Tag: Abstract Strategy

Abstract strategy games are games that typically have a very limited theme. These types of games are known for providing players with perfect information and having no randomness.

Photosynthesis

Photosynthesis

Photosynthesis

The sun shines brightly on the canopy of the forest, and the trees use this wonderful energy to grow and develop their beautiful foliage. Sow your crops wisely and the shadows of your growing trees could slow your opponents down, but don’t forget that the sun revolves around the forest. Welcome to the world of Photosynthesis, the green strategy board game!

Game Mechanics:

  • Abstract Strategy
  • Action Points
  • Area Control
  • Economic

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.07

Papillon

Papillon

Papillon

A butterfly garden requires vision and a caring hand. Spring has arrived, and the world is in bloom. As your garden grows, caterpillars will congregate and morph into beautiful butterflies eager for nectar.

Papillon is a tile-drafting, tableau-building, and area majority game for 2-4 players. Over 8 rounds, you will bid for flower tiles to build your garden, attract butterflies to flowers with valuable nectar, and of course, every garden looks better with a gnome. Collect the most nectar at the end of the game and you’ll win!

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Auction/Bidding
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.06

Overboss

Overboss

Overboss

In Overboss, rival Boss Monsters emerge from their dungeons to conquer the Overworld. Each turn, players draft and place terrain tiles and monster tokens. Their goal: to craft the map with the greatest Power and become the ultimate Overboss!

Designed by Aaron Mesburne and Kevin Russ (Calico), this fast-paced game combines drafting, set collection, and puzzly tile laying. It’s set in the retro-inspired pixel art world of Brotherwise Games’ best-selling Boss Monster, but this is an entirely new experience.

Build your map by drafting Forests, Swamps, Caves, Camps, Graveyards, Dungeon Entrances and other landscapes. Each terrain type has a different point value, and some increase in Power as you acquire larger sets. Players must balance optimal placement, set values, and disrupt their opponents’ sets. You’ll also need to manage monsters, which award points when grouped together or placed on matching terrain.

The game includes everything needed for up to 5 players: over 120 terrain tiles, over 100 monster tokens, 5 double-sided player boards, a scorepad, and more.

Game Mechanics:

  • Abstract Strategy
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Set Collection
  • Tile Placement

Game Specifications:

  • 1 – 5 Players
  • 20 – 30 Minutes
  • Difficulty Weight 2.03

New York Zoo

New York Zoo

New York Zoo

Puzzling and animal breeding: Designer Uwe Rosenberg is at his best! In New York Zoo, you are constructing an animal park. Build animal enclosures, introduce new animals and raise their offspring. The game play is straight forward as you have only two turn options: Puzzle a new enclosure tile into your zoo area or gain new animals to populate your animal encounters. But be sure to time your actions well since you want your zoo to participate in as many animal breedings as possible.

Game Mechanics:

  • Abstract Strategy
  • Grid Coverage
  • Puzzle
  • Racing
  • Rondel
  • Tile Placement

Game Specifications:

  • 1 – 5 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.99

Miyabi

Miyabi

Miyabi

Elegant, graceful, and refined – that’s how you should design your Japanese garden! Careful planning and watchful eyes are needed as you tend your garden. Only by skillfully placing stones, bushes, trees, ponds and pagodas on multiple levels can a player become the best garden designer of the season. Think you’ve got it figured out? Try one of the five included expansions!

Game Mechanics:

  • Abstract Strategy
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 2.06

Mercado de Lisboa

Mercado de Lisboa

Mercado de Lisboa

Modern day markets offers to their visitors various kind of stands, restaurants, and services.

In Mercado de Lisboa, players buy stands in the market, open new businesses that influence those stands, and bring customers to them.

Mercado de Lisboa is a thinky filler title, a tile-placement game based upon the Lisboa city-building system in which players pay money to own stands in the market, open restaurants next to them to improve their profit and bring in customers that earn money for players with matching stands. Mercado de Lisboa is a fast-paced game, very straightforward and easy to learn rules with deep tactical choices.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Economic
  • Open Drafting
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.07

Make Make

Make Make

Make Make

In the strategy game Make Make, each person represents the chief of one of the clans that inhabit Rapa Nui. Each clan seeks control of the island’s territories, which will allow them to perform the ceremonial rites dedicated to the god Make Make, who will then make the chief of the clan the new Ariki of the island that will govern and give prosperity to the Rapanui people.

