Author: T3d-1978

Santorini

Santorini

Santorini

Santorini is a re-imagining of the purely abstract 2004 edition. Since its original inception over 30 years ago, Santorini has been continually developed, enhanced and refined by designer Gordon Hamilton.

Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps:

1. Move – move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.

2. Build – Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.

Winning the game – If either of your builders reaches the third level, you win.

Variable player powers – Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.

Game Mechanics:

  • Abstract Strategy
  • Grid Movement
  • Racing
  • Team Based

Game Specifications:

  • 2 – 4 Players
  • ~20 Minutes
  • Difficulty Weight 1.73

Sakura

Sakura

Sakura

Every year the Emperor walks through the imperial gardens to greet the spring, every year he stops beneath the Sakura trees, and every year you try to paint his picture. This will be your year. Artists from near and far will step over their rivals to be closest to the Emperor as he reaches the cherry blossoms, hoping to paint a portrait that will please him. However, should one of them accidentally bump into the Emperor, they would be sure to earn his ire!

Sakura is a light tactical game of pushing your luck, and pushing your friends. Each player will simultaneously decide how far to move both their character and the Emperor. The player closest to the Emperor when the Cherry Blossoms are reached will gain a huge amount of prestige, but if you push too far you risk bumping into the Emperor and walking away in disgrace.

Game Mechanics:

  • Abstract Strategy
  • Action Points

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.20

SailorMoon Crystal: Imposterous

SailorMoon Crystal: Imposterous

SailorMoon Crystal: Imposterous

The Deathbusters have captured someone from the Sailor Guardians team and replaced them with a Daimon imposter! By asking the team members questions and seeing whose answers don’t align with the rest of the group, the team can unmask the imposter and direct the rescue of their captured teammate before it’s too late.

In Sailor Moon Crystal: Imposterous, players take turns asking intriguing and open-ended questions related to the Sailor Moon Crystal series. Each player writes down an answer that they think will match the answer given by other players. The more answers a player has in common with the others, the more points they receive. The suspicious player with the fewest points each round, i.e., the one whose answers are most dissimilar from those of other players, might be the imposter and their pawn moves down the game board.

When a player — or multiple players! — exit the last space (Level 6) of the game board, the game ends with the imposter(s) having been revealed. All the remaining players win the game and rescue their captured teammate!

Game Mechanics:

  • Deduction
  • Paper and Pencil
  • Party Game

Game Specifications:

  • 3 – 12 Players
  • 30 – 90 Minutes
  • Difficulty Weight 1.11

Rossio

Rossio

Rossio

The Portuguese King has called the finest stonemasons of the country to pave one of the most important squares with calçada tiles (worldwide famous black and white tiles that pave several squares in Portugal). But the task is enormous and players will have to count with the aid of helper cards who will help them score points and/or collect money.

In Rossio, players start the game by drawing five cards and keeping three of them on their hands.

On a player’s turn, players will first recruit a card from their hands, placing it on the rightmost space under their player board, sliding to the left all cards previously recruited, discarding the card that slides off their boards (under each player board there are only 3 card slots). If the newly recruited card is played face-up, players must pay its cost in coins. If the card is played face-down, no money needs to be spent.

Then, ALL cards under a player board will activate: face-up cards will give the player Points for each time the pattern depicted on the card is found on the square. Face-down cards will provide the player 1 coin each.

Then, players must build the leftmost calçada tile of their player boards. Players can never voluntarily change the order of the tiles on their board. At any moment players can, however, spend 1 coin to swap 2 pieces on their board that are orthogonally adjacent. The tile must be built in the square orthogonally adjacent to at least 2 elements: 1 tile and 1 wall, or 2 tiles. And must be built on the leftmost available space of the line it is being built. If the players manage to build orthogonally adjacent to a similar tile, they can as bonus build the next leftmost tile, and so on, until they decide to stop or until they can’t build more. Players collect then 1 coin for each coin depicted on the spaces that were left free on their player boards after tiles were built.

Finally, players end their turn by drawing 1 card into their hand from the 4 cards available on the market. However, the amount of cards players can choose from depends on the number of tiles that they have built. So, if players build only 1 tile, they must take the 1st card. If they build 3 tiles, for example, they can choose between the 1st, 2nd or 3rd cards. Players end their turns by refilling the empty spaces of their player boards with tiles from the facedown stacks.

As the square is being cooperatively built, certain patterns appear more often than others and the scoring of face-up cards becomes exponential. Also, when players complete a column, they collect a bonus, that can be either 1 coin or drawing more cards. Money is very tight in this game, so gaining an extra coin can be crucial to recruiting a card from your hand face-up.

The game ends when the square is finished and the player with most points wins the game.

Rossio is all about timing: Recruit a card face-up late in the game, and then it will score fewer times than expected. Recruit it too early, and it will score you a few points since there are few tiles built on the square. To many cards recruited face down will give that extra amount of money, but, they won’t score any points. Build several tiles and you’re probably helping your opponents. Build fewer tiles and you probably won’t have money next turn to recruit a face-up card.

Rossio is a game with very simple rules, but with high interaction between players and interesting decisions every single turn.

