Author: OTSG Staff

Ascension: Deckbuilding Game

Ascension: Deckbuilding Game — originally released as Ascension: Chronicle of the Godslayer — is a fast-paced deck-building game designed by Magic: The Gathering Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee.

Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

Game Specifications:

  • 1 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.14

Art Decko

Art Decko, first released as Promenade, is a light strategy game for 2 to 4 painting collectors in which you try to create a valuable deck of gold and painting cards over the course of play. These cards — gold and paintings — both count as currencies in the game, and you can use them to purchase more paintings, acquire more gold, and pay for exhibition space in a museum. Your long-term goal is to manipulate the market value of certain styles of artwork, while also earning points by placing paintings in the museum.

The game includes paintings from five styles of art — Art Nouveau, Pop Art, Renaissance, Surrealism, and Impressionism — and you start with five random painting cards in your deck. Each art style starts with a value of 1 gold for a painting. You also have five starting gold cards in your deck, with the cards being worth 1 or 2 gold, with some cards having a special ability on them.

To start the game, shuffle your deck, then take five cards in hand. Fill the four galleries with 2-3 random paintings each, then place two random 3-gold cards (each with a special power) in the bank, along with the deck of 5-gold cards. Paintings in galleries cost 1-8 gold, while gold cards cost 5 or 8 gold. On a turn, take two actions from these three choices, repeating an action, if desired:

• Haggle: Discard a card from your hand to draw two cards from your deck.
• Acquire: Pay the acquisition cost of a painting or gold card by discarding cards from your hand, then place that card in your discard pile. Increase the “market rating” of the painting’s art style or gold by the value listed in the gallery/bank. As the market rating of an art style increases, each painting in that style is worth more gold, effectively increasing its buying power; that art style is also worth more points at game’s end.
• Exhibit: Pay the exhibition cost for a gallery, then place a painting into that gallery that matches one of that gallery’s invitation markers. (A gallery might want, for example, 2 Impressionistic paintings, 1 Renaissance painting, and 1 painting of any type.) Mark that painting with one of your ownership tokens, then place the related invitation marker on the highest available victory point (VP) space, scoring those points for yourself immediately. That painting is now removed from your deck.

If you use the special ability on a gold card instead of its listed numerical value, remove that card from the game.

At the end of your turn, discard any number of cards from your hand, then refill your hand to five cards. If a gallery has no paintings in it, refill all of the galleries with 2-3 paintings, then replace each empty gallery’s cost token with the next highest one available. When at least twelve paintings are in the museum, the painting deck is empty, or an art style or gold reaches a market rating of 70, finish the round, then proceed to final scoring.

The value of gold depends on its market rating, with its value ratio ranging from 6:1 to 1:1. Each painting in your deck is worth 1-7 VPs depending on the market rating of its art style. Each exhibition space in the museum also has a random bonus that was revealed at the start of play, and you can earn additional points through these bonuses. In the end, the player with most VPs wins.

Game Mechanics:

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.31

ArchRavels

Experience the colorful and crafty world of fiber arts with ArchRavels! Play as one of four characters, each with their own unique crafting specialty. Hit the Yarn Bazaar to build up your stash. Follow the patterns to make cuddly bears, warm blankets, and cozy scarves. Along the way you’ll get some unique special requests. Turn in your completed items to master a pattern, complete projects, and score points. When the project list runs out, the crafter with the most points wins!

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.92

Arcadia Quest

In Arcadia Quest, players lead guilds of intrepid heroes on an epic campaign to dethrone the vampire lord and reclaim the mighty Arcadia for their own. But only one guild may lead in the end, so players must battle against each other as well as against the monstrous occupying forces.

Arcadia Quest is a campaign-based game for 2 to 4 players, where each player controls a guild of three unique heroes, facing off against the other players and the various monsters controlled by the game. Players need to accomplish a series of quests in order to win each scenario and choose where to go next in the campaign.

Players are able to choose the path their campaign takes, navigating through six out of eleven available scenarios, so each time the campaign is played it can have a different configuration of scenarios. As the campaign progresses, the heroes are able to acquire new weapons, equipment and abilities that give them powerful options to tackle the obstacles ahead. Furthermore, by fulfilling specific quests in a scenario, players unlock exclusive features in subsequent scenarios.

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.53

Aquatica

Aquatica is a deep, but easy to learn family engine builder about underwater kingdoms.

