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Table #366470874
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Nearby Rabbit

Let's learn how to play Mantis Falls!

Tips:

• You can press the SPACE key to make the tutorial progress instead of using buttons.

• You can use    to minimize tutorial explanations if needed.


This tutorial exists thanks to: Nearby Rabbit
0000
Nearby Rabbit*Welcome to Mantis Falls!* This tutorial will walk through an entire game, including endgame and player death, but feel free to discontinue the tutorial when you feel comfortable with the rules. This tutorial is best viewed on a computer and may require scrolling down to see all game content.1conserved_energy000playerrole_84216097 1 playerrole_91025465 1
Nearby RabbitThis hidden-role game takes place in mob-ruled Mantis Falls in the 1940s. *Each player is either a witness trying to escape the city or an assassin sent to take a witness down*.3player_boards000playerrole_84216097 1 playerrole_91025465 1
Nearby Rabbit*If all players draw the role of “witness”:* the game is fully cooperative and is won only if the players escape town, together and alive. *If one witness dies, all other witnesses lose.* 4playerrole_91025465000your_hand 17 playerrole_84216097 1 playerrole_91025465 1
Nearby Rabbit*If any player draws the “assassin” role:* the game is a competitive fight to the death. An assassin knows this from the start and will use that knowledge to their advantage.5playerrole_84216097000playerrole_84216097 1 playerrole_91025465 1
Nearby Rabbit*Witnesses will not know the roles of other players* and therefore won’t know who they can trust. They will need to play a game of cautious cooperation and deduction.6playerrole_91025465000playerrole_84216097 1 playerrole_91025465 1
Nearby RabbitIn this tutorial, [red]*red*[/red] text will let you know when to interact with the game. You can click on, or hover over, any card to get a closer look at its text. *[red]Click on the witness role card now to give it a try. [/red]* 7playerrole_91025465000
Nearby RabbitBy zooming in or out on the board you can change its layout and size. *[red]Try it now using (CTRL + / CTRL - ) on PC or (Command + / Command - ) on Mac. *[/red] You can also minimize the tutorial text at any time if it is overlapping a game element. [red]*Click the [-] in the upper right corner of the text box to minimize and bring it back by clicking the blue graduation cap. *[/red] 8archivecontrol_editmode_centercomment000
Nearby RabbitThe role deck has three cards in a 2-player game; *two witness cards and one assassin card*. One role card is dealt to each player and the third is removed from the game. (In a 3-player game an extra witness card is added so that there is always a chance of having an all-witness game.)9player_boards000playerrole_84216097 1 playerrole_91025465 1
Nearby RabbitIn this tutorial, *you (secretly) drew the only assassin card,* so you know the other player is a witness. *The other player cannot see your role* and doesn’t know if you’re a witness or an assassin.10playerrole_84216097000playerrole_84216097 1
Nearby RabbitMantis Falls is a *tactical hand-management game*. Players have a hand of action cards and may play as many cards as they like *of the same suit* each turn. The six suits, found in the upper left corner, are *ROYAL, LILAC, HUNTER AMBER, GRANITE and MIDNIGHT* [img]https://x.boardgamearena.net/data/tutorials/img6785ed31c7c8b5.78015745.jpg[/img] [red]*You can click on the cards to see their suits in the info box.*[/red]11your_hand_stock000your_hand 1 deck_event_discard aHR0cHM6Ly94LmJvYXJkZ2FtZWFyZW5hLm5ldC9kYXRhL3R1dG9yaWFscy9pbWc2Nzg1ZWQzMWVmZjBmMS4zNDYzMzY1NS5qcGc=/84/-461
Nearby RabbitAll players begin with a *Call in a Hit* card - which a witness within one road card of a phone can use to attack a player they don’t trust. Assassins must be wary of this card and should be cooperative until the moment is right (e.g. when a witness strays from a phone, loses their Call in a Hit or is otherwise vulnerable to an attack).12your_hand_stock_item_1000your_hand_stock_item_1 1
