Author: T3d-1978

The Ratcatcher

The Ratcatcher

The Ratcatcher

The Tail so far…

The Kingdom of Brie has made a breakthrough of stunning proportions in the field of magical cheese! This new cheese seems to be able to do anything and everything, including attracting the attention of every rat from across the world. The Kingdom is now suffering a rat plague-infested from top to bottom with a ravenous horde of ill-tempered rodents, all hunting for the Magic Cheese.

You are the Ratcatcher! The only person capable of dispelling the plague suffered by Brie and returning the realm to peace. You know the ways of the rats and must use all your skills, bravery, and cunning in order to defeat them. But beware: The rats are beginning to change, and it’s not for the better, so hurry!

The objective is, Snatch the magical cheese, eliminate the rats. Easier said than done.

During a players turn they will race to explore the randomly generated city, use their limited actions to out wit and out play the vast rat horde.
The player is greatly outnumbered by the AI-controlled rat horde, so they will need to use all their unique skills and traps to stand any chance of claiming victory.

The AI has the numbers on its side, but it also has the “Nemesis rat”. These great beasts are already imbued with the mass amounts of magical cheese, it has caused mutation and psychosis the player must face this nemesis to put an end to the rodent invasion.

Game Mechanics:

  • Action Points
  • Dice Rolling

Game Specifications:

  • 1 Player
  • 30 – 45 Minutes
  • Difficulty Weight 3.00

Rajas of the Ganges

Rajas of the Ganges

Rajas of the Ganges

Through tactics and karma to wealth and fame…

In 16th century India, the powerful empire of the Great Moguls rises between the Indus and the Ganges rivers. Taking on the role of rajas and ranis – the country’s influential nobles – players in Rajas of the Ganges race against each other in support of the empire by developing their estates into wealthy and magnificent provinces. Players must use their dice wisely and carefully plot where to place their workers, while never underestimating the benefits of good karma. Success will bring them great riches and fame in their quest to become legendary rulers.

Game Mechanics:

  • Dice Rolling
  • Economic
  • Network Building
  • Racing
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 45 – 75 Minutes
  • Difficulty Weight 2.89

Raiders of Scythia

Raiders of Scythia

Raiders of Scythia

Many centuries ago, the Greek, Persian and Assyrian empires controlled vast amounts of land and riches. Yet, despite their fortifications and imposing armies, rumours began spreading of a formidable foe in the lands above the Black Sea. They came on horseback. Fierce warriors, both male and female. Skilled with the sword, axe and bow. But they weren’t mindless savages. Their artisans were renowned for their ability to craft detailed trinkets of gold. They fashioned leather armour and improvised the recurve bow. They trained eagles for hunting and war. Some even believe they inspired the Greek tales of the Amazons. But they were more than legend or fable. They were the Raiders of Scythia.

The aim of Raiders of Scythia is to be the player with the most Victory Points (VP) at the game’s end. VP are gained by raiding Settlements, taking Plunder and completing Quests. Players will need to assemble a Crew, train Animals and gather Provisions. The game ends when there is only 2 unraided Settlements or 2 Quests remaining on the Main Board.

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 80 Minutes
  • Difficulty Weight 2.69

Race for the Galaxy

Race for the Galaxy

Race for the Galaxy

In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.

At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase’s action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to them. But bonuses may also be acquired through developments, so you must be aware when another player also takes advantage of your choice of role.

Game Mechanics:

  • Civilization
  • Economic
  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.99

Quartermaster General 1914

Quartermaster General 1914

Quartermaster General 1914

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

Game Mechanics:

  • Area Control
  • Campaign
  • Deck Building
  • Hand Management
  • Open Drafting
  • Team Based
  • Wargame

Game Specifications:

  • 2 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.63

Puzzle Strike 2

Puzzle Strike 2

Puzzle Strike 2

The cast of Fantasy Strike has acquired magical gems which give power, but at what price? Those who hold too many gems are cursed forever. What’s worse, the ultimate gem to rule them all has been forged into a single, mighty scepter. Whoever holds it wields even more power at an even greater price.

In Puzzle Strike 2, players build their deck as they play, giving them the tools to arrange and manipulate their set of colored gems. These gems can be “crashed” (destroyed) in order to build up power for four different super moves as well as to flood other players with more gems. As this process unfolds, gems will fly back and forth between players as they desperately try to remain under the threshold of corruption. Holding the scepter “helps,” but can also doom the greedy.

Game Mechanics:

  • Deck Building
  • Hand Management

Game Specifications:

  • 1 – 4 Players
  • 20 – 30 Minutes
  • Difficulty Weight 2.75

Pulsar 2849

Pulsar 2849

Pulsar 2849

It is the year 2849, and humanity has harnessed the power of the pulsars. Now we must find a way to distribute this power throughout the stars.
In this Euro-style game, players explore space, claim pulsars, and discover technologies that will help them build energy-distribution infrastructure on a cosmic scale. Dice are used to purchase actions, and players choose their dice from a communal pool. There are many paths to victory so you can blaze your own trail to a bright future.

Draft dice to explore the universe in Pulsar 2849. Game is only 8 rounds long.
Each round, roll dice based on the number of players, sort them based on their values, then draft dice to take actions.

Possible actions
□ Fly your survey ship
□ take a Gyrodyne
□ Develop a Pulsar
□ Build one or more energy transmitter vectors
□ Patent a technology
□ Buy a dice modifier
□ Complete a special project in your HQ and unlock Gate Run

Players score points each round based on what they’ve discovered and explored, and everyone has common goals that they want to achieve.

Game Mechanics:

  • Dice Drafting
  • Dice Rolling
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.35

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

Public Market

Public Market

Public Market

Head out to sea and fish to fulfill contracts in order to gain points and emerge as the winner in this tile-laying, engine-building game.

In Public Market players bid on and draft tiles to play into an ice chest. Once the ice chest is full, players can go to the market to sell their latest catch based on the current market values and to complete contract goals. They then get a new ice chest and go back out on the open water to fulfill new contracts. Play continues until the ocean bag is empty.

Game Mechanics:

  • Auction/Bidding
  • Open Drafting
  • Puzzle

Game Specifications:

  • 2 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.91

Power Rangers Deck Building Game: Zeo

Power Rangers Deck Building Game: Zeo

Power Rangers Deck Building Game: Zeo

Power Rangers: Deck-Building Game – Zeo: Stronger Than Before is a competitive deck-building game that pits 1-2 heroes against 1-2 villains. In this asymmetrical game, the hero and villain sides play a bit differently, but in the end, they both have the same goal: Crush your enemies! This is playable as a standalone game or can be combined with the Power Rangers Deck-Building Game Core Set for even more possibilities!

During your turn, you play cards to generate shards and energy. You use shards to buy cards or battle adversaries and gain rewards. You can attack the opposing team using attack cards, and when you are attacked, you can defend with block cards. At the end of your turn, you perform any “end of turn” actions, discard cards played that turn, take one damage for each adversary in “The Grid”, then refill your hand to five cards.

The first side to reduce their opponent’s hit points to 0 wins.

Game Mechanics:

  • Deck Building
  • Team Based

Game Specifications:

  • 2 – 4 Players
  • 30 – 70 Minutes
  • Difficulty Weight 2.71