Tag: Tableau Building

Games with a Tableau Building mechanic require players to arrange a visible array of components to achieve specific results.

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition is an engine-building game in which players control interplanetary corporations with the goal of making Mars habitable (and profitable). You will do this by investing mega credits (MC) into project cards that will directly or indirectly contribute to the terraforming process. In order to win, you will want to accumulate a high terraform rating (TR) and as many victory points (VP) as you can. Players raise their TR by increasing global parameters: oceans, oxygen, and temperature. TR also determines each corporation’s basic income, and, at the end of the game TR counts as VP. Additional VP and production capabilities are awarded for building project cards and other actions taken during the game.

The game is played in rounds, and each round the players will choose one of five phases, which determines which activities will take place during that round. This means every round is different, but can consist of building new project cards, taking general and project-specific actions, producing income and resources (plants and heat), or researching to draw more project cards. Every player will take all the phases selected for the round, and will receive a special bonus during the phase that they selected. To speed up the game, within each phase, players can act simultaneously without waiting for each other!

The game board has tracks for oxygen, temperature, and terraform rating, as well as a place for all of the ocean tiles that will be flipped over the course of the game. The game ends when there is enough oxygen to breath (14%), oceans enough to allow Earth-like weather (9), and the temperature is well above freezing (+8°C). It will then be possible, if not comfortable, to live on the surface of Mars!

The winner is the player with the most VP at the end of the game.

Game Mechanics:

  • Hand Management
  • Set Collection
  • Tableau Building

Game Specifications:

  • 1 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.90

Terraforming Mars

Terraforming Mars

Terraforming Mars

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters (which are temperature, oxygen, and ocean coverage). However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

Game Mechanics:

  • Closed Drafting
  • Economic
  • Hand Management
  • Set Collection
  • Tableau Building
  • Take That
  • Tile Placement

Game Specifications:

  • 1 – 5 Players
  • ~120 Minutes
  • Difficulty Weight 3.25

Tapestry

Tapestry

Tapestry

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier.

Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!

In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Push Your Luck
  • Tableau Building
  • Take That
  • Tile Placement

Game Specifications:

  • 1 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.91

Suburbia

Suburbia

Suburbia

Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.

Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you’ll modify both your income and your reputation. As your income increases, you’ll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high-rise office building. As your reputation increases, you’ll gain more and more population — and the player with the largest population at the end of the game wins.

During each game, players compete for several unique goals that offer an additional population boost — and the buildings available in each game vary, so you’ll never play the same game twice!

The second edition of Suburbia features updated artwork, larger tiles than in the original game, a dual-sided scoreboard, GameTrayz storage organizers, and more!

Game Mechanics:

  • City Building
  • Economic
  • Open Drafting
  • Set Collection
  • Tableau Building
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.77

Seasons

Seasons

Seasons

The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

Seasons is a tactical game of cards and dice which takes place in two phases:

The first phase “Prelude” consists of a card draft: the goal during this phase will be to establish your own 9-card deck for the main part of the game and with it the strategy.

Once the Prelude is complete, each player must separate their 9 cards into 3 packs of 3 cards. They will begin the second phase of the game with their first pack of three cards, then gradually as the game progresses, they will receive the other two packets of three cards.

Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

These cubes offer a variety of actions to the players:
– Increase your gauge (maximum number of cards you may have placed on the table and in play)
– Harvesting energy (water, earth, fire, air) to pay the cost of power cards
– Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
– Draw new cards

Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the “time track” would move forward.
In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes – also the “exchange rates” of energy to crystals vary during seasons – the energy not present on the dice in any given season is also the best paid during the season.

At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.

Game Mechanics:

  • Closed Drafting
  • Dice Drafting
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Tableau Building
  • Take That

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.78

Roll for the Galaxy

Roll for the Galaxy

Roll for the Galaxy

Roll for the Galaxy is a dice game of building space empires for 2–5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!

Game Mechanics:

  • Civilization
  • Deck Building
  • Economic
  • Tableau Building
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.78

Res Arcana

Res Arcana

Res Arcana

Prepare Your Place of Power!

