Tag: Abstract Strategy

Abstract strategy games are games that typically have a very limited theme. These types of games are known for providing players with perfect information and having no randomness.

Iwari

Iwari

Iwari

Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert.

Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don’t know if they created us, or we created them.

Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. In the game, players use cards for two different actions:

1) Place tents and expand their settlements into five different regions on the board in a majority game that scores on each territory.
2) Construct nature totems to bond with the Titans by placing them on regions and score points based on the totem majorities in adjacent territories.

During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board).

Iwari reimagines the award-winning game Web of Power by Michael Schacht by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Cooperative
  • Hand Management
  • Network Building
  • Open Drafting

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.15

Inner Compass

Inner Compass

Inner Compass

In Inner Compass, you play as one of four characters searching for meaning in their everyday lives. (Sound familiar?) Make the right life choices, experience the full spectrum of emotions, create meaningful memories, and — ultimately — find your own inner compass. The most enlightened player wins!

Inner Compass is a bold experiment in determining your personal inner compass. Will you focus on building up emotions to release them at certain times? Sometimes it can be healthy and productive, while at other times it can be destructive and inappropriate. As you move through the game, you’ll learn how to communicate your emotions constructively and earn points towards winning.

Game Mechanics:

  • Abstract Strategy
  • Grid Movement
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.00

Gods Love Dinosaurs

Gods Love Dinosaurs

Gods Love Dinosaurs

How do you make an ecosystem flourish with just enough of every life form in the chain to supply you with dinosaurs to dominate the lands? Resources are scarce, animals can go extinct in an area, and everyone must eat to survive — so moves must be cunning. Life hangs in the balance…

In Gods Love Dinosaurs, a cheeky, wild, and timeless take on the scientific tale as old as life itself, you are a god who has been tasked with designing an ecosystem with a sustainable food chain of predator and prey animals. But you just love dinosaurs, so all you really want to do is to make as many of them as possible!

Each turn, you’ll add one tile to your ecosystem, which will add new animals and give them room to grow. Every so often, your dinosaurs will tromp around your ecosystem eating all the animals. The more they eat, the more eggs they lay — and the more points you score! Just be careful not to overeat, or there won’t be enough food to keep your dinosaurs alive the next time.

Game Mechanics:

  • Abstract Strategy
  • Grid Movement
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 2 – 5 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.38

Coatl

Coatl

Coatl

The election of the Aztec High Priest is imminent. In order to prove their value and merit, the contenders engage in a race for prestige to win the favor of the gods. Will you be able to make the most beautiful sculptures of feathered snakes (called Cóatl) to stand out and gain access to the coveted title of High Priest?

In Cóatl, players work to build the most beautiful and valuable serpents. The serpents, or Cóatl, are constructed with a head, a tail, and a number of body tiles, each made from chunky, colorful plastic. On a turn, players will either take tiles from the central board to their personal board, or work to construct one of their Cóatls with the different tiles they’ve collected.

The game end is triggered when one player finishes their third Cóatl. Players receive points for fulfilling objectives, and the one with the most is named the new High Priest!

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.07

Babylonia

Babylonia

Babylonia

The Neo-Babylonian empire, especially under the reign of Nebuchadnezzar II (605-562 B.C.), was a period of rebirth for southern Mesopotamia. Irrigation systems improved and expanded, increasing agricultural production. Urban life flourished with the creation of new cities, monuments and temples, and the consequent increase in trade.

In Babylonia, you try to make your clan prosper under the peace and imperial power of that era. You have to place your nobles, priests, and craftsmen tokens on the map to make your relations with the cities as profitable as possible. Properly placing these counters next to the court also allows you to gain the special power of some rulers. Finally, the good use of your peasants in the fertile areas gives more value to your crops. The player who gets the most points through all these actions wins.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Hand Management
  • Network Building
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.39

Azul: Summer Pavilion

Azul: Summer Pavilion

Azul: Summer Pavilion

At the turn of the 16th Century, King Manuel I commissioned Portugal’s greatest artisans to construct grandiose buildings. After completing the Palaces of Evora and Sintra, the king sought to build a summer pavilion to honor the most famous members of the royal family. This construction was intended for the most talented artisans — whose skills meet the splendor that the royal family deserves. Sadly, King Manuel I died before construction ever began.

In Azul: Summer Pavilion, players return to Portugal to accomplish the task that never began. As a master artisan, you must use the finest materials to create the summer pavilion while carefully avoiding wasting supplies. Only the best will rise to the challenge to honor the Portuguese royal family.

