Tag: Action Drafting

Action drafting is a game mechanic where players compete to obtain an action from a shared pool of actions.

Rising Sun

Rising Sun

Rising Sun

The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise?

Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province.
Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins.

In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding.
Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan.

The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner.
Each Season is divided into five phases:
1) Seasonal Setup because every Season has a certain Season deck with different cards,
2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season,
3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces,
4) War Phase, during which players battle over several Provinces, and
5) Seasonal Cleanup.

As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.

Game Mechanics:

  • Action Drafting
  • Area Control
  • Area Movement
  • Bluffing
  • Closed Drafting
  • Negotiation
  • Set Collection
  • Take That
  • Wargame

Game Specifications:

  • 3 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.29

Puerto Rico: 1897

Puerto Rico: 1897

Puerto Rico: 1897

Puerto Rico 1897 takes place the year after Puerto Rico achieved political autonomy and separated itself from the colonial Spanish government. In the game, you take on the role of an independent Puerto Rican farmer in this new era and compete against others to hire workers to grow, sell, and trade valuable crops. You will also be in charge of resurrecting parts of the country as you attempt to build vital city infrastructure. Your goal throughout the game is to acquire more wealth and prestige than your opponents and become the most prosperous farmer across the country.

Each player has their own small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons.

The resource cycle of the game is that players grow crops that they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not function unless they are staffed by workers.

During each round, players take turns selecting a role card from those on the table (such as “Trader” or “Builder”). When a role is chosen, every player gets to take the action associated with that role. The player who selected the role also receives a small privilege for doing so; for example, choosing the “Builder” role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, and the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game.

Puerto Rico 1897 uses a variable phase order mechanism in which a token is passed clockwise to the next player at the conclusion of a turn. The player with the token begins the round by choosing a role and taking the first action.

Players earn victory points for owning buildings, for shipping goods, and for occupied “large buildings”. Each player’s accumulated shipping chips are kept face down and come in denominations of one or five. This prevents other players from being able to determine the exact score of another player. Goods and doubloons are placed in clear view of other players, and the totals of each can always be requested by a player. As the game enters its later stages, the unknown quantity of shipping tokens and its denominations require players to consider their options before choosing a role that can end the game.

Game Mechanics:

  • Action Drafting
  • Economic
  • Tableau Building

Game Specifications:

  • 2 – 5 Players
  • 70 – 120 Minutes
  • Difficulty Weight 3.00

Grand Austria Hotel

Grand Austria Hotel

Grand Austria Hotel

In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor’s favor. Only then will your café become the Grand Austria Hotel.

The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.

But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.

With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.

Game Mechanics:

  • Action Drafting
  • Dice Drafting
  • Dice Rolling
  • Economic
  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.22

Coimbra

Coimbra

Coimbra

In the 15th and 16th century, Portugal is thriving under its leading role during the Age of Discovery. Nestled in the heart of Portugal, the city of Coimbra serves as a cultural center of the country. As the head of one of Coimbra’s oldest houses, you seek to earn prestige by deepening relationships with nearby monasteries or funding expeditions of the era. To reach this goal, you must vie for the favors of the city’s most influential citizens, even if you must offer a bit of coin or some protective detail.

Coimbra introduces an innovative new dice mechanism in which the dice players draft each round are used in multiple different ways and have an impact on many aspects of their decision making. While there are many paths to victory, players should always seek to optimize their opportunities with every roll of the dice. Combined with ever-changing synergies of the citizens, expeditions, and monasteries, no two games of Coimbra will ever be the same!

Game Mechanics:

  • Action Drafting
  • Auction/Bidding
  • Dice Rolling
  • Open Drafting
  • Set Collection
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.27

Orichalcum

Orichalcum

Orichalcum

Orichalque is a tense and fast-pace strategy game – similar to a short 4X. Each player has their own Island board to explore and develop. On each turn, they choose a set of one Exploration tile and one Action : recruit hoplites, produce precious orichalcum (a legendary metal from Greek mythology), construct buildings granting powerful bonuses, or try to get rid of Monsters infesting your island (and preventing you to build new building).

To prevail, you will need to erect majestic temples, forge orichalcum tokens or win the favors of titans (by creating areas of their favorite landscapes. The first to get to 5 victory points while clearing their Island of all Monsters wins the game.

Game Mechanics:

  • Action Drafting
  • Dice Rolling
  • Racing
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.57

Dice Hospital

Dice Hospital

Dice Hospital

In Dice Hospital, a worker placement game, players must treat as many patients as possible to appease the local authorities! Players use their hospital staff to treat patients on their personal hospital player boards. However, players may also call in specialist staff to react to certain situations that arise to score more points with the authorities! The game uses worker placement mechanics for the staff, dice as the patients where low scores indicate low health and a personal player board of actions to treat patients. The player with the highest reputation wins the game!

Game Mechanics:

  • Action Drafting
  • Action Points
  • Dice Rolling

Game Specifications:

  • 1 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.30

Citadels

Citadels

Citadels

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects his/her eighth building. Players then tally their points, and the player with the highest score wins.

Players start with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.

On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.

Game Mechanics:

  • Action Drafting
  • Bluffing
  • City Building
  • Closed Drafting
  • Deduction
  • Set Collection
  • Tableau Building
  • Take That

Game Specifications:

  • 2 – 8 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.01