In the game you will become one of the mighty ocean kings, struggling to bring glory to his realm. To win the game, you need to capture and buy locations, recruit new characters, and complete goals; each of these actions gives you victory points at the end of the game. To do so, you need to play cards from your hand (each with a unique set of actions) and combine them. Don’t think it’s simple! With a good strategy during your turn, you can take up to ten actions in a row.

You will encounter plenty of mysterious ocean creatures and take them to your hand. With their help you will explore the unknown locations and raise found resources from the ocean depths to your kingdom. Mechanically this is represented with the help of three-layered player board and the unique mechanism of card-rising.

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.30

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 Specifications:

  • 1 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 1.77

Alien: Fate of the Nostromo 🟢

In ALIEN: Fate of the Nostromo, players take the role of Nostromo crew members Ripley, Lambert, Parker, Brett, or Dallas. Over the course of the game, they collect scrap, craft items, and fulfill different objectives. The crew will lose and gain morale as they encounter the Alien and other situations. If crew morale reaches zero, players lose the game.

Each turn has two phases. In the Crew Action phase, players creep through the Nostromo’s halls, gathering scrap, crafting items, trading scrap and items with other players, and using items and their special abilities. Brett, for example, can craft items with one fewer scrap than other players. If the Alien is within three spaces of the player with the incinerator, that player can use the incinerator to send the Alien back to its nest.

In the Encounter phase, players draw and resolve an Encounter card. The Alien could be lurking behind any corner…

Once the players fulfill their initial objectives, they face one of five final missions, each with a unique set of requirements. Players must fulfill the final mission’s requirements simultaneously to win the game. Players can also introduce Science Officer Ash for a more challenging game. Ash moves through the ship, removing scrap and forcing the crew to lose morale.

Game Mechanics:

Game Specifications:

  • 1 – 5 Players
  • 45 – 60 Minutes
  • Difficulty Weight 1.94

Agricola: All Creatures Big and Small 🟢

Agricola: All Creatures Big and Small is a new take on Uwe Rosenberg’s Agricola designed for exactly two players and focused only on the animal husbandry aspect of that game. So long plows and veggies!

In Agricola: All Creatures Big and Small, you become an animal breeder of horses, cows, sheep and pigs and try to make the most of your pastures. Players start with a 3×2 game board that can be expanded during play to give more room for players to grow and animals to run free. Sixteen possible actions are available for players to take, with each player taking three actions total in each of the eight rounds.

The player who amasses the most victory points through enclosing space with fences and acquiring the largest number and variety of animals and victory point-generating buildings will be the winner.

Four Standard Buildings and 4 special buildings are available in the base game. These buildings each provide unique special abilities during play and/or VP at game end. Balancing the tension between building infrastructure (fenced pastures and buildings) and acquiring animals (the single biggest source of end-game scoring) is the key to success!

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 2.35

The Adventures of Robin Hood

The Adventures of Robin Hood

The Adventures of Robin Hood

In England in 1193, the county of Nottinghamshire suffers under the yoke of evil Prince John and his henchmen. Can Robin Hood and his companions escape the sheriff’s guards and complete their adventures successfully?

In The Adventures of Robin Hood, players take on the role of Robin Hood and his companions, with the action taking place on a living game board with no set paths. The board changes over the course of each adventure, and the movement of the characters is handled via an innovative mechanism that uses different length wooden character pieces. Various actions and secrets are integrated into the game levels and are revealed only in the course of the story. The game board “remembers” what players have already explored or found, and thanks to the special materials, the entire game can be set up and dismantled quickly.

Instead of using cards as in the author’s Legends of Andor, the game tells the story of Robin Hood in a high-quality hardcover book, and depending on the decisions the players make, the story changes…

Game Mechanics:

  • Campaign
  • Cooperative
  • Storytelling

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 1.82

Adventure Mart 🟢

From dank dungeon entrances to magical market squares, Adventure Marts magically pop into existence wherever they are needed. Busier locations require more than one store, and each one needs a manager — that’s where you come in!

Outsmart your competition and serve a fantastical array of adventurers as you battle to make more gold than your opponents! Adventure Mart is a fresh new take on deck-building games with added twists and plenty of player interaction.

The life of a store manager is brief, but glorious. Can you become “Manager of the Week”? Or will you be banished to the abyss?

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.40