Game Mechanics:

  • Area Control
  • Hand Management
  • Pattern Building
  • Pattern Recognition
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.75

Rhino Hero: Super Battle

Rhino Hero: Super Battle

Rhino Hero: Super Battle

Rhino Hero is back on the job — and this time not only does the wobbly skyscraper need to be climbed, but there will also be fierce battles between the four super-heroes Rhino Hero, Giraffe Boy, Big E. and Batguin. Who will win the battles and not let themselves be bothered by the mean, hanging spider monkeys?

Game Mechanics:

  • Dexterity
  • Dice Rolling

Game Specifications:

  • 2 – 4 Players
  • 10 – 20 Minutes
  • Difficulty Weight 1.11

The Red Dragon Inn: Character Trove

The Red Dragon Inn: Character Trove

The Red Dragon Inn: Character Trove

The Red Dragon Inn 5: The Character Trove is a fast-paced, light-hearted card game for two or more players. You and your increasingly mighty party of adventuring companions have spent all day slogging through the dungeon, killing monsters and taking their stuff. Now you’re back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn. Drink, gamble, and roughhouse with your friends. But don’t forget to keep an eye on your gold. If you run out, you’ll have to spend the night in the stables. Oh… and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you… after they loot your body for gold, of course! The last conscious adventurer with gold wins the game!

The Red Dragon Inn 5: The Character Trove is a standalone game for 2-4 players. It expands on “The Red Dragon Inn” family of box sets and single-character expansions called Allies. You can mix and match characters from any of these sets, letting you build the party composition of your choice! Each of the box sets includes four unique characters, a drink deck, gold pieces, and all the parts for 2-4 players to play right out of the box. Each of the Allies expansions includes a character deck as well as gold pieces and bits so you can add another character to a box set (thus making a 2-4 player collection playable by 2-5 players).

Game Mechanics:

  • Bluffing
  • Hand Management
  • Party Game
  • Player Elimination

Game Specifications:

  • 2+ Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.65

Rear Window

Rear Window

Rear Window

Experience Alfred Hitchcock’s masterpiece film Rear Window in a game of deduction and suspense. Carefully observe strange clues and ominous patterns in the things going on in the apartments across the way. There are parties, knives, a saw, bickering, laughing, music…and a mysterious trunk. Do you detect a murder? Or is the secret, private world of the neighbors planting frightening ideas in your mind?

In Rear Window, one player takes the role of director Alfred Hitchcock — the “Master of Suspense” — and communicates via building windows clues and signs for the other players without ever uttering a word, ideally giving them enough to go on that they can figure out who the murderer is — or whether a murder even took place.

If a murderer is out there, you need to nail down all eight attributes of that person by the end of four rounds without them catching on to what you see and know.

Game Mechanics:

  • Cooperative
  • Deduction

Game Specifications:

  • 2 – 5 Players
  • ~40 Minutes
  • Difficulty Weight 1.57

Rabbit Rally

Rabbit Rally

Rabbit Rally

The rabbits in Rüben Rallye all want to reach the carrot patch, but to do so, they need to cross the river first — and to do that, they need to make use of planks and stones lying nearby.

In the game, all the rabbits start on a platform, and the carrots await on another platform that players set some distance away. On a turn, a player rolls a color die, picks up the cardboard “plank” of that color, places a wooden “stone” some distance away from where their rabbit is located, then tries to place the plank so that their rabbit will be able to move onto the stone. If the player succeeds, the rabbit moves; if they misjudged where to place the stone, the rabbit stays where it is.

By repeating this process, the rabbits move down the “stream” to where the carrots are located, with the first player to reach a carrot winning the game. Additional carrots are included so that players can compete for second and third place.

Game Mechanics:

  • Dice Rolling

Game Specifications:

  • 2 – 4 Players
  • ~15 Minutes
  • Difficulty Weight 1.33

Qwirkle

Qwirkle

Qwirkle

The abstract game of Qwirkle consists of 108 wooden blocks with six different shapes in six different colors. There is no board, players simply use an available flat surface.

Players begin the game with six blocks. The start player places blocks of a single matching attribute (color or shape but not both) on the table. Thereafter, a player adds blocks adjacent to at least one previously played block. The blocks must all be played in a line and match, without duplicates, either the color or shape of the previous block.

Players score one point for each block played plus all blocks adjacent. It is possible for a block to score in more than one direction. If a player completes a line containing all six shapes or colors, an additional six points are scored. The player then refills their hand to six blocks.

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Pattern Building
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 1.62

Quest

Quest

Quest

In Quest, all will show their true colors as Good and Evil struggle for the future of civilization. Hidden amongst King Arthur’s loyal servants are Mordred’s unscrupulous minions. These forces of Evil are few in number, but if they go unknown, they can sabotage Arthur’s great quests.

Players are secretly dealt roles that determine if their allegiance is to Good or to Evil. Then, players debate, reason, and lie as they decide who to send on Quests—knowing that if just one minion of Mordred joins, the Quest could fail. Quest includes 25 different characters and many different ways to play the base game.

Game Mechanics:

  • Bluffing
  • Deduction
  • Hidden Roles
  • Memory
  • Negotiation
  • Party Game
  • Team Based

Game Specifications:

  • 4 – 10 Players
  • ~30 Minutes
  • Difficulty Weight 1.83