Each player starts the game with one chief token, five Tangata Manu tokens, and eleven dominance tokens. Twelve Moai tokens are placed to the side, and the Make Make figure is placed in the center of the game board, which has a trapezoidal-shaped hex grid on it, with the intersection of any three hexes (called “territories”) being marked as a ceremonial ground. The six territories surrounding Make Make are “sacred territories”.

A turn consists of a dominance phase, then a ceremonial phase. In the dominance phase, each player takes one of three actions:

  • Take control of a neutral territory by placing one or more of your dominance tokens on this hex, whether with or without your chief; a chief is worth three dominance tokens.
  • Take control of a territory owned by another player by placing more dominance tokens in this hex than they have; the other player returns all of their tokens to their reserve.
  • Withdraw from a territory by returning all but one dominance token to your reserve.

If you ever control at least three sacred territories and more sacred territories than each other player, then you gain control of Make Make (possibly from another player), placing the figure in front of you. No player can place tokens in the central space, even after Make Make has been claimed.

During the ceremonial phase, if you control a territory and control all of its surrounding territories and have your chief token and at least Tangata Manu on these territories, then you return tokens on this surrounded territory to your reserve and place a Moai on this territory instead. A territory with a Moai on it is considered to be controlled by all clans, and a Moai cannot be removed from the game board.

Next in the ceremonial phase, if you have control of three territories surrounding a ceremonial ground, you place one of your Tangata Manu tokens on this ceremonial ground. If you lose control of one of these territories, remove the Tangata Manu from the board and return it to your reserve.

If you have all five of your Tangata Manu tokens on the board and you have the Make Make token in front of you, you win instantly.

Game Mechanics:

  • Abstract Strategy
  • Area Control

Game Specifications:

  • 3 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.00

Mahjong

Mahjong

Mahjong

Mah-Jongg (Chinese 麻將/麻将 Májiàng [game of the] sparrow) is a traditional Chinese game using illustrated tiles, with game play similarities to rummy. It is a popular gambling game, but wagering real stakes is by no means necessary to have fun playing.

The tiles consist of three suits numbering 1-9 (Dots, Numbers or Characters, and Bamboo, the “Ace” of which almost always looks like a bird), three different dragons (Red, Green, and White [white is unusual in that it may look like a silvery dragon, or like a picture frame, or blank – think “White dragon in a snowstorm”), and the four winds (east, south, west, and north). There are four copies of each tile. This totals to 136 tiles. In addition, special Flower, Season, and Joker (American version) tiles may also be used.

Four players take turns drawing from a stock (the wall), or from the other players’ discards, in an attempt to form sets of numeric sequences (e.g., 5-6-7 of the same suit, which can only be drawn from the player at one’s left, by calling “Chow”), triplets and quadruplets (which can be drawn from the discards out-of-turn by calling “Pung”), pairs, and other patterns. “Pung” takes precedence over “Chow”, and “Mah Jongg” takes precedence over all (and is the only situation one may draw “Chow” out-of-turn.) What happens if a single discard would give two (or more!) players “Mah Jongg”? Precedence goes to the player who would play next in normal sequence.

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Set Collection

Game Specifications:

  • 3 – 4 Players
  • 120 Minutes
  • Difficulty Weight 2.57

Iwari

Iwari

Iwari

Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert.

Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don’t know if they created us, or we created them.

Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. In the game, players use cards for two different actions:

1) Place tents and expand their settlements into five different regions on the board in a majority game that scores on each territory.
2) Construct nature totems to bond with the Titans by placing them on regions and score points based on the totem majorities in adjacent territories.

During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board).

Iwari reimagines the award-winning game Web of Power by Michael Schacht by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Cooperative
  • Hand Management
  • Network Building
  • Open Drafting

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.15

Inner Compass

Inner Compass

Inner Compass

In Inner Compass, you play as one of four characters searching for meaning in their everyday lives. (Sound familiar?) Make the right life choices, experience the full spectrum of emotions, create meaningful memories, and — ultimately — find your own inner compass. The most enlightened player wins!

Inner Compass is a bold experiment in determining your personal inner compass. Will you focus on building up emotions to release them at certain times? Sometimes it can be healthy and productive, while at other times it can be destructive and inappropriate. As you move through the game, you’ll learn how to communicate your emotions constructively and earn points towards winning.

Game Mechanics:

  • Abstract Strategy
  • Grid Movement
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.00