Category: Ω Board Games

Petrichor

Petrichor

Petrichor

Petrichor is the earthy scent produced when rain falls on dry soil. The word is constructed from Greek (πέτρα) petra, meaning “stone”, and (ἰχώρ) īchōr, the fluid that flows in the veins of the gods in Greek mythology.

Welcome to the lush world of Petrichor; you are a cloud. Your entire purpose in life is to expand, sire other clouds and water crops. Unfortunately, your mates (who are also clouds) have a similar plan. It’s up to you to manipulate the weather and assimilate these rogue clouds to contribute to the growth of as many crops as possible – all in order to claim the title of Most Valuable Cloud.

Petrichor is a highly interactive board game, playable by 1-4 people (up to 5 with the expansion, see below). It’s an action selection/area influence game, with 4 simple actions which interact with the various fields in ever surprising ways. The players move clouds with water droplets, and then rain those droplets onto specific fields, to make sure they have the right amount of water for the Harvest. During a Harvest, crops that have been watered enough are scored! Players are able to influence when, and how often the harvest happens. Players need to strike a fine balance between maintaining control of the different fields as well as influencing Harvest, to make sure the two come together at the optimal time.

Game Mechanics:

  • Area Control
  • Hand Management

Game Specifications:

  • 1 – 4 Players
  • 20 – 80 Minutes
  • Difficulty Weight 2.99

Pathfinder: Adventure Card Game

Pathfinder: Adventure Card Game

Pathfinder: Adventure Card Game

Your Adventure Begins Here!

Belhaim’s tower has just collapsed, its wizard is missing, and local kobolds are whispering the name of a long dead draconic nemesis. And that’s just your first day in town…

This complete cooperative strategy game pits 1 to 4 players against monsters, perils, and traps as you become the heroes of Belhaim. As the town’s new champions, an unending world of adventure awaits. Choose your character’s class; build a deck of equipment, magic, and allies; and explore lethal locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add remarkable gear and breathtaking magic to their decks as they gain incredible powers, all of which they’ll need to challenge more and more powerful threats.

This set includes the storybook and cards for The Dragon’s Demand Adventure Path as well as a modular core for infinite scenarios that allows you to control the difficulty and speed of play.

Game Mechanics:

  • Cooperative
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Move Through Deck
  • Role Playing

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 2.72

Pathfinder Adventure Card Game: Mummy’s Mask

Pathfinder Adventure Card Game: Mummy's Mask

Pathfinder Adventure Card Game: Mummy's Mask

On the Threshold of Discovery! The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lie just beneath the sun-blistered surface. As modern Osirion opens its tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more malign than others. Can your group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of an ancient tyrant?

This complete cooperative strategy game pits 1 to 4 heroes against the monsters, curses, and traps of the Mummy’s Mask Adventure Path. Choose your character’s class, build a deck of equipment, magic, and allies; and explore dangerous locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add unique gear and awesome magic to their decks as they gain incredible powers, all of which they’ll need to challenge more and more powerful threats.

The Pathfinder Adventure Card Game: Mummy’s Mask Base Set includes:

. More than 500 cards, featuring 7 character classes, a wide array of gear and magical treasures,
and dozens of allies, monsters, and villains from the Mummy’s Mask storyline.
. “The Half-Dead City Adventure Deck,” which begins your journey through the Mummy’s Mask Adventure Path.
. A complete set of 5 polyhedral dice.

Game Mechanics:

  • Campaign
  • Cooperative
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Move Through Deck
  • Role Playing

Game Specifications:

  • 1 – 4 Players
  • ~120 Minutes
  • Difficulty Weight 2.92

Path of Light and Shadow

Path of Light and Shadow

Path of Light and Shadow

The Realms lay divided, their former wonder lost and forgotten. The Tyrant Queen has seized the throne, forcing the rightful heirs deep into exile. You are the sons and daughters of the once-great houses: Foxway, Gorga, Mherzeen, and Spyre. Under the tutelage of advisors, you have gathered your followers, your conscripts. The time has come to take back what is yours.

Path of Light and Shadow is a massive empire-building experience, combining area control, deck management, and civilization customization. As players vie for control of The Realms, they must enlist and promote supporters, outfit their burgeoning empire with powerful technologies, align with powerful leaders, and lay siege to rival exiles after the throne. Above all else, each player must decide what type of leader they will become, cruel or merciful. But choose wisely, for each path has its rewards and perils.