Nearby Rabbit*Communication is critical to gameplay in Mantis Falls!* Players will need to convey hidden information, strategize and attempt to deduce if a player is lying. There is no limit on what you can share in Mantis Falls. With all information, you can always be as honest or deceptive as you like. *Here on BGA, we recommend a real-time game with voice or video chat.*13archivecontrol_editmode_centercomment000
Nearby RabbitLet's start the game. It's your turn and you begin with your *INITIAL MOVEMENT*. You have the choice to move forward one road or stay put. Since you are pretending to be a witness, trying to escape town, *[red]let's move forward[/red]*. 14move_1010move_1 1
Nearby RabbitPlayers can always see one road ahead of the furthest player. 1road_264376e01e78c400token_84216097 1 road_2 1
Nearby RabbitAfter your initial movement (whether you choose to move forward or not) is *EVENT DRAW*. Here we drew an event that is an *opposition* (a person you can fight). This event is also *unseen*, meaning that your companion will never see the card face and is counting on you for information about what the two of you are facing. 3current_event64376e01ee22300current_event 1
Nearby RabbitSince you are the turn player, this event belongs to you. The “yellow number” referred on your event card is the *yellow stoplight number on the road you occupy*. [red]*Click on the road card you are on to see your yellow number.*[/red]4road_164376e01ee22300road_1 1 current_event 1
Nearby RabbitIn this case, the opposition has a *health of 2* and *will do 2 wounds to you if you fail to defeat it*. If you and your partner can collectively deal 2 or more wounds to the opposition this turn, then it will be defeated and will have no effect.5current_event64376e01ee22300
Nearby Rabbit*This is an important moment to communicate with your partner.* You can tell them about the event honestly and ask if they can help defeat it. You can also lie, but at the end of the turn the event must come to pass as written. For instance you could tell your partner that the event will damage only them. Should you two fail to defeat it, however, your lie will be exposed when you take two wounds.6current_event64376e01ee22300current_event 1
Nearby RabbitAfter event draw, you have an opportunity to make a *MAIN PLAY*. This is your chance to respond to the event by defeating or preventing it, strengthen yourself, hurt the other player or plan for later. 7main_action64376e01ee22300page-title 1
Nearby Rabbit𝙄𝙩𝙖𝙡𝙞𝙘 𝙏𝙚𝙭𝙩 represents hypothetical table talk to demonstrate the role of communication. 𝙔𝙤𝙪 𝙩𝙚𝙡𝙡 𝙩𝙝𝙚 𝙤𝙩𝙝𝙚𝙧 𝙥𝙡𝙖𝙮𝙚𝙧 𝙩𝙝𝙖𝙩 𝙩𝙝𝙚 𝙚𝙫𝙚𝙣𝙩 𝙝𝙪𝙧𝙩𝙨 𝙤𝙣𝙡𝙮 𝙮𝙤𝙪 𝙖𝙣𝙙 𝙮𝙤𝙪 𝙙𝙤𝙣'𝙩 𝙝𝙖𝙫𝙚 𝙖𝙣𝙮 𝙘𝙖𝙧𝙙𝙨 𝙩𝙤 𝙙𝙚𝙛𝙚𝙖𝙩 𝙞𝙩. 𝙔𝙤𝙪 𝙖𝙨𝙠 𝙛𝙤𝙧 𝙖𝙨𝙨𝙞𝙨𝙩𝙖𝙣𝙘𝙚, 𝙗𝙪𝙩 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙨𝙖𝙮𝙨 𝙩𝙝𝙚𝙮 𝙘𝙖𝙣𝙣𝙤𝙩 𝙝𝙚𝙡𝙥.8main_action64376e01ee22300your_hand_stock_item_4 1
Nearby RabbitLet's play two cards that will strengthen you for later. [red]*Click on the Whispers card in your hand to select it and then click on the shaded box in the "Actions" section of the board to play it. * *Then, do the same with the Mole since it is in the same suit (Granite). * *Finally, click "Confirm Actions" at the top of the screen.* [/red]12tableau_actions64376e01ee22310your_hand_stock_item_3 10 your_hand_stock_item_6 10 actionqueue_back 1
Nearby RabbitYour actions are now queued face-down. Your companion only knows that you are playing two cards but cannot see what they are.13tableau_actions64376e2058c0400action_zone 1
Nearby RabbitYour partner chooses to play one card. *Action cards are revealed and processed one at a time, alternating between players*. Processing starts with your first card, then your partner's first card, and continues with your second card, etc. Your partner's card, therefore, goes face down between your two action cards.1action_zone64376e2a35f5c00actionqueue_1 1
Nearby RabbitNow *ACTION REVEAL & PROCESSING* has begun. Each action is turned face-up and processed one at a time. Your first action, *Whispers*, lets you take ally cards. Remember, you can always click on the card to get a closer look at the text.2actionqueue_064376e2a37aa800deck_ally_deck 1 actionqueue_0 1
Nearby RabbitWhen selecting ally cards, you look through the ally deck face up. *Each ally card is part of a set*. When you complete its set, an ally provides you with long-term benefits during your game. [red]*Let's take one Mr. Nash card. Click on his card and then click "Confirm" at the top.*[/red]5choose_stock_item_164376e2a3a02c10choose_confirm 1 choose_stock_item_1 1
