was considered the land of the barbarians. Following a major rebellion in 119-121 CE, Caesar Hadrian visited Britain. The Roman Empire was at the peak of its glory and the Caesar no longer wanted to wage war against the barbarians. He decided to strengthen the empire by building cities and fortifications to ensure a lengthy domination of the Roman culture and wealth.

    In 122 CE Caesar had already begun the construction of Hadrian?s Wall to protect the empire from invasions from the North. Together with the wall, Caesar has ordered the development of several garrisons alongside it. Some of these garrisons were quickly developing into cities meant to provide resources, workers and defense for the construction of the wall.

    At the eastern side of the wall, the garrison and trading post of Segedunum was to become a fort meant to provide everything necessary to complete the construction of the wall and later a city to remind the locals of the glory of Rome.

    The Caesar has appointed 5 of his most trusted engineers to undertake the task. He sent them with resources and workers from Rome to build the city together. But in the end only one of them was going to be appointed Praetor and rule the Province in the name of Caesar and the eternal glory of Rome.

    In Praetor you will take the role of a Roman engineer and you will work together with the other players to build a magnificent city. You will manage your limited resources wisely and look for new ones, you will recruit new Workers while your old experienced ones will retire, you will build settlements to keep the population happy and you will praise the Gods to earn their favor. Caesar will reward you if you give away precious resources to build Hadrian?s Wall thus increasing your chances of becoming Praetor.

    Every turn you will place your Workers on previously built City Tiles to gain resources, Morale, new Workers or Favor Points. You may also assign Workers to build new City Tiles or spend resources to meet Caesar?s demands to gain Favor Points. At the end of each turn, you will have to pay your Workers. Otherwise, the mood in the city will deteriorate.

    Most of the actions your Workers will perform will help them gain experience. They will become increasingly skilled in collecting resources. Your most experienced Workers will eventually retire and bring you additional Favor Points but you will still have to show solidarity and pay them until the end of the game.

    The game ends when there are no more City Tiles available or when Caesar has no more demands for resources. The player with the most Favor Points will be appointed Praetor and win the game.


  • 42 City Tiles
  • 14 Wall Tiles representing the demands of Caesar
  • 40 dice in 5 colors representing Workers
  • 5 Player Boards
  • 1 Common Board for tracking Favor Points and the turn order
  • 75 wooden discs in 5 colors representing Markers for each player
  • 90 wooden cubes in 4 colors representing resources (25 Wood, 25 Stone, 20 Marble, 20 Weapons)
  • 49 Gold tokens (1 Gold and 5 Gold)
  • 4 Summary Sheets
  • Rule book

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