Driftless Tabletop

Category: Animals

10 games in this category

Bears vs Babies

Bears vs Babies

Bears vs Babies is a card game in which you build handsome, incredible monsters who go to war with horrible, awful babies. The shared deck of cards consists of bear parts (and other monster parts) and baby cards. When you draw a part, you use it to build a monster for yourself; when you draw a baby, it goes in the center of the table. When babies are provoked, they attack, and anyone who has fewer monster parts than the number of attacking babies loses their monster; everyone with more parts than babies defeats this infantile army and scores.

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Bedlamb

Bedlamb

You are a sheep farmer. You have raised a surprisingly similar flock of sheep to all of your neighboring farms. Because of this none of you can tell who is the finest at raising sheep. A cunning contest of sheep trading results! Each farmer secretly selects which sheep to trade with each neighbor, and which to send to the grazing fields. Lying and deception are of course the most important tools of any sheep trader. But beware – each farmer also has a wolf in his arsenal! Don't let the wool get pulled over your eyes! Each card in Bedlamb contains unique flavor text, and upwards of 30% of them are better than that wool joke.

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Creatures: The Card Game – Chupacabra Promo Cards

Creatures: The Card Game – Chupacabra Promo Cards

Creatures: Chupacabra is a special set of 3 creature cards, available only to Kickstarter backers: Front: CHU- (11 points) Middle: -PA- (11 points) Back: -CABRA (11 points) These cards are added to the CREATURES deck and can be used like any other creature card during the game. CHUPACABRA (11) - with glowing red eyes, this mythical creature is purported to drain its victims entirely of blood and will allegedly leave behind a sulfuric stench when alarmed.

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Fleet Wharfside

Fleet Wharfside

Fleet Wharfside is a standalone card game based on Fleet and Fleet: Arctic Bounty. Players compete to complete contracts by selecting contracts from the Market and by collecting fish from their fleet at the wharfside. It's what happens when the fleet comes home! Tales of the bountiful harvest at Ridback Bay have traveled far, attracting merchants to the local wharfside who wish to pay handsomely for your haul. A successful fisherman’s day is not done with the catch; keen business decisions will determine if your fleet has amassed a rich profit! Merchants have offered generous contracts for the catch, but which offer the greatest benefits? Choose and complete the most lucrative contracts and reap your reward! In Fleet Wharfside, players fulfill Contracts from local Ridback Bay businesses. Each turn, players will either collect fish from their fleet at the wharfs (by taking cards) or choose to purchase a Contract from the Market. Contracts provide a bonus while in play, but once they are completed the bonus goes away too! The player who collects the most VP from Contracts, Trophies, King Crab, final Goods, and their Captain Bonus wins the game! Fleet Wharfside is game #8 of the E-G-G Series!

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Magical Unicorn Quest

Magical Unicorn Quest

Journey through the Magical Forest to find a Golden Unicorn and Majestic Unicorn. Add them to your stable to win the game. Your journey is not without challenges. Beware of foul mystical beings, potions, and magic as they may hinder your quest. This is a strategy card game and perfect for people of all ages. A must have for all unicorn enthusiast! Game Information Players: 2-6 Time: 15-40 min Age: 8+ Components 40 Mystical Being cards 20 Mystical Potion cards 15 Mystical Magic cards 6 Reference sheet 1 Rule book 1 Box

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🎲

Magical Unicorn Quest: Mystical Gear

The Fairies are enchanting ordinary items with special powers. You may attach the powerful gear to your mystical beings in order to aid you in your quest. But, Watch Out! Trolls are trying to steal the magical gear and keep it for themselves. Keep far away from the trolls in your search for the Magical Unicorns. The Magical Unicorn Quest: Mystical Gear is an expansion to Magical Unicorn Quest. The base game is required in order to play. Components: 15 Mystical Being Cards 30 Mystical Gear Cards 6 player reference Cards 1 Rulebook -description from publisher's website