Nearby RabbitBecause *Mr. Nash* requires one more card (notice the requirement of *2* in the upper left of his card), this ally is *incomplete* and therefore goes into your player area face-down. (In BGA incomplete allies look shaded to you but are face-down to the other player.)6tableau_stock_84216097_item_364376e369f14c00tableau_stock_84216097_item_3 1
Nearby RabbitYour partner's card is turned face-up and processed next. They played a *Call in a Medic*. This is a *condition* card, meaning that it stays face-up in front of a player as a tool, skill or hindrance for that player until something removes it.1actionqueue_164376e36a1a2a00
Nearby RabbitFinally, your *Mole* is turned face-up and processed. Like the *Call in a Medic*, this card's text tells you to keep it as a *condition*. It will go into your player area to be used later. [red]*Click on the Mole to read the text in the condition box*[/red]2actionqueue_264376e36a47fc00actionqueue_2 1
Nearby RabbitAfter all of the actions are processed comes *EVENT PROCESSING*. Sometimes the event card will offer you, as the turn player, an option about the outcome of an event - but this particular event doesn’t provide any choices. [red]*Click "Proceed" and the effects of the event will come to pass.*[/red]3acknowledge_unseen64376e36a9c9d10acknowledge_unseen 1 wounds_84216097 1
Nearby RabbitAfter all actions have been processed is EVENT PROCESSING. Since you did not defeat the event, you will take 2 wounds. 4current_event64376e36a7fe100
Nearby RabbitSometimes you (as the turn player) will have options in how the event is processed, but not this time. When you click "Proceed" the effects of the event will come to pass. 5acknowledge_unseen64376e36a9c9d10acknowledge_unseen 1
Nearby RabbitConditions stay face-up in front of their owner.6tableau_stock_91025465_item_364376e36a2b4400
Nearby RabbitFinally, your Mole was turned face-up and processed. Like the Call in a Medic, this card is also a condition that will go into your player area to be used later.7actionqueue_264376e36a47fc00
Nearby RabbitBecause you and your partner did not defeat the event, your *wound tracker* is now increased to 2 wounds. Your maximum is 8. In the base game of Mantis Falls all players are Urbanites with a wound maximum of 8, but with the Full Circle module players have variable and hidden wound maximums.1mtf_playerboard_8421609764376e4a36b5a00icontooltip_wounds_84216097 1 playerchar_84216097 1
Nearby RabbitYour turn ends with the *DRAW* phase, during which all players draw back to their hand limit of 7 from the action deck starting with the primary active player.2your_hand64376e4a3740d00
Nearby RabbitA new turn begins with your partner as the *primary active player*. 3player_board_9102546564376e4a3a6e500
Nearby RabbitYour partner moves forward and draws an event. This event is also *unseen*, so you are counting on honest communication about what kind of event you are facing. 𝙔𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙩𝙚𝙡𝙡𝙨 𝙮𝙤𝙪 𝙣𝙤𝙩 𝙩𝙤 𝙬𝙤𝙧𝙧𝙮 𝙖𝙗𝙤𝙪𝙩 𝙩𝙝𝙞𝙨 𝙚𝙫𝙚𝙣𝙩 - 𝙞𝙩 𝙬𝙤𝙣'𝙩 𝙖𝙛𝙛𝙚𝙘𝙩 𝙮𝙤𝙪 𝙖𝙩 𝙖𝙡𝙡.1current_event64376e68b05b100
Nearby RabbitSince this is the other player's turn, they choose their *MAIN PLAY* first. They have chosen to play 3 cards.1tableau_actions64376e98b45cd00tableau_actions 1
Nearby RabbitNow that you have the Mole as a condition, you have the option to discard it to see the other player's face-down play. [red]*Let's skip using the Mole for now.[/red]*2pass64376e98b45cd10pass 1 tableau_stock_84216097_item_4 1
Nearby RabbitIt's your turn to make a *MAIN PLAY*. Instead of playing cards, another option for your main play is to *discard up to two cards*. [red]*Click on the Suture Kit and the Night Owl and then click "Discard up to Two Cards".* [/red] Note that when discarding, the cards don't need to be of the same suit. 1your_hand64376eb5480f710main_discard 1 your_hand_stock_item_2 1 your_hand_stock_item_8 1
Nearby RabbitSince you discarded instead of making an action play, all three of your partner’s cards will be processed in order, uninterrupted. Now that you've been through a full turn, the tutorial will skip editorializing some steps here and there.1actionqueue_064376ebfd77c100
