I always wanted to play 13 dead end drive after seeing the commercials for it. I lived up to the hype

I always wanted to play 13 dead end drive after seeing the commercials for it. I lived up to the hype

It’s one

u/CleoTorez — 15 hours ago

Savers has lots o’ games

Are they the coolest games? That’s debatable, but I usually find a few good ones

u/CleoTorez — 4 days ago
▲ 30 r/STLtabletopgames+3 crossposts

A report from our Tuesday Night Gaming session at Game Nite featuring The Battle of Ligny and Chariot Race.

A report from our Tuesday Night Gaming session at Game Nite featuring The Battle of Ligny and Chariot Race. Both games are enlarged and enhanced historical board games created by members of our group. https://bmhga.com/2026/08/12/big-muddy-historical-gaming-alliance-st-louis-tuesday-night-gaming-chariot-race-and-command-colors-ligny/

u/CleoTorez — 8 days ago
▲ 121 r/STLtabletopgames+1 crossposts

Need help designing an ambush mechanic for a large-scale strategy board game

Hi everyone,

I'm currently designing a large-scale medieval fantasy strategy board game with 2x2m size and I'm struggling with one particular mechanic: ambushes.

The goal of the mechanic is not to reward positioning (I already have a flanking system for that). Instead, I want it to reward correctly anticipating an opponent's movement.

The feeling I'm aiming for is:

>

However, I want the game to remain 100% analog (no app or hidden moderator).

My original idea was that players secretly write down the hex where they prepare an ambush. If an enemy enters that hex during the next round, the ambush is triggered.

The problem is that this creates several issues:

  • Players have to write notes during the game.
  • It's difficult to verify that nothing was changed afterwards.
  • Secret information is hard to manage fairly in a purely analog game.
  • Hidden markers on the board don't work either because they immediately reveal that an ambush exists.

I also don't want ambushes to become a generic combat ability that players spam every turn. They should require commitment and reward good prediction.

So my question is:

How would you design an ambush mechanic that:

  • rewards predicting enemy movement,
  • doesn't rely on hidden notes or hidden board markers,
  • is resistant to cheating,
  • works well with up to 6 players,
  • and remains fully analog?

Has anyone seen a game that solves this problem particularly well?

I'd really appreciate your ideas!

u/According-Sector-365 — 14 days ago
▲ 58 r/STLtabletopgames+1 crossposts

WizKids Worlds 2026 Updates!

Hello!

Want to know more about the events happening at WizKids Worlds 2026? Check out our Events Schedule as well as the prizes that can be won!

You can also find out about all the promos that will be on sale, including five awesome figures getting their debut at WizKids Worlds 2026!

There's so much more on our WizKids Worlds 2026 page, including hotel booking information, our Code of Conduct, pre-registration and product pre-sale dates and more! So check it out and let us know if you have any questions!

u/CleoTorez — 5 days ago
▲ 24 r/STLtabletopgames+1 crossposts

Go on an adventure with me and my pals in dungeons and dragons every Wednesday at 5:30 pm at the Rockhill miniature market. If you like board games join r/STLtabletopgames

New players are welcome! If you have any questions just direct chat me, or just show up tomorrow and look for the dude with the Star Wars hat

u/CleoTorez — 22 days ago