Category: General Games

Doggerland

Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.

In Doggerland, you play a clan at around 15,000 BCE. Your goal is to expand your clan in order to leave a trace of its existence for centuries to come. Players increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they explore the surrounding territory and adapt to the resources at their disposal. The territory differs in each game, thanks to modular tiles.

Each round, players program their actions, then carry them out. These actions vary, based on available resources, abundance or scarcity around their villages, and also based on the actions of other players. As time passes, resources run out, and clans must migrate to find what they need for their development and survival.

In each clan, there is a leader who brings bonuses, and a shaman who allows powerful and unique actions thanks to knowledge and magic. After 6-8 seasons, the clan with the most points wins.

Game Mechanics:

  • Programmed Movement
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.29

Djinn

Once your ancestors found or created a source of magic – the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.

Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call “Djinn”, have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.

Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets…

In Djinn, you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.

In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six “Boss Djinn” have been captured and removed from the map, then you score points for all captured Djinn.

-description from developer

Game Mechanics:

  • End Game Bonuses
  • Grid Movement
  • Modular Board
  • Open Drafting
  • Set Collection
  • Variable Player Powers
  • Variable Set-up

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.92

Diplomacy

In Diplomacy, each player represents one of the seven “Great Powers of Europe” (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of “orders.” The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers.

Game Mechanics:

  • Area Majority / Influence
  • Area Movement
  • Negotiation
  • Player Elimination
  • Prisoner’s Dilemma
  • Simulation
  • Simultaneous Action Selection

Game Specifications:

  • 2 – 7 Players
  • 360 Minutes
  • Difficulty Weight 3.33

Dinosaur Island: Rawr ‘n Write

Dinosaur Island: Rawr ‘n Write is a roll-and-write version of the critically-acclaimed game Dinosaur Island.

Dinosaur Island: Rawr ‘n Write is a unique game in which players draft dice and then use those drafted dice as workers in a worker placement phase. Then, a fun polyomino puzzle ensues as you try and fit all your attractions and Dinosaurs into your park while buildings roads and routes to the exits for bonus points. At the end of the game, have more victory points than your opponents to win!

Game Mechanics:

  • Connections
  • Dice Rolling
  • Grid Coverage
  • Network and Route Building
  • Open Drafting
  • Paper-and-Pencil
  • Worker Placement with Dice Workers

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.84

Deep Regrets

Deep Regrets is an unfortunate fishing game about pulling progressively more horrifying things out of the ocean. Decide what to eat, what to sell, what to mount, and how many regrets you’re willing to carry, as you push yourself too far and spiral towards a conclusion in this strategic horror fishing game.

You’ll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you’ll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.

Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection – but beware of reveal and catch abilities that can have various effects on the game! As your eyes spy more and more horrifying things, you’ll collect Regrets cards – which drive up your madness but also give you access to more dice and increase the value of weirder fish. It’s a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.

Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish in this weird week at sea.

SOLO MODE:
In the solo mode (which you can also co-op), you’ll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you’ll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you’ll have to discard an equal value of fish to the regrets you’ve collected and may have to let some fish go to return to another day. At the end of the campaign, you’ll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!

—description from the designer

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 5 Players
  • 30 – 150 Minutes
  • Difficulty Weight 2.39

DC Forever

In the deck-building game DC Forever, you pick two iconic characters pulled from the pages of DC Comics to form your own squad of heroes or rogues. These characters have unique powers that form the starting cards of your deck, along with basic resource cards.

During play, you recruit new characters to your team, each with unique decks and gameplay, and choose which of their cards to add to support your strategy as the game progresses. Heroes and rogues will clash at classic DC Comics locations from the shadowy alleyways of Gotham City to the subaquatic depths of Atlantis.

Rogues want to achieve their master plan by completing five schemes, but they’ll be equally happy to knock out all of the heroes since no one will remain to oppose them. For their part, the heroes want to either capture all of the rogues or place thirty citizens in sanctuary; you may not be able to stop the schemes, but if people are safe, then you’ll still call this a victory.

DC Forever features eighteen playable characters and hundreds of cards from which to choose during play.