Nearby RabbitYour partner's third card is a *Bullet*. Cards with [red]*Sometimes*[/red] before their text have a criterion that must be met for the card effect to take place. A *Bullet* will do 2 wounds to an event or another player if the person who plays it has the *Gun* as a condition. Since your partner does not have the *Gun*, the *Bullet* does nothing. (They presumably played it just to get rid of it.)1actionqueue_464376ec8973c800
Nearby RabbitYour partner receives one wound and you receive none. Although you will never see the face of that event card, the effects will still come to pass as written during event processing. It would seem your partner was being honest in describing the event earlier. (Even though you are the assassin, be wary of potential deceptions. A witness may lie at times to protect themselves.)1icontooltip_wounds_9102546564376ed855fda00
Nearby RabbitYou have drawn back up to your hand limit and now it's your turn again. [red]*Let's move forward.*[/red]2move_164376ed858b1b10move_1 1
Nearby RabbitThe next road ahead of you is revealed and you take an event. This one is *unseen*, like the last, but this is not an opposition, this is an *incident* (like stepping on broken glass). It doesn't have a health and you can't defeat it with things like *Bullets* or *Pocket Knives*.1current_event64376ee678cae00
Nearby RabbitYou can *prevent* an incident, but neither you nor the other player have a card that says it can prevent an event. You'll just have to take the wound when the time comes. But there is a small bonus that you’ll get to see three of the other player’s cards.2current_event64376ee678cae00
Nearby RabbitEven though we can’t defeat or prevent the event, let’s still make good use of the turn by moving ahead on the road a bit and completing the *Mr. Nash* ally. [red]*Select the Bus Ticket and place it in your action queue, followed by the Whispers of the same suit. Be sure they are in the right order; moving by bus first will allow you to take more ally cards! Then click "Confirm Actions".*[/red]3tableau_actions64376ee679b2810your_hand_stock_item_4 10 your_hand_stock_item_7 10 actionqueue_back 1
Nearby RabbitSince you are on a road with a bus stop (notice the bus icon in the lower right of your road), your *Bus Ticket* moves you to the next road with a bus stop (even if that means venturing into roads that haven’t been revealed yet).1actionqueue_064376f0e84f7b00
Nearby RabbitYour partner plays another condition. In future turns we will skip editorializing each card.2actionqueue_164376f0e8877000
Nearby Rabbit With the *Whispers* you will again look through the ally deck, but this time you will take 2 cards instead of one. [red]*Click on or hover over the Whispers card and read its effect to understand why.*[/red]5actionqueue_264376f0e8a7c000
Nearby RabbitLet's take the final Mr. Nash card and start collecting Ms. Cardello as well. [red]*Click the remaining Mr. Nash card and the first Ms. Cardello card and then press "Confirm".*[/red]6tableau_choosecards64376f0e8bba810choose_stock_item_1 1 choose_stock_item_5 1
Nearby RabbitYour *Mr. Nash* ally is now *complete* and turns face-up. As long as you have him you will draw up to a hand limit of 8 instead of 7.1tableau_stock_84216097_item_364376f255456700
Nearby RabbitSince the event was not prevented, you will each take a wound, but you will also get to see three of your partner's action cards.2current_event64376f255579900
Nearby RabbitThese are the cards your partner chose to show you. [red]*You can click through them to read what each one does. Once you are done you can click "Acknowledge" to continue.*[/red]1choose_stock64376f4bb322810choose_confirm 1
Nearby RabbitYou've drawn up and now your action hand has 8 cards instead of 7 thanks to Mr. Nash.1your_hand64376f57c161f00
Nearby RabbitYour partner moves forward and draws an event. This time it's a *seen* opposition, meaning that everyone can immediately see this event when it’s drawn. Remember, an opposition is an human enemy you can fight. This one has a health of 4 and does 4 wounds (your partner's red number) divided between the two of you as your partner chooses.1current_event64376f5e6e85d00