Game Mechanics:

  • Area Control
  • Civilization
  • Deck Building
  • Dice Rolling
  • Hand Management

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.16

Paleo

Paleo

Paleo

Paleo is a co-operative adventure game set in the stone age, a game in which players try to keep the human beings in their care alive while completing missions. Sometimes you need a fur, sometimes a tent, but these are all minor quests compared to your long-term goal: Painting a woolly mammoth on the wall so that humans thousands of years later will know that you once existed. (Okay, you just think the mammoth painting looks cool. Preserving a record of your past existence is gravy.)

What might keep you from painting that mammoth? Death, in all its many forms.

Each player starts the game with a couple of humans, who each have a skill and a number of life points. On a turn, each player chooses to go to one location — possibly of the same type as other players, although not the same location — and while you have some idea of what you might find there, you won’t know for sure until you arrive, at which point you might acquire food or resources, or find what you need to craft a useful object, or discover that you can help someone else in their project, or suffer a snakebite that brings you close to death. Life is full of both wonders and terrors…

At the day’s end, you need food for all the people in your party as well as various crafts or skills that allow you to complete quests. Failure to do so adds another skull on the tote board, and once you collect enough of those, you decide that living is for fools and give up the ghost, declaring that future humans can just admire someone else, for all you care.

Paleo includes multiple modules that allow for a variety of people, locations, quests, and much more during your time in 10,000 BCE.

Game Mechanics:

  • Campaign
  • Cooperative
  • Memory

Game Specifications:

  • 1 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.63

The Palace of Mad King Ludwig

The Palace of Mad King Ludwig

The Palace of Mad King Ludwig

King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it.

In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins!

In more detail, this sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities.

Game Mechanics:

  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~75 Minutes
  • Difficulty Weight 2.94

The Others

The Others

The Others

In The Others, the world stands on the brink of apocalypse, as the fanatics of the Hell Club have summoned the 7 Deadly Sins to lay waste to our reality. Slowly the Others have creeped into our lives, corrupting society from within. The city of Haven is the key to their invasion, but it will not go down without a fight, thanks to the actions of the paranormal organization known as F.A.I.T.H. (Federal Authority for the Interdiction of Transdimensional Horrors). Each session of The Others is played with one player controlling the forces of a single Sin, against the other players who control a team of 7 FAITH heroes. The heroes cooperate to survive the Sin’s attacks and accomplish the missions set before them, while the Sin attempts to thwart the heroes in all ways (preferably by destroying them).

The heroes are divided into different classes, each specialized in a different aspect of the game. Leaders are good at helping the other members of the team. Bruisers are excellent melee fighters. Snipers are experts at using guns to put down monsters from a distance. And Fixers have the resourcefulness and knowledge of the occult necessary to resolve supernatural crises that spread through the city. Each hero also has their own stats and unique abilities that set them apart from all others. Knowing when to bring in the right reinforcement can be key to FAITH’s victory.

Corruption is one of the main mechanics of the game. It is both a way for the Sin to consume heroes, and a way for heroes to accomplish amazing feats they wouldn’t be capable of normally. Taking corruption grants heroes powerful bonuses (as long as they keep taking corruption), but when they become fully corrupted, their darkest secrets may come back to haunt them and tear the team from within, or their flesh might simply succumb to the sinful influences.

The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect. For example, Pride punishes prideful heroes that venture into the streets on their own, while Sloth punishes heroes who try to move quickly across the board. Heroes will need to learn to deal with the different influence of each Sin, which will always stand between them and their mission.

The Sins are also aided by Acolytes, with each session using a different type. These lowly corrupted servants of darkness can fight and stand in the way of heroes, but they also have a once per round special ability that reflects their previous lives. For example, corrupted hobos take equipment from heroes, corrupted nuns corrupt the city districts, and corrupted doctors keep heroes from healing.

There are 7 different stories that players can embark on for each session of The Others. Each of them brings different special rules, different dynamics, and a unique system of branching missions the heroes need to accomplish in order to be victorious. There are Terror stories, which are more straightforward, focusing on action and combat; Corruption stories revolve around the Corruption spreading through the city and the heroes themselves; and Redemption stories rely on saving the city and the few innocents that remain. Each story can be played on a different map setup, which further makes the dynamic of each session unique.

