Category: Ω Board Games

Northgard

Northgard: Uncharted Lands

Northgard: Uncharted Lands

Based on the universe of the Northgard video game, Northgard: Uncharted Lands is a game of conquest and exploration set in the age of vikings. Each player controls a Viking clan, looking to achieve victory by reaping glory in various ways or controlling the most prized territories of this new continent.

The game focus is on streamlined rules and mechanisms, allowing for a fast-paced and smooth rhythm of play. Each turn, players alternate their actions to adapt their strategies to their opponents’ moves and the expansion of the board. Fame (i.e., points) can be earned by exploring, fighting, and controlling and developing territories. The various corresponding actions are played through the cards that the players have in hand. At the end of each turn, they have to choose a new card to improve their personal deck as their clans develop new tactics and technologies.

The conquest of Northgard also requires clever management of resources to build new buildings, improve your warriors’ effectiveness, better your hand of cards, and upgrade your clan’s specificities. The winter phase makes this management more difficult as you have to feed your units to keep them healthy and happy.

The pace of the game is set by the players as the game ends after seven turns, but can also be cut short at any time if one of them is in control of three closed territories hosting certain types of buildings.

Game Mechanics:

  • Area Control
  • Campaign
  • Deck Building
  • Dice Rolling
  • Tile Placement

Game Specifications:

  • 2 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.73

No Honor Among Thieves

No Honor Among Thieves

No Honor Among Thieves

No Honor Among Thieves is a competitive/cooperative game for three to six players, in which each player assembles a crew of thieves and sets out to see who can steal the most from the rich and powerful of the kingdom.

Each player is the head of their own crew, which consists of different character cards recruited from an array of thieves available for hire. These characters are then sent on heists to try and overcome defense cards in front of objectives, using their different sets of skills to bypass guards, traps and walls to get to the filthy lucre that they’re after. Players not involved in the heist will, of course, try and stop the thieves in their tracks by playing Scheme cards, which represent the quirks of fate which might cause a heist to fail–unexpectedly alert guards, City Watch patrols, or the simple mistake that leads to disaster.

Staging a heist alone is difficult, but working together with other players leaves you open to betrayal by your so-called allies, or gives you the chance to betray them, and take it all for yourself. Once any player has been betrayed, the game changes, and more dangerous abilities on different cards can now be played. The Assassin begins killing other characters, the Pickpocket starts stealing from players, the Fall Guy takes the blame, and the whole table becomes a little more vicious. Thieves like to believe they have a code of honor, but once that illusion is broken, there is no going back.

What will you risk to be the richest and cleverest thief in this city of rogues?

Game Mechanics:

  • Action Points
  • Bluffing
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Take That
  • Team Based

Game Specifications:

  • 3 – 6 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.67

Newton

Newton

Newton

The middle of the 17th century was a period of great changes; with the advent of the scientific method came what we now call the Scientific Revolution. Many great scientists, with their theories and ideas, changed and shaped our perception of the universe: Galileo Galilei, Copernicus, Kepler, Bacon and, above all, Sir Isaac Newton.

In Newton, the players take the role of a young scientist who wants to become one of the great geniuses of this era. To reach their ultimate goal, they travel around Europe, visit universities and cities, study to discover new theories, build new tools and work to earn money.

The game is played over six rounds. Each round, every player plays five cards from their hand, and each played card allows the player to perform one of the many actions of the game. An action can have a variety of effects, which depend on the symbols on the board. At the end of the round, a player can take back all the cards except for one. One card has to remain on the board, which means that you give up one possibility of doing that action, but also that that very action will be carried out with greater strength. Fortunately, you can acquire new cards with additional powers to perform more actions.

After six rounds, you calculate your final score, and the player with the most VP wins.

Game Mechanics:

  • Closed Drafting
  • Deck Building
  • Hand Management
  • Open Drafting
  • Tableau Building
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.40

Nemo’s War

Nemo’s War

Nemo’s War

Set in year 1870, you set sail in this amazing electric-powered submarine, assuming the role and motive of Captain Nemo as you travel across the seas on missions of science, exploration, anti-Imperialism, and War!

With this supercharged second edition of Nemo’s War, prepare yourself for the adventure of a lifetime!

Game Mechanics:

  • Action Points
  • Area Control
  • Area Movement
  • Cooperative
  • Dice Rolling
  • Push Your Luck
  • Wargame

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.20

Near and Far

Near and Far

Near and Far

Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined– these are the fires that fuel the wanderers’ journeys, but can they overcome their own greed and inner demons on the way?

In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you’ll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.

Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.

Answer the call of the ruins and begin your journey.

Game Mechanics:

  • Campaign
  • Dice Rolling
  • Narrative Choice
  • Network Building
  • Open Drafting
  • Set Collection
  • Storytelling
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.87

Napoleon Saga: Waterloo

Napoleon Saga: Waterloo

Napoleon Saga: Waterloo

Napoleon Saga is a strategic card-wargame for two players that lets them play the 1815 Belgium campaign battles opposing the French army to the coalition force.