Nearby RabbitThis is a good time to communicate about what you might be able to do to defeat this event together.2current_event64376f5e6e85d00
Nearby Rabbit*Strength in Numbers* lets you do four wounds to the event as long as another *Strength in Numbers* has been played in an action play that turn. You have two of these, but they're of different suits, so they cannot be played together. 𝙔𝙤𝙪 𝙘𝙤𝙤𝙧𝙙𝙞𝙣𝙖𝙩𝙚 𝙬𝙞𝙩𝙝 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙖𝙣𝙙 𝙧𝙚𝙖𝙡𝙞𝙯𝙚 𝙩𝙝𝙖𝙩 𝙮𝙤𝙪 𝙗𝙤𝙩𝙝 𝙝𝙖𝙫𝙚 𝙖 𝙎𝙩𝙧𝙚𝙣𝙜𝙩𝙝 𝙞𝙣 𝙉𝙪𝙢𝙗𝙚𝙧𝙨 𝙘𝙖𝙧𝙙. 3your_hand_stock_item_1164376f5e6e85d00your_hand_stock_item_10 1 your_hand_stock_item_11 1
Nearby RabbitYour partner only plays one card. You could discard the *Mole* here to be sure it's the *Strength in Numbers* as promised, but [red]*let's skip for now.*[/red]1pass64376f6ae98a410pass 1
Nearby Rabbit[red]*Let's play the LILAC Strength in Numbers and Bullet. *[/red] The *Bullet* won't do anything, since you don't have a *Gun*, so playing it is essentially the same as discarding it. [red]*Click "Confirm Actions'' once you've queued the action play.[/red]*1action_zone64376f709fa6d10your_hand_stock_item_11 10 your_hand_stock_item_13 10 actionqueue_back 1
Nearby RabbitSince there has already been a *Strength in Numbers* played this turn, the "sometimes" criterion of the card is met and *your card does 4 wounds to the event!*2actionqueue_164376f751f88d00
Nearby RabbitThe opposition was defeated, so nobody takes any wounds.3current_event64376f7522e0c00
Nearby RabbitIt's your turn again, so [red]*let's try moving forward.*[/red]4move_164376f7525a9e10move_1 1
Nearby RabbitNow that a second Strength In Numbers has been played, 4 wounds have been dealt to the event, meaning that you will defeat it! 6tableau_event64376f751ffc500
Nearby RabbitThe Bullet does nothing since you do not have a Gun.7log_13164376f752147e00actionqueue_3 1
Nearby RabbitThe event is processed and neither of you take any wounds.8deck_event_discard64376f752323800
Nearby RabbitYou've landed on a unique card in the road deck called *The Broken Road*. As it says on the card, when you land on *The Broken Road*, you are sent one road back. You won't be able to get across it with your normal initial movement, but something that lets you move several roads at once, like the *Bus Ticket*, would work. For now, we'll have to wait here. 1road_564376f8f109f800
Nearby RabbitYou've drawn another Incident, this one unseen. 𝘼𝙛𝙩𝙚𝙧 𝙮𝙤𝙪 𝙙𝙚𝙨𝙘𝙧𝙞𝙗𝙚 𝙞𝙩𝙨 𝙚𝙛𝙛𝙚𝙘𝙩𝙨, 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙩𝙚𝙡𝙡𝙨 𝙮𝙤𝙪 𝙩𝙝𝙚𝙮 𝙝𝙖𝙫𝙚 𝙖 𝙏𝙚𝙖𝙢𝙬𝙤𝙧𝙠 - 𝙖𝙣 𝙖𝙘𝙩𝙞𝙤𝙣 𝙘𝙖𝙧𝙙 𝙩𝙝𝙖𝙩 𝙘𝙖𝙣 𝙘𝙤𝙢𝙥𝙡𝙚𝙩𝙚𝙡𝙮 𝙥𝙧𝙚𝙫𝙚𝙣𝙩 𝙖𝙣𝙮 𝙚𝙫𝙚𝙣𝙩 𝙞𝙛 𝙮𝙤𝙪 𝙗𝙤𝙩𝙝 𝙥𝙡𝙖𝙮 𝙤𝙣𝙚 𝙞𝙣 𝙩𝙝𝙚 𝙨𝙖𝙢𝙚 𝙩𝙪𝙧𝙣. 𝘽𝙪𝙩 𝙮𝙤𝙪 𝙩𝙚𝙡𝙡 𝙩𝙝𝙚𝙢 𝙩𝙝𝙖𝙩 𝙮𝙤𝙪 𝙙𝙤𝙣'𝙩 𝙝𝙖𝙫𝙚 𝙤𝙣𝙚 (𝙩𝙧𝙪𝙩𝙝𝙛𝙪𝙡𝙡𝙮, 𝙞𝙣 𝙩𝙝𝙞𝙨 𝙘𝙖𝙨𝙚).2current_event64376f8f1239b00
Nearby RabbitIt looks like you and your partner will each take 1 wound and move forward a road (though this will take you to the Broken Road again).3current_event64376f8f1239b00
Nearby RabbitLet's use this turn to discard the *Strength in Numbers* (since your partner says they don't have one ) and the *Bullet* since you still don't have a *Gun*. [red]*Click those two cards and then choose "Discard up to Two Cards".*[/red]4your_hand_stock_item_1064376f8f147dc10main_discard 1 your_hand_stock_item_10 1 your_hand_stock_item_12 1
Nearby RabbitYour partner, instead of playing cards or discarding, has put their *Teamwork* card in *Conserved Energy*. This serves as a communal draw pile and a way for players to pass cards to one another. 1conserved_energy_item_164376fe696bb800
Nearby RabbitNow that the event is processed, you've both taken a wound and moved forward a road (though you also moved backwards again as a result of the Broken Road).1current_event643770048083000
Nearby RabbitYou now have the option to draw from *Conserved Energy* as well as the deck, but since your partner doesn't have a *Teamwork* for you to pair this one with, let's leave it there for now and [red]*choose "Draw Only From Deck".*[/red]2draw_only_deck643770048189310draw_only_deck 1 draw_conserved 1 conserved_energy_item_1 1