The board used in The Others is made up of several tiles, each depicting a different city district and different configurations of streets. As the city of Haven still belongs to humanity, and it’s the Sins that are attempting to take it over, the heroes can use it to get different benefits each district offers them. For example, they can go to the hospital to heal wounds, to the museum to get rid of corruption, to the RavenCorp tower to get new equipment, or to the police station to call in an orbital strike. What districts are available on each map, and their location, can greatly change the dynamic of the game.

As the game progresses, and depending on how badly the heroes fare against storyline plot twists and developments, the Apocalypse Track will advance, making the Sins gradually stronger and more terrifying. Apocalypse cards, tied to the type of story being played (Terror, Corruption, or Redemption) introduce new twists and challenges to the game, even bringing in the members of the Hell Club themselves!

Heroes will die. Either in noble sacrifice, torn apart by claws and tentacles, or consumed by the corruption welling up in their souls. The question is whether the FAITH team will manage to fulfill their final mission in time, or whether the Sins will reign supreme over humanity.

Game Mechanics:

  • Area Control
  • Area Movement
  • Dice Rolling
  • Team Based

Game Specifications:

  • 2 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 3.03

Orleans Invasion / Trade & Intrigue

Orleans Invasion / Trade & Intrigue

Orleans Invasion / Trade & Intrigue

Orléans: Trade & Intrigue is the second large expansion for the award-winning game Orléans.

This expansion adds new place tiles and four new modules:

  • Orders: a new set of cards, each depicting goods and a city – collect the goods and turn them in at the city for victory points
  • New Events: a completely new set of 34 Hour Glass Tiles from which 18 are semi-randomly chosen for each game
  • New Beneficial Deeds: a replacement Beneficial Deeds board providing completely new rewards for sending away your Followers
  • Intrigue: a replacement Beneficial Deeds board allowing you to attack and hinder your opponents or even steal from them

Game Mechanics:

  • Deck Building
  • Pick-Up and Deliver
  • Worker Placement

Game Specifications:

  • 1 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.39

Orleans

Orleans

Orleans

During the medieval goings-on around Orléans, you must assemble a following of farmers, merchants, knights, monks, etc. to gain supremacy through trade, construction and science in medieval France.

In Orléans, you will recruit followers and put them to work to make use of their abilities. Farmers and Boatmen supply you with money and goods; Knights expand your scope of action and secure your mercantile expeditions; Craftsmen build trading stations and tools to facilitate work; Scholars make progress in science; Traders open up new locations for you to use your followers; and last but not least, it cannot hurt to get active in monasteries since with Monks on your side you are much less likely to fall prey to fate.

You will always want to take more actions than possible, and there are many paths to victory. The challenge is to combine all elements as best as possible with regard to your strategy.

Game Mechanics:

  • Deck Building

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.04

Of War and Men WWII

Of War and Men WWII

Of War and Men WWII

Of War and Men is a WWII based, squad-level card game that introduces the individual heart of a soldier into the framework and strategies of war. Build effective fireteams and create or discover the land as you cross the war torn map and try to outflank, outmaneuver, and out gun the enemy. As any good leader, you must consider the individual strengths and weaknesses of your soldiers to make sure your Mission is a success.
In one Mission, you must rescue or capture the Resistance soldier who has recovered secret plans and get them safely back to your camp. In another, you must parachute into the landing zone and capture the bridge in order to win the day. This 2-4 person game can be played within an hour, or track your soldiers across an entire campaign, awarding medals for courage and valor, while determining the ability of green troops coming in to replace lost heroes. Replay-ability is high since each encounter will vary based on Mission, fireteams, map builds, and general unpredictability of war.

But these aren’t just pieces on a board. You aren’t just sending in soldier #2, but rather, you are sending in Corporal “Pokey” Johnston. His bio informs you that he’s a down home roots kind of guy from Colorado. He hasn’t been able to hit the broadside of a barn on this mission. However, you’ve been saving that “Act of Valor” card and you decide to play it with Corporal Johnston and he turns the tide of battle. These aren’t just names on a roster. These aren’t just numbers on a map. These are your men. These are your brothers in arms.

Game Mechanics:

  • Area Control
  • Campaign
  • Hand Management
  • Wargame

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.00