Browse Board Game Remixes & Creative Combinations

Azul
CATAN

CATAN ARTISAN (Mixed with Azul)

Number-Based Engine Building Meets Island Conquest 🎲 Status: CONCEPT - NEEDS TESTING Players: 2-4 Time: 60-90 minutes Complexity: Medium-Heavy (3.5/5) THE CORE STRATEGIC TENSION Two paths to victory: Aggressive Builder: Draft whatever you need NOW, build settlements fast, race to 10 VP Patient Engineer: Complete number rows to activate permanent production, dominate late game Hybrid Master: Balance immediate building with engine construction The twist: Factory availability forces adaptation every round. You can't always execute your plan!

Medium
bigboss
The Settlers of Catan

CATAN STRATEGIES (Rules Revision)

Solving the Dice Luck Problem 🎲 Status: CONCEPT - NEEDS TESTING Players: 3-4 Time: 75-90 minutes Complexity: Medium (2.5/5) THE PROBLEM THIS FIXES Players overwhelmingly hate when dice luck decides games. The #1 complaint: "I could plan the best layout covering all resource yields and still not build a single hamlet because my numbers never rolled." What Changes: Replace ALL dice rolling with a strategic card-based production system that rewards planning over luck.

Medium
bigboss
Zombies!!!

Zombies!!! (2001) zombie more intense realistic rules

I use to play this game back then, the tiles are cool. but the gameplay was way off. In all zombie books and movies, absolutely no one goes on a hunt to collect zombie scalps. It's against the convention. Usually people try to survive and get out of trouble. It removes the scariness of zombies when you have to look for, and kill 25 to win the game. Here is the original general rules: -Escape by helicopter: Be the first player to reach the helipad's center square and kill any zombies on it. -Kill 25 zombies: Be the first player to collect 25 zombies. You collect a zombie figure whenever you defeat one in combat. (there are some other scenarios)

Easy
ratata catan
UNO

UNO: Destroy Edition

Like UNO but on steroids, give a new life to your old deck. Better be quick!

Easy
mmmmmbacon
Illuminati
Pandemic

Shadow Networks: Power & Corruption

What Is This Game? Build corrupt political networks where your public legitimacy conceals hidden criminal enterprises. Use worker placement pressure to compete for limited resources while gradually discovering who shares your objectives through secret alliance meetings. Victory comes from controlling political power through both direct asset placement AND blackmail leverage on opponents' assets. The Core Innovation Three Interlocking Systems: Dual-Layer Networks - Every asset you control exists on two levels: Public Layer: Visible politicians, celebrities, activists everyone sees Hidden Layer: Criminal enterprises, blackmail, shadow operations only you know Progressive Alliance Discovery - NOT free-for-all betrayal: Turn 3: Level 1 Meeting - Street-level criminals meet, discover compatible interests Turn 6: Level 2 Meeting - Professional operators coordinate deeper strategy Turn 9: Level 3 Meeting - Institutional players reveal major objectives Turn 12: Shadow Meeting - Ultimate power brokers negotiate final alliances You only reveal assets from each meeting's level - gradual trust building! Agricola-Style Action Pressure - Limited operatives compete for essential actions: Only ONE player can recruit premium assets each turn Only ONE player can safely launder money each turn Only ONE player can gather intelligence each turn Block opponents from actions they desperately need The Educational Hook: After playing, you'll recognize real-world manipulation patterns - how corrupt networks actually form through shared interests, not random betrayal. What You Need Required: Illuminati (use all group influence cards as "asset deck" - sort by power level) Agricola (just the worker pieces - become "operatives") Pandemic (use event cards as "crisis opportunities" for false flag operations) Additional Components Needed: Money tokens (use poker chips: white = 1MB, red = 5MB, blue = 10MB) Heat markers (use Pandemic's disease cubes - one color per player) Paper for secret note-passing during meetings Central action board (printable - will provide template) Players: 3-6 (best with 4-5) Time: 90-120 minutes Complexity: Hard

Hard
bigboss
Pandemic
One Night Ultimate Werewolf

Pandemic: Rogue Scientist

A Remix of Pandemic + One Night Ultimate Werewolf DESCRIPTION What Is This Game? Fight global diseases as a CDC team where everyone's role is public but loyalty is hidden. One player is a Rogue Scientist - paid to spread the plague while pretending to help. Catch them by watching how they use (or misuse) their powerful abilities. The Core Innovation Every player gets TWO cards: Pandemic Character Card (Face-Up) - Everyone sees this Medic, Scientist, Dispatcher, Operations Expert, etc. These are your abilities from Pandemic ONUW Loyalty Card (Face-Down, Secret) - Only you see this Werewolf = Rogue Scientist (saboteur with secret powers) Villager = Enhanced Operative (loyal with upgrade powers) Seer = Intelligence Analyst (loyal with investigation powers) Mason = Coordinated Partner (loyal, knows one ally) Other ONUW roles can be added for advanced play The Deduction Challenge: Everyone knows what you CAN do (your Pandemic role), but must figure out if you're TRYING to help or sabotage by watching HOW you play! What You Need Required: Pandemic or Pandemic Legacy (game board, components, character cards) One Night Ultimate Werewolf (just the role cards) Paper for secret notes OR the free ONUW app Players: 4-6 players (best with 5) Time: 60-75 minutes Complexity: Moderate-High

Hard
bigboss