Author: OTSG Staff

Graft

Graft is a card-drafting game in which 3-5 players race to collect sets of valuable goods and ship them back to Zenith.

Players simultaneously draft and play cards into their cargo manifest. Push your luck and chain combos of cards for high scores! But beware the cargo restrictions on some cards that limit what additional goods you can play – you’ll bust if your next hand has no valid option.

Ship your cargo to score points and claim bonus badges for specific sets of goods. Prepare additional groups of cards until the deck runs out. The player with the most points is recognized as the best pioneer by Zenith.

Game Mechanics:

Game Specifications:

  • 3 – 5 Players
  • 40 Minutes
  • Difficulty Weight 2.00

Good Cop Bad Cop (Third Edition)

You’re a cop in a corrupted police district where you have to figure out who’s on your side and who’s not with the ultimate goal of eliminating the leader of the opposing team. You’ll use guns, equipment, deduction, and some social engineering to assist your allies and take down your enemies. But be quick ’cause there aren’t enough guns for everyone!

The 3rd Edition gives Good Cop Bad Cop, overall, makes the game a little easier to learn and play. It adds usability improvements in the graphic design of the cards, simplifies the wording of the equipment, reduces the rulebook to a single page, adds an equipment reference sheet, and removes player numbers on equipment entirely.

The set of equipment has been culled to provide a more consistent experience that keeps the game always moving towards a conclusion. One equipment was removed, one was added as new, and a few others were taken from expansions and promos.

The box art and design is new as well and it is the first game of the Pull the Pin Games line. The 3rd Edition is still compatible with all previous expansions and promos.

—description from the publisher

Game Specifications:

  • 4 – 8 Players
  • 20 – 45 Minutes
  • Difficulty Weight 1.33

God Save The King MISSING

God Save the King thrusts players into the center of the conflict between warring kingdoms. The crown is threatened; the duty to take up arms falls to every living subject, whether knight, marshal, captain, footman, squire or cup-bearer. Even the Queen, herself may be called upon to give her life, in order that the King may be spared.

“God Save the King” is an abstract strategy game that can be played using a standard deck of 52 playing cards. However, the talented Inna Kozak has illustrated a custom deck of cards featuring thematically-rich characters, where every card is a unique face card.

Simple to learn, but with layers of complexity, players must use induction, deduction, and deception, in an attempt to seize the rival King(s) while protecting their own.

Game Specifications:

  • 2 – 0 Players
  • 5 – 15 Minutes
  • Difficulty Weight 1.50

Go Cuckoo!

On your turn in Go Cukoo!, you take one standing stick and put it on the nest. If both ends of the stick have the same color, you may choose to lay an egg on it. Otherwise, you take another stick whose top color is the same as the hiding color of the previous one, up to three sticks. After laying an egg or putting the third stick with different colors, your turn ends. There are penalties for a stick touching the ground or eggs falling from the nest.

The first person to lay all of their eggs can then put the cuckoo on the nest and win the game.

Game Mechanics:

Game Specifications:

  • 2 – 5 Players
  • 10 – 15 Minutes
  • Difficulty Weight 1.00

Go

In Go, players alternately place stones on the empty intersections of a 19×19 grid. The goal: to enclose territory behind stone perimeters and, secondarily, to tightly surround and capture enemy stones. After both players pass, they add up their territory and deduct the number of captives lost, higher score wins.

As you see, the concept is simple, yet the challenge can enrich a lifetime. In truth many lifetimes, for Go has been played for thousands of years. With that long of a lineage and a worldwide following, it has come to be known by different names (Weiqi, Igo, Baduk) and to be played by slightly differing rules, but those differences seldom affect play.

So welcome to this masterpiece that is the game of Go, the race for geographical control of an unclaimed land. Experience running battles and swift reversals, bold invasions and painful sacrifices, each sally, each setback playing out to the dulcet tap of stone on wood.

Game Specifications:

  • 2 Players
  • 30 – 180 Minutes
  • Difficulty Weight 3.91

Gnome Hollow

Since the beginning of time, gnomes have been the humble caretakers of nature. In secret, they emerge from their underground homes to maintain meticulous rings of mushrooms known to the human folk as “fairy rings”. But the work must be done quickly because as soon as a mushroom path is finished, the mushrooms are ready for picking. Who will be the cleverest gnome and harvest the most mushrooms by the end of the season?