Nearby RabbitIt looks live you've gotten a *Teamwork* in your draw! As long as you're pretending to be a witness, cards like this are very helpful for maintaining your health (and making you seem cooperative). 𝙔𝙤𝙪 𝙦𝙪𝙞𝙘𝙠𝙡𝙮 𝙩𝙚𝙡𝙡 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙩𝙝𝙖𝙩 𝙩𝙝𝙚𝙮 𝙨𝙝𝙤𝙪𝙡𝙙 𝙙𝙧𝙖𝙬 𝙗𝙖𝙘𝙠 𝙩𝙝𝙚 𝙏𝙚𝙖𝙢𝙬𝙤𝙧𝙠 𝙩𝙝𝙚𝙮 𝙟𝙪𝙨𝙩 𝙘𝙤𝙣𝙨𝙚𝙧𝙫𝙚𝙙.3your_hand_stock_item_186437701052c0800conserved_energy_item_1 1 your_hand_stock_item_17 1
Nearby RabbitYour partner moves forward and draws an unseen event. 𝙏𝙝𝙚𝙮 𝙩𝙚𝙡𝙡 𝙮𝙤𝙪 𝙖𝙜𝙖𝙞𝙣 𝙩𝙝𝙖𝙩 𝙩𝙝𝙞𝙨 𝙚𝙫𝙚𝙣𝙩 𝙬𝙤𝙣'𝙩 𝙖𝙛𝙛𝙚𝙘𝙩 𝙮𝙤𝙪 - 𝙄𝙩 𝙬𝙞𝙡𝙡 𝙤𝙣𝙡𝙮 𝙙𝙤 𝙖 𝙨𝙞𝙣𝙜𝙡𝙚 𝙬𝙤𝙪𝙣𝙙 𝙩𝙤 𝙩𝙝𝙚𝙢.1current_event6437701e80a1c00
Nearby RabbitYour partner conserves 1 card. In addition to acting as a communal draw pile, *Conserved Energy* can help players heal or move forward. If it is full, players may discard all four cards from *Conserved Energy* at the beginning of their turn to move 2 roads instead of 1 during their initial movement, or to heal a wound.2conserved_energy6437707d184b900conserved_energy 1
Nearby Rabbit𝘠𝘰𝘶𝘳 𝘱𝘢𝘳𝘵𝘯𝘦𝘳 𝘵𝘦𝘭𝘭𝘴 𝘺𝘰𝘶 𝘵𝘩𝘢𝘵 𝘵𝘩𝘦𝘺 𝘢𝘳𝘦 𝘤𝘰𝘯𝘴𝘦𝘳𝘷𝘪𝘯𝘨 𝘵𝘩𝘪𝘴 𝘤𝘢𝘳𝘥 𝘴𝘰 𝘵𝘩𝘢𝘵 𝘰𝘯𝘦 𝘰𝘧 𝘺𝘰𝘶 𝘤𝘢𝘯 𝘶𝘴𝘦 𝘊𝘰𝘯𝘴𝘦𝘳𝘷𝘦𝘥 𝘌𝘯𝘦𝘳𝘨𝘺 𝘵𝘰 𝘨𝘦𝘵 𝘰𝘷𝘦𝘳 𝘵𝘩𝘦 𝘉𝘳𝘰𝘬𝘦𝘯 𝘙𝘰𝘢𝘥.3conserved_energy_item_26437707d184b900conserved_energy_item_2 1
Nearby RabbitYou could conserve energy this turn too, but you've finally gotten a *Gun*, so let's play it. Since you have so many cards that are also in the ROYAL suit, let's play some of those to get them out of your hand. [red]*Queue up the Private Call, the Pocket Knife, the Baseball Bat and the Gun (in that order) and Confirm.*[/red]4conserved_energy6437707d1a9fd10your_hand_stock_item_5 10 your_hand_stock_item_9 10 your_hand_stock_item_15 10 your_hand_stock_item_18 10 actionqueue_back 1
Nearby RabbitThe *Private Call* does nothing since you are not on road with a phone.1actionqueue_16437708de4a4d00
Nearby RabbitThe *Pocket Knife* lets you deal wounds to the other player or the event. Your partner still has their *Call in a Hit* and is near a phone, so it's not the moment to betray them yet. Let's deal the wounds to the event.2hurt_event6437708de618010hurt_event 1
Nearby RabbitThe *Baseball Bat* does a single wound to the event opposition. 1actionqueue_564377095a493d00
Nearby RabbitAnd finally, the *Gun* goes with your *Mole* in the conditions area of your player space. It will now allow you to play *Bullets* to wound your partner or an event opposition.3actionqueue_764377095a681e00
Nearby RabbitYou did 2 wounds to the event this turn, but your partner informs you that it was an *incident*, not an *opposition*, so the damage has no effect (you were essentially stabbing and swinging at the air).You can always direct damage at an event, even if you know, or are told, that it's an incident.1tableau_event643770a1ee84000
Nearby RabbitYour partner takes one wound from the event and you take none. It seems they were, again, honest about the effects of an unseen event.1icontooltip_wounds_91025465643770aca186600
Nearby RabbitAgain you have the option to draw from *Conserved Energy*, but this time you're not sure if you want the *Phone Call*. You can always "Draw One" from the deck, which will allow you to assess after each card drawn whether you want the Phone Call. [red]*Click "Draw One From Deck".*[/red]1draw_deck643770b349e9c10draw_deck 1
Nearby RabbitYou can do this for each card you draw so long as there is still a card in *Conserved Energy*. [red]*Click Draw One From Deck one more time, then we will skip ahead.*[/red]1draw_deck643770babe71b10draw_deck 1
Nearby RabbitIt's your *INITIAL MOVEMENT* again, but since the *Broken Road* is just going to stop you anyway, [red]*let's remain in place this time.*[/red]1move_0643770c5cf7da10move_0 1
Nearby RabbitHere, you have an event under your control that can do two wounds and you've just gotten a card (*Reconsider*) that might get the *Call in a Hit* out of your partner's hand. You also have two other cards in the same suit (*GRANITE*) that combo well with the *Reconsider*. Let's try to kill your witness. [red]*Play Reconsider, Ball and Chain and Badger, in that order.*[/red] 2your_hand_stock_item_26643770ef5ac6310your_hand_stock_item_14 10 your_hand_stock_item_21 10 your_hand_stock_item_22 10 actionqueue_back 1
