Tag: Hand Management

Hand Management is a game mechanic in which players are rewarded for playing cards in a specific order. This mechanic often encourages players to hold cards for later turns.

Through the Ages

Through the Ages

Through the Ages

Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.

One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one.

Victory is achieved by the player whose nation has the most culture at the end of the modern age.

Game Mechanics:

  • Action Points
  • Auction/Bidding
  • Civilization
  • Economic
  • Hand Management
  • Open Drafting
  • Tableau Building

Game Specifications:

  • 2 – 4 Players
  • ~120 Minutes
  • Difficulty Weight 4.17

Tawantinsuyu

Tawantinsuyu

Tawantinsuyu

The great Sapa Inca Pachacuti turned to his offspring and ordered them to worship Inti, the Sun God, and to expand the Inca Empire as far as the llamas roam. With Chinchaysuyu, Antisuyu, Qullasuyu, and Kuntisuyu — the four regions of the new empire — now ripe for conquest, the time has come for Pachacuti’s true successor to arise.

Gather your people from the villages below and use their unique abilities to strategically place them where they can perform the greatest tasks for you. Climb the steps of the Sun Temple, reaping the rewards of your piety. Build structures that both nourish your people and provide you with benefits no other has at their disposal. Muster an army and conquer villages in the four realms of Tawantinsuyu. Prove yourself a worthy successor to Pachacuti and lead the Inca to glory!

During Tawantinsuyu: The Inca Empire, players place workers onto various locations on the game board, performing actions, collecting resources (potatoes, corn, stone, and gold), constructing buildings and stairs, sculpt statues, expanding their military strength, and collecting weavings.

The game board features a hill located within the old Inca capital of Cusco, the sides of which are terraced and divided into five sections. Atop the hill sits the Coricancha, The Golden Temple, the most important temple of the Inca Empire. Within the Coricancha, each player has a High Priest. On the terraced sections below exist a variety of worker placement locations, interconnected by paths and individually marked by symbols. On your turn, you must either place a worker onto a location outside the Coricancha OR choose two of the following:

  • Recruit one worker.
  • Take two god cards.
  • Draw two army cards and keep one of them.
  • Move your High Priest one or two steps clockwise within the Coricancha.

When placing a worker, you must first discard a god card with a matching symbol or pay one gold. Once placed, the worker remains on the game board for the rest of the game! Each worker placement location is connected to exactly three action spaces. You must always perform at least one of these actions. However, for each adjacent worker (i.e., connected to your worker’s location via direct path through one of the action spaces) that matches the type of worker just placed, you receive one additional action!

While some locations will result in you being able to perform multiple actions, other actions and placements may be more desirable, especially since each of the five types of workers has a unique ability:

  • Warrior: Remove one of the adjacent workers, placing it in your player area.
  • Craftsman: Gain +1 action if placed onto a craftsman space.
  • Architect: Gain +1 action if placed onto an architect space.
  • Courier: Decreased placement cost; +1 action if it’s the first worker placed within a given area.
  • Priest: Take one god card; you may pay one potato to gain +1 action.

All god cards feature one of the different symbols found on the worker placement locations. Before placing a worker, you must either discard a god card with a matching symbol or pay valuable gold resources. God cards also depict special abilities that can be activated only if you have previously built a matching statue!

Army cards allow you to send one or more units to conquer villages in nearby regions. You must compete against the other players for control of each region as well as for valuable rewards that can be gained as a result of military conquest.

The position of your High Priest within the Coricancha has a significant impact on your overall strategy, affecting your access to powerful actions and determining any potential resource costs when placing your workers. More specifically, when placing a worker, you must pay additional resources the farther your worker is from your High Priest, from nothing all the way up to eight potatoes or corn!

