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Genre: Role-playing (RPG), Simulator, Strategy, Indie

Tabletopia

Race to blast evil Astrodroids in this real-time roll-and-write.



Retrograde is a real-time roll and write arcade game! Blast the evil Astrodroids, unlock power-ups, stockpile trophies—can you get the highest score? Surpass your rivals over 8 rounds and defeat powerful boss ‘Droids in this arcade sensation! Are you up to the challenge?



Take command of your game sheet. Each round, roll your dice as fast as you can. In the dice chaos, make combos that match the ‘Droids on your sheet to put them out of commission. But watch out! You can only target certain ‘Droids each turn—don’t let your dice-wielding opponents beat you to the best targets. Blast entire columns and rows for powerups and points!

Roll your dice, claim your targets, and blast clusters of ‘Droids to win!



Subscribe on BGG ahead of the Kickstarter!
Play it now on Tabletopia!



Formal Ferret Games Temporarily Free-To-Play



Ever wanted to run your own TV network? Or build your own skyscraper empire?

Gil Hova - designer and CEO of Formal Ferret Games - has partnered with Tabletopia to temporarily make 3 of his games non-Premium and available for anyone to play!

The Networks





Welcome to the TV business! In The Networks, you are the owner of a new television network. All you have are three awful public access shows, a small amount of cash, and endless ambition. Plus, it looks like you're not the only new TV network in town...

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Can you snatch up the best Shows with the most popular Stars and the most lucrative Ads? Can you get enough Shows of the same Genre to make your network stand out? Can you best utilize the powers of the handy Network Cards?

Whose network will get the most Viewers and win the game?





The Rival Networks





You are a fledgling TV network trying to win the most Viewers over an evening of television. Unfortunately, your opponent is one as well! Which of you will become the most popular network?

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The Rival Networks is a standalone 2-player version of The Networks. Take turns improving your Network’s most important prime time slots. On your turn, you’ll develop a Show, and sign a Star and an Ad. Shows and Stars give you Ratings Points, which turn into Viewers. You’ll use Ads to buy powerful Network Cards that offer useful powers.

Which Network will get the most Viewers and win the game?



Play it now on Tabletopia!





High Rise





High Rise is a strategic city-building game with a bit of corruption. You can get bonuses on your actions by gaining Corruption, but the game will periodically penalize the most corrupt players, and everyone loses VP for Corruption at the end of the game.

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You'll perform all your actions — like collecting resources, constructing buildings, and repaying favors — on a one-way track. Like other one-way track games, you can go as far as you'd like, but you'll only get another turn when everyone else passes you. You gain 1 VP per floor for each building you construct. Tenants offer powerful actions that change each game. You can collect a tenant power by landing on its space or constructing a building on its card.

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The round ends after everyone makes a lap around the one-way track. Players score bonus points for tallest buildings in each neighborhood and the game. After the appropriate number of rounds, players lose points for Corruption, and the player with most VP wins!



Play it now on Tabletopia!



Rebuild the Emperor's Palace in this dice placement game



In Eternal Palace, you are a noble family who has pledged to help the Emperor rebuild his palace left derelict for centuries so that you may gain his favor. You must send your team to collect resources and rebuild monuments. You will also honor the Emperor by painting a beautiful picture of his beloved gardens and palace — but others are trying to impress him, too, and only one will have the honor of being chosen as the Emperor's favorite.

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In this game, your team of workers is represented by dice, and by placing them on the game board you contribute towards rebuilding the different parts of the Eternal Palace. Each location is reached based on dice rolls, but if others have gone to an otherwise inaccessible location, you may visit it too by paying fish, one of the resources in the game. Complete tasks first — or contribute more than your competitors to these monuments — to earn tokens reflecting your overall effort. Recruit new workers to your team, and use the painting pieces you receive as each location is unlocked to "paint" a record of your work, layer by layer.

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Who will contribute the most to the reconstruction and gain the favor of the Emperor? Find out in this tense and highly interactive Eurogame!



Play it now on Tabletopia!



A simulation of the German invasion of Belgium in August 1914



In the wake of the assassination of Archduke Franz Ferdinand, a complex web of interlocking treaties led to powers both great and small taking sides in the Great War. Belgium, however, declared its neutrality. German war plans against France called for an invasion through Belgium, and they demanded free passage. When the Belgians refused, the Germans invaded...

