Author: OTSG Staff

Witchstone

Witchstone

Witchstone

As established representatives of your guild, you gather around an ancient sacred stone, the significance and magical powers of which are known to adepts only. Each player occupies one of the four towers around the Witchstone and starts from there. Create your magic spells with the help of your cauldron, and put a network of magic energy around the stone. Send out your witches, scoop the magic crystals out of the cauldron, make use of the pentagram and the magic wand, and keep an eye on the prophecy scrolls in order to ensure victory.

Not all options are always available to you. Only if you cleverly make the most of your opportunities will you have the chance of accumulating the most victory points over the eleven rounds and thereby win Witchstone.

Each player in the game has a personal cauldron that bears seven crystals and six pre-printed magic icons, and they share a larger game board that features a crystal ball that shows the entire landscape. Each player has a set of fifteen domino tiles, with each half of the domino being a hexagon; each domino depicts two different magic icons from the six used in the game.

On a turn, you place one of the five face-up dominos in your reserve onto your cauldron, then you take the action associated with each icon depicted on that domino; if the icon is adjacent to other dominos showing the same icon (or the matching pre-printed icon), then you can take that action as many times as the number of icons in that cluster. You must complete the first type of action completely before taking the second action. With these actions, you can:

  • Use energy to connect your starting tower to other locations on the game board, scoring 1, 3 or 6 points depending on the length of the connection.
  • Place witches next to your starting tower on the game board or move them across your energy network to other locations. As you do this, you gain points and possibly additional actions to use the same turn.
  • Move your token around a pentagram to collect points and to acquire bonus hex tiles; you can use these tiles immediately for actions or place them in your cauldron to make future tile placement more valuable.
  • Move the crystals in your cauldron, whether to make room for future tile placement or to gain bonus actions by ejecting the crystal completely.
  • Advance on a magic wand to gain points and take additional actions, with the actions being doubled should you currently be the most advanced player on the wand.
  • Claim scroll cards that boost future actions or earn you bonus points at game’s end depending on how well you’ve completed the prophecy depicted.

After each player has completed eleven turns — which could equal 40-60 actions depending on how well you’ve used your cauldron — the game ends and players tally their points from prophecies and other collected scoring markers to see who has the highest score.

Game Mechanics:

  • Network Building
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.71

Winter Kingdom

Winter Kingdom

Winter Kingdom

Winter Kingdom features seven, double-sided hexagonal map tiles that are randomly arranged into the playing area. After that, three scoring conditions, one economy card (showing how players earn money), and one twist card are dealt, giving the unique features of the game. Each player is dealt five ability cards and one terrain card.

On your turn, you must place three houses in the terrain depicted on your terrain card. If possible, you must place the houses next to previously placed houses. (If not possible, they may be placed anywhere that matches the terrain on the card.) You also start the game with a limited number of forts, which can replace any house and which count as two pieces.

After placing houses, you may use your gold to make one purchase, either paying the cost to put one ability card into play or paying an additional cost on a previously placed ability to upgrade it. Once purchased, the ability may be used once per turn for the rest of the game. You start the game with a little gold to buy abilities and can earn more gold based on the economy card in play for that game.

The game ends once one player is out of both houses and forts. Players score based on the criteria of the scoring cards for that game; in addition, whoever has the most houses next to each castle scores 3 additional points. The player with the most points wins.

Game Mechanics:

  • Network Building

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.63

Whistle Mountain

Whistle Mountain

Whistle Mountain

Whistle Stop designer Scott Caputo has teamed up with Luke Laurie (Manhattan Project: Energy Empire) to create a new worker-placement strategy title. Whistle Mountain gives a nod to Whistle Stop, but in this standalone game, you leave the train tracks behind and head to the sky with blimps, dreadnoughts, and hot air balloons!

In Whistle Mountain, take your company’s massive profits from all of that railroading and invest them in new technologies, deep in the Rocky Mountains where there is an abundance of resources. Your workers build crazy arrays of scaffolds and machines, upgrading your abilities and collecting resources. As you build with the help of your airship fleet, the mountain’s melting snow causes the water below to rise higher and higher, putting workers in danger and increasing the tension on the dynamically-changing board.

Because the resources you gather are determined by what players build, each game evolves differently, resulting in endless replayability. You have to choose between acquiring new abilities and enhancements for your airships and workers or building all sorts of contraptions as quickly as possible in order to achieve victory on Whistle Mountain.

Game Mechanics:

  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.95

Western Legends: Blood Money

Western Legends: Blood Money

Western Legends: Blood Money

To become a legend, it takes grit, cunning, and a little luck. Problem is, you ain’t the only one looking to make a reputation for yourself. So you have to be willing to risk it all, every hard-earned dollar, every drop of blood, to write your name across the face of history.

Blood Money is the second large expansion for Western Legends, introducing a number of modules to tailor every game. The risk module uses a die that improves a number of actions… at the risk of injury. The legendary story module incorporates the story track and high-reward adventures for players to pursue. Players may now purchase deeds to locations and legendary items from the traveling trader. And of course, there is a bevy of new characters and items to explore!

Game Mechanics:

  • Action Points
  • Area Movement
  • Bluffing
  • Hand Management
  • Pick-Up and Deliver
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.00

Western Legends

Western Legends

Western Legends

Historic characters from the American Wild West face off and write new legends across the face of history! Gather your gun, your mount, and your grit as you forge your path into the history books.