Game Mechanics:

  • Deck Building
  • Delayed Purchase

Game Specifications:

  • 2 – 4 Players
  • 30 Minutes
  • Difficulty Weight 3.20

Darwin’s Journey

When all you can identify in the horizon for many long days is the line that detaches the sea from the sky, the glimpse of a distant shore appearing before you will make you shiver at the understanding that the adventure is about to begin.

You find yourself astonished, landing on the shore that will be the origin of an extensive exploration through the Galapagos, a magic place of inconceivable beauty and endless biodiversity. There, you will gather repertoires and expand your knowledge of the natural sciences. Your eyes will learn how to detect the hidden species in the tropical forest, gazing at the countless colors and textures of nature. After inspiring hours spent studying and getting to enlightening conclusions, you will rest under a sparkling sky, admiring the stunning complexity of the animal realm.

Darwin’s Journey is a worker-placement Eurogame in which players recall Charles Darwin’s memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution.

With the game’s innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform several actions in the game, such as exploration, correspondence, gathering, and dispatch of repertoires found on the island to museums in order to contribute to the human knowledge of biology. The game lasts five rounds, and thanks to several short- and long-term objectives, every action you take will grant victory points in different ways.

Game Mechanics:

  • Set Collection
  • Worker Placement
  • Contracts

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.90

Daitoshi

We have finally perfected the power of steam, and we can now use it to our advantage! We live in an unprecedented era of progress, and new steam-powered inventions are developed faster than ever. Cities are growing, trade is flourishing, and we are developing our most ambitious machine ever: a giant contraption that will bring even more progress to the city. Yes, some trees are being cut down, and the river doesn’t flow as plentifully as before, but there’s still an abundance of trees and water, and we can use the extra space to expand our city — and it’s not like the old creatures on those forests can do anything about it.

On your turn in Daitoshi, you either produce or move your magnate to a new district in which you will be able to send your workers to work, command the exploit of forest or river hexes to fuel your endless need for steam, and perform an action to expand and show your greatness to the city.

These actions not only help you in your search for acknowledgement, but help all the inhabitants of the big city. You will expand the city and electrify its districts, discover and develop new steam-powered inventions, and trade with faraway cities. You may even help the city build its gargantuan project: the mega-machine. Some forests might be cut down, and some rivers may be dried up, but in your generosity, you will help the displaced workers from those areas by giving them new jobs at your service.

Old legends suggest the forests and rivers are guarded by Yōkai, but progress can’t be stopped because of some old fairy tales. Just in case, though, it could be wise to participate on some reforestation projects and hide your participation in the abuse of the natural resources…

—description from the publisher

Game Mechanics:

  •  Rondel
  • Modular Board
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 120 Minutes
  • Difficulty Weight 3.94

Critter Kitchen

In Critter Kitchen, you are a proud restaurant owner determined to set yourself apart during Restaurant Week at Bistro Bay! You’ll do this by completing various ingredient-related challenges over the course of the week and hopefully impressing the celebrity critics with a grand meal at the end of the week. However, you can’t be everywhere at once, meaning you’ll have to rely on your chefs to gather as many ingredients (and rumors!) as they can throughout Bistro Bay. Each round players will simultaneously and secretly decide where to send their workers, and deciding who goes where. Some chefs are fast but can only carry one item, whereas others are slower but can carry much more! Wow the critics and establish yourself as the best restauranter in this adorable game.

Game Mechanics:

  • Contracts
  • Variable Player Powers
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • ~60 Minutes
  • Difficulty Weight 2.45

Crafting the Cosmos

Welcome to Crafting the Cosmos, where you get to construct your very own universe! Each player’s turn is split into two phases: the Energy Phase and the Craft Phase, followed by a collective End Phase. During the Energy Phase, players will move their energy token around the board to gather resources, which they will then use in the Craft Phase to construct their own galaxy. You can create stars, nebulas, and even life to maximize your points and create the best universe!

Game Mechanics:

  • Contracts
  • Map Addition
  • Tile Placement
  • Track Movement
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93