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Brave Little Belgium recreates this dramatic early campaign of the First World War in a lightning-quick introductory wargame with plenty of challenges for both sides. As the German Player, you must smash through the enemy’s defences as quickly as possible, relentlessly advancing. But push your men too hard, and they might commit atrocities that will rally world opinion against you. As the Entente Player, you must stage a desperate defence against overwhelming odds. When and where to fall back, and where to take a stand, are decisions of vital importance.



Combat is fast and streamlined, while a clever take on chit-pull activations creates moments of tension and uncertainty. The result is an engaging wargame for new recruits and grognards alike from first-time designers and longtime friends Ryan Heilman and Dave Shaw.



Play it now on Tabletopia!



An ingenious social deduction game about slick double meanings and spy talk.



"The Hacker and the insider Admin have planned to finally meet face to face at the monthly office meeting, in order to finalise their plans to blackmail the company.

Amongst a group of regular users, the Hacker and the Admin will attempt to identify each other by using their hidden code word. However, the company has been made aware of the potential of an inside job and users will be alert and observant for any suspicious behaviour. If their plans are exposed, there will be drastic consequences."


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Covert Cues is a family card game for 3-12 players about deduction (secret roles) and secret communication (or doublespeak), revolving around the premise of 2 hidden individuals attempting to discover who each other are by referencing their secret code word without being caught by the public.

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Each player says a one-word hint or phrase about the public word for the round. The Hacker and the Admin will attempt to come up with a hint that not only references the public word, but also the hidden code word that they have in common as an attempt to discover who each other are.

For example, if the public word is “Teacher” and the code word is “Musician”, one hint the Hacker/Admin could provide is “Notes”.

In another example, if the public word is “Librarian” and the code word is “Tutor”, the hints for the round could be:


Be obvious enough for your teammate to find you, but don't let the regular Users catch on and vote either of you out! If the Admin or Hacker feels ready to guess who their teammate is, they can declare who they are and take a shot at victory!



Coming soon to Kickstarter!
Play it now on Tabletopia!



A game about the energy transition ⚡



Europe, end of 20th century. Our economy runs entirely on fossil gas and coal-fired power plants. Climate change is a fact. Which region will have sustainable (non-fossil) electricity production first and win the game?

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In each game round of GigaWatt, the electricity demand (in GW) in your region increases due to the fate of the Dice. It's up to you to build power stations to produce the required GW demand. This provides you with income, with which you can eventually close the old fossil power stations and replace them with sustainable power stations that do not emit CO2. You can trade GW surpluses and GW shortages with the other players or External Markets to balance supply and demand.



So are you going to increase sustainability quickly (with the risk of GW shortages), or are you more careful (at the risk of being late)? The region that is the first to produce more GW than the GW demand and has closed all its fossil power plants, wins. But beware, wind and solar energy sometimes only generate half of their GW power peak.



Coming soon to Kickstarter!


Play it now on Tabletopia!



Recreate ancient battles on a tactical level ⚔



Battle of Legends: Rome vs Macedon: Print & Play Edition, which is a reimplementation of Battle of Legends: Print & Play Edition (2019 Wargame Print & Play Contest Winner), is a two-player board game that focuses on four battles fought between Roman Republic and Macedonian Kingdom in the 3rd and 2nd centuries BC, namely Elis (208 BC), Aous (198 BC), Cynoscephalae (197 BC), and Pydna (168 BC). It is developed to simulate those battles on a tactical level with a hex grid board, terrain tiles, unit counters, faction cards, and d6 dice.

The game board is divided into hex spaces for unit placement and terrain tiles are placed onto them to create the battlefield of a chosen scenario. The Hill, River, and Forest are the terrain types that affect unit movement and combat in different ways. For instance, in battle Cynoscephalae (197 BC), which is mainly a hill battle, one hit is ignored if a unit on ground is attacking against a target unit on hill, in order to reflect the difficulty of uphill combat.



A unit is represented by a number of counters (equal to unit strength) on a hex space. The Roman army consists of Principe, Triarii, Velites, Elephants, and Equites units; whereas the Macedon army contains Pezhetairoi, Hypaspists, Peltasts, Hetairoi, and Cretans units, each having its own movement-attack-defense powers, special skills and abilities. Great effort has been made to bring out the differences in fighting formations of two armies, “Legion” vs “Phalanx”, while preserving a simple and streamlined game mechanism.



