The Generic Universal RolePlaying System: one point-buy rulebook built to run any setting, from Imperial Rome to interstellar war.
The grim Old World from the bottom up: characters start as ratcatchers and boatmen, and the critical tables take limbs off.
Percentile rolls, 1920s investigators and a sanity score that only goes down; the oldest RPG still in print after D&D.
Character creation runs a career term by term and can kill you before play starts; the first science-fiction roleplaying game.
A twelve-game campaign west across nineteenth-century North America, where each session changes the board for the next one.
Trams and U-Bahn lines across the city, with sightseeing stops that score at the end.
Cable cars over the hills of 1960s San Francisco, collecting tourist attractions along the way.
Carts through the canals of the Dutch Golden Age, with merchandise bonuses for the goods you deliver.
Double-decker buses around 1970s London, and the fastest game in the series to teach.
Manhattan in taxis, fifteen minutes and a board the size of a place mat.
The version for six-year-olds: shorter routes, six tickets to win, and no points to count.
A world map on one side and the Great Lakes on the other, with ships as well as trains and a harbour bonus for the ports you serve.
Central and southern Africa, where matching terrain cards double the value of the route you claim.
A double-sided board: India, where a loop of routes between the same two cities scores a mandala bonus, and the Swiss map for two or three.
Denmark to the Arctic for two or three players, with tunnels, ferries and a very long way north.
The German map, with passengers who ride your finished routes to collect the goods sitting in each city.
Expansion 11 puts historic wonders on the map, each one with a rule of its own.
Expansion 10, now sold as Circus & Artists: the big top pulls a crowd across the map and followers stack into human pyramids for points.
Expansion 9, now sold as Sheep & Shepherds: hill tiles sit on top of a second tile and break ties, and a shepherd grows a flock until the wolf comes out of the stack.
Expansion 8 lets a road bridge a field, turns a two-tile city into a castle that cashes in on the next thing scored nearby, and auctions tiles at bazaars.
Expansion 7, and the only one with dexterity in it: a fair tile starts a round where everyone flicks tokens off a small wooden catapult to knock out or steal meeples.
Expansion 6 is the compilation box: The Count of Carcassonne, King & Scout, The River II and The Cult in one package.
Expansion 5 adds abbey tiles that plug any hole in the map, mayors whose strength is the pennants in their city, barns that score a field early, and wagons that move on when their feature closes.
Expansion 4, now sold as Towers & Thieves: stack tower segments to take any meeple within reach hostage, then trade the prisoners back.
Expansion 3, now sold as Dragon & Fairy: a dragon walks the board eating followers, the fairy protects the one she stands with, and magic gates drop a meeple anywhere.
Expansion 2 adds wine, cloth and wheat to collect off finished cities, the builder who buys you a second tile, and the pig who fattens a field.
Ocean exploration with a crew you build; the 2025 winner and a sharper Endeavor.
Cooperative climate policy: decarbonise before the planet runs out of patience.
A tournament in eight rounds where everyone plays at once and the deck fights for you.
A push-your-luck deck-builder about spirits putting out a forest fire.
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