Western Legends is an open-world sandbox tabletop adventure for 2-6 players set in the American Wild West. Players assume the roles of historical figures of the era, earning their legendary status in a variety of ways: gamble, drive cattle, prospect for gold, rob the bank, fight bandits, pursue stories, become an outlaw, keep the peace. The possibilities are darn near endless.

Each player’s turn starts with drawing poker cards and/or gaining cash. Then they choose three actions. Possible actions include: move on the map (how far depends on whether they have a mount), doing a location-specific action (such as mine for gold if they are at a gold mine, gamble if they’re in a saloon, etc.), fight other players at the same location (either duel them, rob them, or arrest them if they’re wanted), play poker cards that have action abilities, etc. Legendary Points (LPs) are earned based on the outcomes of many of these actions, and the winner is whoever has the most LPs at the end of the game.

Game Mechanics:

  • Action Points
  • Area Movement
  • Bluffing
  • Dice Rolling
  • Hand Management
  • Pick-Up and Deliver
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.81

West Kingdom Saga: Architects of the West Kingdom

West Kingdom Saga: Architects of the West Kingdom

West Kingdom Saga: Architects of the West Kingdom

Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers?

The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game’s end. Points are gained by constructing various buildings and advancing work on the Archbishop’s cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game’s end will their virtue be judged. A few underhand deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.

Game Mechanics:

  • City Building
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • 60 – 80 Minutes
  • Difficulty Weight 2.76

Wayward

Wayward

Wayward

Wayward is a fully cooperative board game based on the Image Comics series of the same name in which teenagers imbued with supernatural power defend the world from Yokai, Japanese mythological creatures and spirits. In the game, players assume the roles of the comic’s heroes and work together to defeat villains controlled by the game itself.

Game Mechanics:

  • Cooperative

Game Specifications:

  • 1 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.67

Waste Knights

Waste Knights

Waste Knights

Waste Knights: Second Edition is a post-apocalyptic game of adventure and survival for 1-4 players inspired by cult classics of the post-apo movies and set in dystopian Australia destroyed by experiments of a powerful corporation. Each player becomes a rugged hero, travelling through the wasteland, facing unnatural weather and enemies forged in long-forgotten laboratories as well as experiencing adventures full of dramatic choices and disturbing characters.

The game is adventure-based, with each Adventure branching out into a number of Plots revealed depending on the players’ narrative choices. Each plot offers unique game mechanics and stories that can be found in the Book of Tales – some of them are keyed to a particular adventure, some are generic, but all enable the players to immerse themselves in the setting and make decisions that change the world around them.

Each knight (player) has 2 actions at their disposal, which basically enable them to travel around the continent in their Vehicle, explore the area for ever-dwindling Resources (Fuel, Ammo, Meds), or camp in order to repair their Gear and heal Wounds or Radiation. Each adventure additionally offers a number of unique Plot Actions that let the players affect the story and fulfill their goals.

However, the heart of the game are stories. Each playthrough is based on an adventure found in the Guide. Some of them are co-op, others competitive, others still may end with the players grouping around different factions and forced to fight their former friends. The construction of each adventure offers lots of narrative choices guaranteeing high replayability and encompasses unique setup elements so that the basic game can be prepared quickly and the players can focus on the plot, not the rules.

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Open Drafting
  • Pick-Up and Deliver
  • Role Playing
  • Storytelling

Game Specifications:

  • 1 – 4 Players
  • 90 – 180 Minutes
  • Difficulty Weight 3.02

Warpgate

Warpgate

Warpgate

Warpgate is a fast-paced game of hand management and area control. As a leader of a unique race of aliens, lead them towards triumph.

Move your fleets of star-ships on a hex-based modular game board, establish colonies and outposts and engage your enemies in battles for the control of prized commodities. Research new technologies and grow your galactic empire.

Game Mechanics:

  • Area Control
  • Campaign
  • Grid Movement
  • Hand Management

Game Specifications:

  • 1 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93

War of the Ring the Card Game

War of the Ring the Card Game

War of the Ring the Card Game

Inspired by the best-selling and award-winning War of the Ring board game, War of the Ring: The Card Game allows players to journey to the world of J.R.R. Tolkien’s The Lord of the Rings and create their own version of the dramatic conflict between the Dark Lord, Sauron, and the Free Peoples of Middle-earth.
In War of the Ring: The Card Game, up to 4 players compete in two teams, the Shadow against the Free Peoples, each player using a specific and different card deck representing the strengths and weaknesses of the different factions involved in the war.
The Free Peoples desperately try to complete their quest to destroy the One Ring, while at the same time defending their homelands from the encroaching hordes of Sauron and from his evil allies.

The Shadow players must strike quickly and decisively, before the Ring-bearers can complete their quest; or try to slowly corrupt Frodo, burdening him with wounds, toil, and the sorrow for the loss of his Companions.

During the game, players will take turns playing cards representing the characters, armies, items, and events of the War of the Ring. Each card they play will help or hinder the journey of the Fellowship as it progresses on its Path; or be used to defend or conquer the strongholds of Middle-earth, as they fight to control the new Battleground cards activated in each round.

With more than 100 original illustrations from the greatest Tolkienian artists in the world, including an amazing gallery of landscapes from The Shire to Mordor by John and Fataneh Howe, War of the Ring: The Card Game is more than a game – it also a memorable collection for all lovers of the world imagined by J.R.R. Tolkien.

This is your chance to forge the destiny of an age, like you never did before!

Game Mechanics:

  • Campaign
  • Hand Management
  • Team Based

Game Specifications:

  • 2 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.90