TEA.RAID | 2010
How To Play (Basics):
The center of Britsland is actually large enough for a spinner: players put the spinner in the center of the Island and give it a flick to determine the wind's direction, and how far they can move. Additionally, they get to choose where savage natives live, allowing them to sabotage other players. The game is played similar to Betrayal at the House on the Hill (which is a fantastic game) in that the end of the game is determined by rolling a dice pool: and as the pool gets larger, the changes for the game to end get higher. At the end of the game, players mix and match their teas into the best blends and see who makes the most money.
Man, Tea.Raid. I'm not what you'd call an aficionado, but I am a huge tea fan. Enough to the point that I'd make this game, and love every second of it. I wish there was more to say about it - art wise it's pretty light, but if you get a spinner and a couple of figurines you can play it. The premise is the year is 185X, and you're a merchant looking to make the most cash off the most exotic tea blends across the world from the hub of civilization, Britsland. Every Tea blend in game is a blend of Tea in real life. So if you want a fun way to learn about Tea, I got you covered.
You can download Tea.Raid's rulebook and some if it's art assets here