Additionally, when moving your High Priest, you can activate powerful actions available only within the Coricancha:

  • Produce: Gain all rewards from your production buildings.
  • Worship: Sacrifice previously sculpted statues to gain permanent temple advancements.
  • Offering: Pay resources to gain temple advancements.
  • Conquer: Engage in military conquest of nearby villages.
  • Rejuvenate: Refresh previously activated buildings and military units.

Throughout the game, you score victory points whenever you construct stairs or sculpt statues. Gain bonus victory points whenever another player makes use of the stairs you have constructed. Score victory points from temple advancements and control of the four regions.

The game ends when the worker pool has become exhausted, symbolizing the full incorporation of nearby regions and villages into the newly risen Inca Empire. You then score bonus victory points from reaching the top of the temple, from your woven tapestries, and from various buildings and resources you have accumulated.

Game Mechanics:

  • Action Points
  • Area Control
  • Civilization
  • Economic
  • Hand Management
  • Open Drafting
  • Pattern Building
  • Rondel
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 4.07

Star Wars: Rebellion

Star Wars: Rebellion

Star Wars: Rebellion

Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players.

Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you’ll need to adjust your play style depending on who you represent:

  • As the Imperial player, you can command legions of Stormtroopers, swarms of TIEs, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them.
  • As the Rebel player, you can command dozens of troopers, T-47 airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you’ll find yourself clearly overmatched from the very outset, so you’ll need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you’ll need to sway the galaxy’s citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win.

Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy’s most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it.

Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!

Game Mechanics:

  • Area Control
  • Area Movement
  • Dice Rolling
  • Hand Management
  • Hidden Movement
  • Take That
  • Team Based
  • Wargame
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 180 – 240 Minutes
  • Difficulty Weight 3.73

Spirit Island

Spirit Island

Spirit Island

In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power – and when they do, the land itself will fight back alongside the islanders who live there.

Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit’s elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.

The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you’d hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight.

The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board – but as you frighten the Invaders more and more, victory becomes easier: they’ll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.

The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.

Game Mechanics:

  • Area Control
  • Campaign
  • Cooperative
  • Hand Management
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 4.05

Skymines

Skymines

Skymines

Fifty years ago, humanity began mining the Moon and the asteroids, and for decades that task was firmly kept in the hands of the World Government. But the turmoils of recent years have caused this enterprise to collapse. Now, adventurous companies and private investors take to the sky to revive this mining network.

As investors, you try to earn the most CrypCoin over the course of seven rounds. You do this by investing mined resources in companies and by spreading their outposts. You can improve your earnings by supporting your scientists’ research and by having them collect precious helium-3.

The heart of Skymines is a unique card programming and hand management system that requires careful and clever planning. It provides deep player interaction by letting you invest in any of the four companies as you see fit.

And as the combination of company abilities changes each game, there are endless synergies and strategies to explore.

Game Mechanics:

  • Area Control
  • Campaign
  • Deck Building
  • Economic
  • Hand Management
  • Open Drafting
  • Stock Holding
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 75 – 150 Minutes
  • Difficulty Weight 3.71

Root

Root

Root

Root is a game of adventure and war in which 2 to 4 (1 to 6 with the ‘Riverfolk’ expansion) players battle for control of a vast wilderness.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.

The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood, they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.

The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.

The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence–but only if they can manage to keep the other players in check.

Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!

Game Mechanics:

  • Area Control
  • Area Movement
  • Dice Rolling
  • Hand Management
  • Racing
  • Wargame

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.74

Pax Pamir

Pax Pamir

Pax Pamir

In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.

In terms of game play, Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market, then playing those cards in front of them in a single row called a court. Playing cards adds units to the game’s map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards, the game offers many ways for players to interfere with each other directly and indirectly.

To survive, players will organize into coalitions. Throughout the game, the dominance of the different coalitions will be evaluated by the players when a special card, called a “Dominance Check”, is resolved. If a single coalition has a commanding lead during one of these checks, those players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base.

After each Dominance Check, victory is checked and the game will be partially reset, offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.