Gnome Hollow is a spatial, tile-placement, worker-placement game in which you grow a tabletop garden of mushrooms and flowers. Every piece is a hand-painted watercolor that captures the whimsical feel of gnomes and nature. Turns are deceptively simple: Players place tiles into the garden, and move a gnome to take a single action on their turn. Come to Gnome Hollow and experience a peaceful garden, the thrill of competing to harvest buckets of mushrooms, and the reward of gathering in all your shiny treasures!

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.38

Castle Nightingale

Castle Nightingale looms out of the night, both intimidating and full of promise. Three ninjas have slipped inside, searching for the fabled treasure hidden within…yet a vigilant samurai patrols the halls, watching and listening for intruders.

Two players face off in Castle Nightingale, with the ninja player trying to steal five relics before the samurai player can capture the three ninja thieves. The castle is comprised of an inaccessible garden surrounded by four double-sided floor boards, each showing two secret passage spaces and areas in five colors.

Each turn, the ninja and samurai each choose one of three action cards in hand, with the samurai also choosing a nightingale tile not used on the previous turn. The ninja player resolves their action, then moves across the floor, marking each space of their movement with a footstep token. If they step on a colored space matching the samurai’s hidden nightingale tile, the ninja stands revealed; otherwise, next turn the ninja can treat any of their footsteps as their starting space.

If the ninja picks up a vase, the samurai can still recover it on their turn by either closing the final secret passage or landing on the ninja’s space…as long as the ninja has been revealed that turn. While the ninja moves space to space, the samurai treats each colored area as a single space, allowing them to move quickly within the castle.

Each player has specialized one-shot equipment they can use at any time, starting with one item and gaining more as they play certain cards. Each player has ten cards that they’ll cycle through until either the samurai has captured all three ninja or the ninja have stolen five of the six relics hidden in the eight vases.

Game Specifications:

  • 2 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.25

Aquatica: Duellum

Aquatica in a duel format: deeper, meaner and more intense.

Choose a Turtle King or a Squid Queen and improve your underwater realm by playing action cards and assembling locations on three-layered boards. After decades of turbulent times, it is time to unite the underwater world under the fin or tentacle of a single ruler!



New layer of depth is brought to the game by the dynamic market on a vortex board.



Be careful! The game can end not only when all players achieve their goals but also based on who is the fastest to collect the crowns. Tension is added by the tug of war mechanic.

Also, mantas will finally have the company of equally charming squids and turtles.

Game Specifications:

  • 1 – 2 Players
  • 30 – 45 Minutes
  • Difficulty Weight 3.00

Gloomhaven: Buttons & Bugs

Gloomhaven: Buttons & Bugs is a solo play game, with an original campaign story written by Isaac Childres, that features a playstyle similar to Gloomhaven in a fraction of the size.

Gloomhaven: Buttons & Bugs is set after the events of Gloomhaven and Forgotten Circles. The Aesther recluse Hail has earned a reputation for being highly instrumental in saving the city from recurring disasters, and she absolutely hates it. Wannabe heroes are constantly barging in on her studies at the Crooked Bone, looking for help in becoming famous themselves — not to mention all the demons that come by looking for vengeance. She briefly considered moving, but as that would require effort, she instead just placed an enchantment on her front door: Anyone who attempts to open it becomes miniaturized and therefore is no longer a problem.

Your character is one such wannabe hero. In an ill-advised attempt at fame, they try to visit Hail, and poof. Now they’re the size of a mouse and have entered an entirely different realm of lawlessness and self-preservation. They must find a new way into the Crooked Bone to convince Hail to return them to their previous size.

Each scenario is a single card, pitting one mercenary against a handful of enemies with simplified actions and AI. Each mercenary has a hand of just four double-sided cards, but they can be used twice — both the front and the back — before they are discarded. Attacks are resolved using a die in conjunction with a modifier table, and both the table and the mercenary ability cards can be improved as you level up throughout the campaign.

Game Specifications:

  • 1 Players
  • ~20 Minutes
  • Difficulty Weight 3.32

Gloom

The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can’t get any worse, they do. But some say that one’s reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.

In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You’ll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents’ characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.

Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You’ll immediately and easily know the worth of every character, no matter how many modifiers they have. You’ve got to see (through) this game to believe it!

Game Specifications:

  • 2 – 5 Players
  • ~60 Minutes
  • Difficulty Weight 1.63