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Matching Lions

Matching Lions

How to Play: At the start of the game, deal each player 5 cards. At the start of your turn, draw a card. If at any time you run out of cards, replenish your hand by drawing five more cards from the deck. On your turn you may place one herd animal face up in front of you, either a zebra or an antelope. When you have 5 of one kind in front of you (5 zebras or 5 antelopes), you win the game. After you play your herd animal, you may play one action card from your hand. Lions, elephants and giraffes are your action cards. To play a lion, place it face up in front of you. When you have played a second lion, you now have Matching Lions. Your matching lions can be used to chase away two animals from one other player’s herds. They can chase away 2 zebras, 2 antelopes, or 1 zebra and 1 antelope. The animals all go into the discard pile. You may use your matching lions on the turn you play the 2nd lion, or you may wait and use them on another turn, after playing your action card for your turn. If you gather several pairs of matching lions in front of you, you may use them all on one turn to chase away other players’ herd animals if you choose. When you play an elephant, everyone, including you, must pick up their lions and put them back in their hand. The elephant then goes to the discard pile. When you play a giraffe, you may choose any other player and view all the cards in their hand. The giraffe then goes to the discard pile. Other animals: The hippopotamus is a defense card. Play the hippopotamus to block a pair of lions from chasing away any of your herd animals. The hippopotamus and the pair of lions all go to the discard pile. The hyena is automatically played when it is drawn. All herd animals migrate left, meaning your herds go to the player to your left, that person’s herds go to the player to their left, and so on until every herd has migrated. The hyena goes to the discard pile, and you get to draw again and start your turn. (If you choose, you may use the hyena as an action card instead.) When the last card from the deck is drawn, the discard pile is shuffled and replaced as the deck.

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Matching Manatees

Matching Manatees

A memory card game of trying to get your manatees home avoiding getting hit by the boats. "The cards are set up in a 5x5 grid. This is the "ocean" where the manatees are swimming. The 4 corners is where the "home" cards go and the very center is a stack of shuffled boat cards that should be face up. All other spaces should each have stacks of two manatee cards on them face down. " "On your turn, you... ----1. Flip over two manatee cards. If they match, leave them face up. If they do not match, turn them face down again. (OR: if there is a stack of two face-down manatee cards adjacent to an empty space with no manatee cards, you may move the top card from the stack of two into the empty space instead of flipping any cards over.) ----2. If any of YOUR manatees are face up, you may move one of them toward their home location. If you have face up manatee cards that are adjacent to each other, any adjacent manatee can follow the card that moved by moving into the space it just left, and an adjacent manatee can follow that card, and so on. Manatees move up/down and left/right but not diagonal. If a manatee makes it home, that manatee is safe and counts as a point toward winning. ----3. If you moved a manatee you have to move a boat one space too (unless there are no boats left). The boat has to go toward the location matching the manatee on the card, moving up/down and left/right but not diagonal. If the boat lands on the same space as any face-up manatee, the manatee is removed from the game. The boat only moves one space per turn, even if several manatees moved by following the manatee you initially moved. When the boat makes it to the home location, the boat is out of the game. (Note: You can play competitively or cooperatively. You can move the boats to take your opponents manatees out of the game on purpose or you can work together to have none of the manatees get hit by boats. Players keep taking turns until one of the players has all of their manatees out of the game, either from getting hit by a boat or making it safely home. At this point, players should count up all the manatees they got home. Each manatee counts as one point. Whoever has the most points wins."

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Micropolis

Micropolis

Gather your ants in Micropolis, and send them through the anthill to do your bidding. What do you want? Fruit? Warriors? A queen? Even more ants?! Each player starts with a central location that will be surrounded by ten tiles over the course of the game, with the tiles being connected by a series of tunnels. Over ten rounds, players draft tiles one at a time, with the player with the largest army going first. They can take the first tile in line, or place an ant on each tile they want to pass to get to something better. The tiles have various roles on them: Queens who if alone can improve their space; Nannies who give you extra ant soldiers; Architects who let you take any tile for free; Warriors who attack the first player; Generals who manage the movement of your ant soldiers; and Fruit gatherers who collect fruits, which score based on the variety you have. Ants at the end of the game are worth one point each, and whoever has the largest army earns an additional 5 points.

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Zoodlums

Zoodlums

In Zooligans card game players take on the role of zookeepers trying to find animals to complete their exhibits. In so doing, they attract visitors to make the best zoo. The game is set up with a three exhibit goals, such as "4 or more reptiles" or "3 or more rainforest animals" that are central to all players. In addition, players have a secret continental theme, scoring them bonus visitors for animals from their continent. When the game begins, players start with a hand of three animal cards. Each turn, players can bid on a worldwide animal in the auction. Then they play a card adding it to their zoo. When a player has all the animals to complete an exhibit goal, they can form the exhibit, attracting a number of visitors. At the end of the game, the points are tallied, and the player with the most visitors wins.

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