Nearby Rabbit𝙔𝙤𝙪 𝙖𝙣𝙙 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙖𝙜𝙧𝙚𝙚 𝙩𝙝𝙖𝙩 𝙞𝙩'𝙨 𝙖 𝙬𝙖𝙨𝙩𝙚 𝙩𝙤 𝙪𝙨𝙚 𝙖 𝙫𝙖𝙡𝙪𝙖𝙗𝙡𝙚 𝙘𝙖𝙧𝙙 𝙡𝙞𝙠𝙚 𝙏𝙚𝙖𝙢𝙬𝙤𝙧𝙠 𝙩𝙤 𝙥𝙧𝙚𝙫𝙚𝙣𝙩 2 𝙬𝙤𝙪𝙣𝙙𝙨 𝙖𝙣𝙙 𝙮𝙤𝙪 𝙖𝙜𝙧𝙚𝙚 𝙩𝙤 𝙨𝙥𝙡𝙞𝙩 𝙩𝙝𝙚 𝙬𝙤𝙪𝙣𝙙𝙨 𝙗𝙚𝙩𝙬𝙚𝙚𝙣 𝙮𝙤𝙪. 𝙔𝙤𝙪 𝙩𝙚𝙡𝙡 𝙮𝙤𝙪𝙧 𝙥𝙖𝙧𝙩𝙣𝙚𝙧 𝙩𝙝𝙖𝙩 𝙮𝙤𝙪 𝙖𝙧𝙚 𝙥𝙡𝙖𝙮𝙞𝙣𝙜 𝙖 𝘽𝙖𝙙𝙜𝙚𝙧 𝙩𝙝𝙖𝙩 𝙘𝙖𝙣 𝙜𝙚𝙩 𝙩𝙝𝙚𝙢 𝙤𝙫𝙚𝙧 𝙏𝙝𝙚 𝘽𝙧𝙤𝙠𝙚𝙣 𝙍𝙤𝙖𝙙 𝙖𝙣𝙙 𝙖 𝙘𝙤𝙪𝙥𝙡𝙚 𝙤𝙩𝙝𝙚𝙧 𝙘𝙖𝙧𝙙𝙨 𝙩𝙝𝙖𝙩 𝙮𝙤𝙪 𝙟𝙪𝙨𝙩 𝙬𝙖𝙣𝙩 𝙩𝙤 𝙜𝙚𝙩 𝙤𝙪𝙩 𝙤𝙛 𝙮𝙤𝙪𝙧 𝙝𝙖𝙣𝙙. 𝙔𝙤𝙪 𝙝𝙤𝙥𝙚 𝙩𝙝𝙚 𝙤𝙩𝙝𝙚𝙧 𝙥𝙡𝙖𝙮𝙚𝙧 𝙙𝙤𝙚𝙨𝙣'𝙩 𝙧𝙚𝙖𝙡𝙞𝙯𝙚 𝙮𝙤𝙪'𝙧𝙚 𝙖𝙗𝙤𝙪𝙩 𝙩𝙤 𝙨𝙩𝙧𝙞𝙠𝙚.3tableau_actions6437716c6e91500
Nearby RabbitThe *Reconsider* will cause you both to discard your hand, shuffle the deck and draw 7 new cards. You aren't playing the card you said you would, and the card you *are* playing is potentially removing the witness's greatest protection - the *Call in a Hit*. Your partner will probably suspect you're an assassin now. 1actionqueue_0643771803620a00
Nearby RabbitYou have a moment to review the cards you lost. [red]*Press Acknowledge to continue.*[/red]1acknowledge_chat6437719143fe410acknowledge_chat 1
Nearby RabbitThe *Reconsider* gives the players the opportunity to repeat the process (discard, shuffle and redraw), but they must both agree. In this case, you won't be repeating the *Reconsider* because your partner does not agree.1pagemaintitletext643771ae1aa1b00
Nearby RabbitYou lied and said you were playing a *Badger* as your first card, so your partner thought they would be on a phone by now. Since they are not on a phone, the *Private Call* does nothing.1actionqueue_1643771bd770fa00
Nearby RabbitThe *Ball and Chain* lets you see three random cards from the other player's hand and take any or all of them, replacing them with cards from your own hand.1actionqueue_2643771d56781800tableau_choosecards 1 actionqueue_2 1
Nearby RabbitLet's take *Advantage*. [red]*Click the card and then click "Take 1 Card". *[/red] You have the chance to choose which card in your hand will replace it, so [red]*we'll give your partner a Baseball Bat and press Confirm*[/red]2your_hand643771d56781810choose_confirm 1 choose_stock_item_1 1 your_hand_stock_item_29 1
Nearby RabbitThe *Ball and Chain* has a second effect that is a condition, so it goes in your player area.1tableau_stock_84216097_item_6643771e82353100
Nearby RabbitYour *Badger* gives the other player the choice to move forward two roads or take a wound.2actionqueue_4643771e82453700
Nearby RabbitMoving ahead two roads would cause your partner to cross the *Broken Road*.3archivecontrol_editmode_centercomment643771e82453700token_91025465 1 road_5 1
Nearby Rabbit[red]*Click on the Broken Road card for a closer look. *[/red] As stated on the card, as a prize for crossing the *Broken Road*, your partner will get their choice of 3 powerful action cards from the *Actions By The Night* deck. These are all MIDNIGHT cards, the same suit as the Call in a Hit card.4archivecontrol_editmode_centercomment643771e82453700deck_by_night 1
Nearby RabbitBut, 2 roads ahead of your partner is also an *Ambush* with a circled number inside. When a player lands on an ambush they must immediately randomly discard that many cards and take that many wounds.5archivecontrol_editmode_centercomment643771e82453700token_91025465 1 road_6 1
Nearby RabbitYour partner moves forward, first choosing a card from the *Actions by the Night*....1archivecontrol_editmode_centercomment64377213228ce00token_91025465 1
Nearby Rabbit...and next losing a card at random and taking a wound from the *Ambush*.1icontooltip_wounds_9102546564377224eddf800
Nearby RabbitYour event gives you (the primary active player) the opportunity to make choices in how it is processed. You told your partner earlier in the turn that you would split the wounds, but there's no reason to be kind anymore. When wounds are "divided as you choose" BGA will always first ask how many of the wounds you will take yourself, [red]*so let's take 0 of the 2 and press confirm.*[/red]1maintitlebar_content6437722bda84910
Nearby RabbitYour partner has taken 2 wounds (they are now at 7 out of 8 wounds) and you both redraw to your hand limit.1icontooltip_wounds_9102546564377235e075b00
Nearby RabbitYour partner chooses not to move this turn (avoiding another *ambush*) and draws a *seen incident* that will do 2 wounds to each of you. Since they have 7 wounds this would send them to their wound maximum.1current_event643772468c7a700
Nearby RabbitYour partner plays 2 cards, so let's discard the *Mole* to see what those are.1discard_condition643773ac5c37710discard_condition 1