Game Mechanics:

  • Action Points
  • Area Control
  • Area Movement
  • Economic
  • Hand Management
  • Negotiation
  • Open Drafting
  • Tableau Building

Game Specifications:

  • 1 – 5 Players
  • 45 – 120 Minutes
  • Difficulty Weight 3.83

Oath

Oath

Oath

In Oath, one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game’s core victory condition.

If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult.

In Oath, there are no fancy production tricks, app-assisted mechanisms or production gimmicks. The game can be reset at any time and doesn’t require the same play group from one game to the next. A player might use the fully-featured solo mode to play several generations during the week and then use that same copy of the game for Saturday game-night with friends. There are no scripted narratives or predetermined end points. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.

Game Mechanics:

  • Action Points
  • Area Control
  • Area Movement
  • Campaign
  • Dice Rolling
  • Economic
  • Hand Management
  • Negotiation
  • Storytelling
  • Tableau Building

Game Specifications:

  • 1 – 6 Players
  • 45 – 150 Minutes
  • Difficulty Weight 4.04

Now or Never

Now or Never

Now or Never

Far to the south of The Last Ruin lies a cliffside village called The Monument. For generations, it protected an ancient shrine until the day a crystal meteorite descended. The meteor’s denizens slowly crept out into the world—bizarre monstrosities from nightmare, attacking all in their path. As they spread across the land, there was no intelligent malice nor grand invasion strategy; the creatures acted like a fungus—spreading into new territory sporadically. After many fruitless attempts to expel the monsters, the people of The Monument fled as their village crumbled, exiled to distant lands, resigned to a nomadic existence.

Twenty years later, there are rumors that the bizarre monsters are growing weak. They’re slower, less impervious to attack, some undergoing a gradual petrification until they crumble to dust. Is it the atmosphere? Are they dying of old age? Do they suffer from a strange disease? No one is certain, but as the news spreads, various factions set their eyes on the vacant, ruined village of The Monument. The original villagers, now refugees, are desperate to return and rebuild. But they must do it quickly, before someone else claims their home. This is their chance. It’s now or never.

In Now or Never, you and up to three friends compete to best rebuild your ancestral village and guide the rest of the villagers on their journey home. Although the creatures of the meteorite have lost much of their strength, many of them remain, and you must fight them off to protect traveling villagers. Now or Never is the third game in the Arzium storybook series that includes Above and Below and Near and Far.

Now or Never is a competitive strategy game that allows you to:

  • Choose one of four asymmetrical characters to play.
  • Rebuild the village so that returning villagers have a place to live. You must carefully choose what and where to build to maintain an advantage, earning the biggest rewards for long-term planning.
  • Interact with other players by hiring their specialists to perform special actions.
  • Combat dangerous creatures to rescue villagers.
  • Explore a fantasy landscape filled with bizarre places, technology, and peoples.

Now or Never includes two modes of play: standard and story. When playing in story mode, you read from a storybook when you explore, making choices and learning more about the characters and the world. Each character has their own set of stories, unique to the locations they explore and diverse in plot, perspective, and motive, allowing you to choose what direction your own story will take.

Journey to The Monument and help rebuild your ancient home!

Game Mechanics:

  • Action Drafting
  • City Building
  • Hand Management
  • Narrative Choice
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 90 – 180 Minutes
  • Difficulty Weight 3.67

Mysthea

Mysthea

Mysthea

Mysthea is a hand building / management and area control eurogame from Tabula Games, where time-tested euro mechanics get a modern twist and are infused with a strongly thematic design to immerse you in the strange world of Icaion.

Fight for the control of unexplored floating island, places filled with anomalies and strange monsters. Gather your powers to make entire islands move. Join forces to fight the dreadful monsters that inhabit them creating an army and strongholds on these new frontiers.

Game Mechanics:

  • Area Control
  • Area Movement
  • Deck Building
  • Hand Management

Game Specifications:

  • 2 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.77