In this game, each player has two decks of cards that represent his army and his strategic plans. They deploy their starting troops on the board and alternate turns to defeat their opponent in one of two ways:

  • Disbanding the opposing army by emptying their ranks.
  • Reaching at least ten Victory points by defeating enemy units and completing secret objectives.

You can recreate famous historical battles such as Quatre-Bras, Ligny, Waterloo or Wavre with the scenarios included in the two expansions, (the base game contains no scenarios), or you can change history by building your own armies with the deck-building aspect of the game.

Game Mechanics:

  • Action Points
  • Dice Rolling
  • Hand Management
  • Wargame

Game Specifications:

  • 2 Players
  • 45 – 90 Minutes
  • Difficulty Weight 3.00

My Father’s Work

My Father's Work

My Father's Work

The walls were lined with iron shelves, each metal slat overfilled with glass jars containing formaldehyde and grotesque curiosities within. Pristine brass tools and refined metals of a quality I had never before laid eyes upon were strewn across sturdy slabs of rock and wood, their edges sharp with use. However, my eyes were soon drawn to a sturdy writing desk, its mahogany eaves inlaid with thin strips of copper, the center of which contained a well-worn leather-bound book. My father’s journal — passed down to me and representing years of knowledge and countless experiments. And inside that weathered tome, atop the pearly parchment oxidized yellow at its frayed edges, were the deliberate quill marks of a crazed genius outlining the ambitious project he could never complete in one lifetime — his masterwork.

Without realizing it, my hands were shaking as I clutched the book to my chest. At once, I felt an ownership and anxiety for the scientific sketches scrawled so eloquently on those frayed sheets. It was at that moment that I began my obsession: I would restore this laboratory to its former brilliance and dedicate my life to completing my father’s work!

In My Father’s Work, players are competing mad scientists entrusted with a page from their father’s journal and a large estate in which to perform their devious experiments. Players earn points by completing experiments, aiding the town in its endeavors, upgrading their macabre estates, and hopefully completing their father’s masterwork.

But they have to balance study and active experimentation because at the end of each generation, all of their experiments and resources are lost to time until their child begins again with only the “Journaled Knowledge and Estate” they have willed to them — and since the game is played over the course of three generations, it is inevitable that the players will rouse the townsfolk to form angry mobs or spiral into insanity from the ethically dubious works they have created. The player with the most points at the end of three generations wins and becomes the most revered, feared, ingenious scientist the world has ever known!

Game Mechanics:

  • Hand Management
  • Narrative Choice
  • Storytelling
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • ~180 Minutes
  • Difficulty Weight 3.20

Mosaic

Mosaic

Mosaic

Mosaic is an action selection game. On your turn, you will perform one of seven actions and acquire components.

Acquiring Components is important in creating the unique mosaic of your civilization. They are used as prerequisites for many new technologies, as well as for scoring. Also, by pursuing specialization in one or more Civilization Components, you may be able to claim a ‘Golden Age’ of that type.

As the game goes on and your Civilization grows, scoring cards are eventually revealed from the four decks. Each time a scoring card is revealed, your Civilization will score for each region that you dominate with your cities and military units. After the third scoring card is revealed, there is one final turn and the game ends. You will then score for your cities and towns, your wonders, projects, and golden ages, and for all of your cards that score for your unique Civilization Components.

Game Mechanics:

  • Area Control
  • Civilization
  • Hand Management
  • Open Drafting
  • Set Collection

Game Specifications:

  • 1 – 6 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.79

Moonrakers

Moonrakers

Moonrakers

Moonrakers is a game of shipbuilding, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers.

Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts.

Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves.

Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don’t make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige!

Game Mechanics:

  • Action Points
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Negotiation
  • Trading

Game Specifications:

  • 1 – 5 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.00

Monumental

Monumental

Monumental

In Monumental, each player will control a civilization that will evolve through his city: a grid of 3×3 cards (coming out from the player’s starting civilization deck) that can each be activated to gather various resources such as Science, Military, Production, Culture, and Gold that will allow them to trigger many actions. But there’s a trick: one cannot activate all their cards at once, which means that tough choices will have to be made each turn in order to select the cards that are the most needed.

The resources gathered from the activated city cards will allow the players to acquire cards from a common pool, allowing them to get improved buildings, technologies, wonders, etc. and therefore to leverage their civilization deck to new heights through more and more efficient card combos. As the common pool of cards progresses (either as players have acquired cards or because they didn’t – which leads to one card from the pool to be discarded per turn), the game progresses through eras. Medieval cards are better than classical cards, and industrial cards are even better, but of course those cards are more and more expensive to acquire.

A modular board, at the center of the table, holds each civilization’s army. The board is made of Provinces to be conquered. Unoccupied Province’s inhabitants are barbarians who will provide resources to the player who defeats them. Holding a conquered province also brings victory points.

The player with the most impressive civilization at the end of the game will be remembered for all time (and they also win the game!).

Game Mechanics:

  • Area Movement
  • Civilization
  • Deck Building
  • Hand Management
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.77