Azul: Summer Pavilion lasts six rounds, and in each round players draft tiles, then place them on their individual player board to score points. Each of the six colors of tiles is wild during one of the rounds.

At the start of each round, draw tiles at random from the bag to refill each of the five, seven, or nine factories with four tiles each. Draw tiles as needed to refill the ten supply spaces on the central scoring board. Players then take turns drafting tiles. You can choose to take all of the tiles of a non-wild color on a factory and place them next to your board; if any wild tiles are on this factory, you must take one of them. Place all remaining tiles in the center of the table. Alternatively, you can take all tiles of a non-wild color from the center of play; you must also take one wild tile, if present.

After all tiles have been claimed, players then take turns placing tiles on their individual boards. Each board depicts seven stars that would be composed of six tiles; each space on a star shows a number from 1-6, and six of the stars are for tiles of a single color while the seventh will be composed of one tile of each color. To place a tile on the blue 5, for example, you must discard five blue or wild tiles from next to your player board (with at least one blue being required), placing one blue tile in the blue 5 space and the rest in the discard tower. You score 1 point for this tile and 1 point for each tile within this star connected to the newly placed tile.

If you completely surround a pillar, statue, or window on your game board with tiles, you get an immediate bonus, taking 1-3 tiles from the central supply spaces and placing them next to your board. At the end of the round, you can carry over at most four tiles to the next round; discard any others, losing 1 point for each such tile.

After six rounds, you score a bonus for each of the seven stars that you’ve filled completely. Additionally, you score a bonus for having covered all seven spaces of value 1, 2, 3 or 4. You lose 1 point for each remaining tile unused, then whoever has the most points wins.

Game Mechanics:

  • Abstract Strategy
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.05

Azul: Stained Glass of Sintra

Azul: Stained Glass of Sintra

Azul: Stained Glass of Sintra

Created by Michael Kiesling, Azul: Stained Glass of Sintra challenges players to carefully select glass panes to complete their windows while being careful not to damage or waste supplies in the process. The window panels are double-sided, providing players with a dynamic player board that affords nearly infinite variability!

Players can expect to discover new unique art and components in Azul: Stained Glass of Sintra, including translucent window pane pieces, a tower to hold discarded glass panes, and double-sided player boards and window pane panels, in addition to many other beautiful components!

Game Mechanics:

  • Abstract Strategy
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.01

Animal Kingdoms

Animal Kingdoms

Animal Kingdoms

In Animal Kingdoms, each player takes on the role of a house leader, battling to gain control of the five kingdoms. Cards in your hand represent noble beasts that have pledged their allegiance to you. Over the course of three ages, you must deploy your beasts to the various territories – making sure that you adhere to each kingdom’s decree – to try and improve your influential position in the kingdoms. The house that gains the most influence by the end of the third age is declared the one true leader of the realm.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Hand Management

Game Specifications:

  • 1 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.00

Zensu

Zensu

Zensu

This is an abstract game played on a 6×9 board using flat pieces with their possible moves marked on them.

The aim is to cross your opponent’s border before they can cross into yours but, with pieces moving in four directions you have to keep your wits about you!

The way to win the game is to get one of your pieces to your opponent’s back line.

Game Mechanics:

  • Abstract Strategy
  • Pattern Movement

Game Specifications:

  • 2 Players
  • ~10 Minutes
  • Difficulty Weight 1.00

Tuned

Tuned

Tuned

In Tuned, you want to get your animal band in order so that they’ll be ready to play — and although you’re competing for space in the practice room with another band, you can incorporate all the musicians in your quest for the right arrangement.

To set up, each player takes two donkeys, two dogs, two cats, and one rooster. Place the rooster on the “move a figure” action space on your side of the 3×3 game board, leaving your two “add a figure” actions exposed.

On a turn, move your rooster to an open action space on your side of the board. If you choose “add”, then place one of your figures on the board by following the placement rules:

  • Place a donkey only on an empty space.
  • Place a dog on an empty space or on an unencumbered donkey.
  • Place a cat on an empty space or on an unencumbered dog.

For a “move” action, choose an animal on the game board and move it to a new location while following the placement rules. You can move a portion of a stack; you cannot reverse the opponent’s previous move.

As soon as a player creates an orthogonal or diagonal row with three of the same animals on top, that player wins. If a player is forced to add an animal (because their rooster occupies the lone “move” action) but cannot, they lose.

Game Mechanics:

  • Abstract Strategy
  • Pattern Building

Game Specifications:

  • 2 Players
  • ~20 Minutes
  • Difficulty Weight 1.00