In a high tower, an Alchemist prepares potions, using vials filled with otherworldly fluids. In a sacred grove, a Druid grinds herbs for a mystical ritual. In the catacombs, a Necromancer summons a bone dragon… Welcome to the world of Res Arcana!

In it, Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, conquer places of power, and achieve victory!

A game typically lasts 4-6 rounds. In each round, players do these steps:

  • Collect essences: performs any Collect abilities, and may take essences from components.
  • Do actions, 1 per turn, clockwise from the First Player: place an artifact, claim a monument or Place of Power, discard a card for 1 Gold or any 2 other essences, use a power on a straightened component, or pass: exchange magic items and draw 1 card. Play continues until all players have passed.
  • Pass procedure: If you are first to pass, take the First Player token, swap your magic item for a different magic item, draw 1 card.
  • Check victory points (10+ VPs). If no one has won: straighten all turned components, and begin the next round.

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Racing
  • Tableau Building
  • Take That

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.62

The Red Cathedral

The Red Cathedral

The Red Cathedral

Autumn is not the best time to climb up on a scaffold in Moscow, but it is still far better than doing so in the winter. Tsar Ivan wants to see results and our team will prove to him that we are the best builders in the city. We are sure to finish off those decorative arches with the brightest shining stones and ensure our place on the list of the government’s trusted workers.

Sheila Santos and Israel Cendrero make up the game designing duo known as Llama Dice. To date they have put out various titles with different Spanish publishers (1987 Channel Tunnel, Mondrian, Smoothies), and The Red Cathedral is the first game they have published with Devir. Pedro Soto (Holmes, Sherlock & Mycroft, Papua) and Chema Román (El mundo de Águila Roja) took care of the graphic elements of the game with a grand homage to Ivan Bilibin, an iconic Russian artist from the turn of the twentieth century. Despite being from a far later period, his mark is very recognizable in the game.

The Red Cathedral is a strategic, “Euro” board game in which the players take the roles of construction teams. Their job is to work together to put up St. Basil’s cathedral in Moscow, as ordered by Ivan the Terrible. However, only one of them will be able to gain the favor of the Tsar.

During the game, the players can carry out one of these three actions: assign a section of the cathedral, send resources to that section to build it, or go to the game board to achieve more resources. Each of these actions has its own mechanism and requires that the players pay close attention to what the other players are doing.

When the sections of the cathedral are assigned the players take possession of the spaces in each of the columns that make up their section. The more sections built and the completion of each with its own tower, the more points the player will be given at the end of the game.

The players can send resources to the cathedral sections that they have claimed. When they complete each of those sections they will obtain rewards in money and prestige points. They will also be able to install decorations on the completed sections to achieve even more recognition from the Tsar. This part of the game also works as a clock, since once any player completes the construction of their sixth section it brings about the end of the game.

The game board shows us the iconic rondel of The Red Cathedral. It is where the players obtain all the resource types needed to complete their work on the cathedral, as well as to get favors from the guilds and professionals to make the most of their trip to the market. In the central rondel the players choose the die they wish to use and move forward as many spaces as is shown on the top side of said die, in order to obtain the resources indicated in the space destined by the die.

The Red Cathedral is a very accessible game with regard to its rules because it is very easy to understand the various levels of the game, but it remains very interesting with regard to strategy. It is sure to please those who are more interested in the challenge offered by trying to strategically optimize their position in each game rather than the complexity of the rules.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Economic
  • Rondel
  • Tableau Building

Game Specifications:

  • 1 – 4 Players
  • ~80 Minutes
  • Difficulty Weight 2.82

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

Power Grid

Power Grid

Power Grid

The objective of Power Grid is to supply the most cities with power when someone’s network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you’re potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the ‘renewable’ windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.

Game Mechanics:

  • Auction/Bidding
  • Network Building
  • Tableau Building

Game Specifications:

  • 2 – 6 Players
  • ~120 Minutes
  • Difficulty Weight 3.26