Nearby RabbitUnfortunately your partner must have drawn back one of the* Call in a Hit* cards during Reconsider. [red]*Read OPTION 2 on the Call in a Hit. *[/red]1actionqueue_0643773b569ddd00
Nearby Rabbit[red]*Since you have a Gun let's put down a Bullet and Confirm.*[/red]2action_zone643773b56a95510your_hand_stock_item_25 10 actionqueue_back 1
Nearby RabbitYour partner targets you with the *Call in a Hit*. You immediately lose 2 cards and are sent to your wound maximum (8).1actionqueue_0643774253143500
Nearby RabbitBecause of the *Call in a Medic* condition your partner also heals 2 wounds. 2tableau_stock_91025465_item_364377425316a000tableau_stock_84216097_item_5 1 icontooltip_wounds_91025465 1
Nearby Rabbit*Just because you are at your wound maximum does NOT mean the game is over!* All normal play is suspended and you get one extra sidebar action play to try to save the game for yourself. If you can heal yourself during this *Last Gasp*, then you survive and the game continues. But even if you can't heal yourself, you can still try to kill the other player and salvage a tie.1tableau_lastgasp6437742bc1d3b00
Nearby RabbitUnfortunately, you didn't get any healing cards you can use from the *Reconsider* or the *Ball and Chain*, so you will die. You are allowed to poach unprocessed cards from your action play for your *Last Gasp*, so you can still use the *Bullet* to do 2 damage. It won't be enough to kill the other player, so your fate is likely sealed. Still, let's go down fighting and put together a *Last Gasp*.2tableau_lastgasp6437742bc1d3b00
Nearby RabbitLet's play 3 cards to give a sense of how *Last Gasp* plays work. [red]*First, select the Bullet from your Action play and place it in the first position in your Last Gasp area. *[/red] Like a normal action play, you can play as many cards of the same suit as you like. [red]*So let's throw the HUNTER Whispers and Teamwork (in that order) into the play as well. Finally, confirm.*[/red]3action_zone6437742bc1d3b10gaspqueue_back 1 actionqueue_1 15
Nearby RabbitWhen using the *Gun* you have the option to target the other player or the event. [red]*Let's hurt the other player.*[/red]1hurt_player64377440ccf3410hurt_player 1
Nearby RabbitThe *Whispers* lets you take 2 ally cards again so we can complete Ms. Cardello. [red]*Click Next Comment*[/red] 1choose_stock_item_46437744a8254700choose_stock_item_4 1 choose_stock_item_5 1
Nearby RabbitYou've completed the *Ms. Cardello* ally! If you were going to survive past this turn, she would have let you filter through action cards more quickly. 1tableau_stock_84216097_item_7643774567dda000
Nearby RabbitYour final *Teamwork* does nothing. 2archivecontrol_editmode_centercomment643774567e65200
Nearby RabbitYour *Last Gasp* is over and your last gasp tracker is increased by one. If your tracker ever hits 3, or if you ever finish your last gasp still at maximum wounds, you have died and the game is over. Since you just finished a last gasp with your health still at maximum wounds, you have died.3icontooltip_lastgasps_84216097643774567fa3c00lastgasps_84216097 1
Nearby RabbitBecause you were an assassin and the witness survived, you have lost the game and your partner has won.4pageheader_gameresult64377456801c200
Nearby Rabbit*FINAL NOTE:* The base game of Mantis Falls, shown in this tutorial, is only intended to be a learning game. We recommend enabling the Full Circle module as soon as you are ready. Full Circle is less luck-based and more strategic. We hope you enjoy it! You can purchase a physical copy at MantisFalls.com. And feel free to reach out to us at info@distantrabbitgames.com with any questions. 5archivecontrol_editmode_centercomment64377456801c200
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Mantis Falls

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Designer: Adrian Kerrihard

Artist: Juli Bierwirth, Adrian Kerrihard

Developed by: paramesis

Release 230123-1506


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Board Game Arena 289 Board Game Arena • Release 230412-1000 • Legal info • Terms of Use • Terms of Services • Privacy • Cookies π
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