Faction cards lie at the heart of the game. They are kept secret and played to order units (green), activate their offensive (red)-defensive (blue) abilities, or start an event. Each faction has its own unique set and the content is changing from one scenario to another. Order cards allow you to position your units strategically across the battlefield to best coordinate your attacks, while ability & event cards empower you to apply some combat tactics such as charging, flanking, envelopment, phalanx, testudo, and withdraw. There is also a scenario card in each deck which takes the place of a key event happened in that battle. For example, the surprising pass of Romans through a secret path in Aous Battle (198 BC) is simulated by an order card which upgrades their movement up to 5 hexes.



To win the game, you must bring your opponent down to zero morale, or stand higher on morale at the end of the last round. Morale status may be changed with losses of units, or strategic places on board.

Play it now on Tabletopia!



Assemble your husky dog sled and race through the snowy wilderness



Hike! is a light and fast card-drafting racing game with huskies for 2-6 players. Players take on the role of mushers (dog drivers) who assemble their husky sleds and race through the snowy wilderness.

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The players carefully select the huskies for their abilities to move over treacherous terrain and place them in the sled according to their character. Do you have the equipment to get through the treacherous terrain, and have you taken enough time to train and care for your huskies? Make sure that you are well prepared, once you start racing, every musher is on their own. And then the race is on!



The players rely on their huskies’ abilities and the preparations they've taken, a combination of luck and skill that would get them the first across the finish line.



Now on Kickstarter!
Play it now on Tabletopia!



Sacrifice everything in this Euro-conflict from the designer of Kemet



In Yucatan, you are the leader of a Mayan city. You have promised your people to win the favors of the Gods, and their fate is in your hands. Send your warlords to capture enemies, increase your might with every season of the sacred calendar, and sacrifice your prisoners to the Mayan gods to ensure your dominance.

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Your warlords will become more and more formidable, your city more and more glorious, but your opponents do the same, so enlisting the help of the mythological creatures and heroes will be necessary to try to restore with blood, the energy of your gods.

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In this game, your goal is to capture prisoners, and the Yucatan peninsula is your playground. Prepare for four seasons of fierce fighting. At the end of each season, you will ritually sacrifice captured enemies to gain reputation, but be careful because the gods are demanding: Each of your sacrifices must be more glorious than the last. Each decision matters in the subtle balance required to make your city the glorious and eternal sanctuary of the mighty Mayan gods.



Now on Kickstarter!
Play it now on Tabletopia!



An abstract game of time and murder!



You and your opponent are rival time travellers trying to erase each other from history. To prove you are the one true inventor of time travel, you must use your invention to find your enemy in time and murder them — before they get you!

Unfortunately, since your enemy has strewn many copies of themself across the timeline, you may have to do the terrible deed many, many times before it sticks. Just make sure you don't get erased first!

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That Time You Killed Me is an abstract narrative game of time and murder that introduces new scenarios with unique rules and components as you play. As with any game about mucking about across time, you must play through this content in a strict, unalterable order.

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To set up, place three game boards in a row to represent past, present, and future. Each player starts with a player piece in the same location on each 4x4 board, with the start player having their focus token in the past while the other has it in the future.



On a turn, choose a single copy of yourself on the board where your focus token is located, then take two actions with this copy, with actions being movement to an adjacent orthogonal space, time travel forward to the next board (travel from the past to the future is not allowed), or time travel back to the previous board, leaving a copy of yourself in the current location when you do. Sure, you travelled to the past, but if you stick around long enough, you'll be right back where you started, so now you're there, too! At the end of your turn, move your focus token to a different board.



Under the basic rules, you murder a copy of your opponent by pushing them into the wall of the game board. You have a limited number of copies of yourself in reserve, and murdered copies don't return to your reserve because that would be gross. If you run out of copies, you can no longer travel to the past since you can't leave a copy of yourself behind.

If on your turn, your opponent has copies of themselves on only one board, you win!



Play through four chapters of escalating difficulty, adding more wild time-travel shenanigans and unlocking more content as you master the game!



Play it now on Tabletopia!