Tag: Dexterity

In Dexterity games, players rely on their physical abilities to complete simple tasks, such as throwing or balancing an object.

FUSE Countdown

FUSE Countdown is a new entry in the FUSE family, one that’s playable both standalone or as an expansion for the original FUSE!

Originally launched in 2015 as one of Renegade’s very first games, Kane Klenko’s FUSE brought the tense action of bomb defusal to the tabletop, in a quick and simple, but extraordinarily challenging cooperative game! Taking just ten minutes to play and minutes to teach, FUSE has appeal for all types of gamers!

Veteran FUSE bomb-disposal techs may think they have the original game down to a science, but FUSE Countdown will throw some new obstacles in their way while also providing some great new tools! Multi-colored dice, Spark cards, new configurations, and Roles all add new elements to the game! Multi-colored dice can fill spots of either color, allowing a new level of flexibility AND challenge!

FUSE Countdown Includes:

  • Multi-colored Dice – can fulfill either color
  • Spark Cards – When you can’t place a die, instead of rolling it and removing a related die, you draw a Spark card. They work like a mini-bomb card for you to fulfill. You cannot win the game unless all active Spark cards are resolved.
  • Roles – Each player has a special player power.
  • New Cards! New bomb cards using some of the new features/icons. *New Fuse cards featuring multiple colors/numbers

Game Specifications:

  • 1 – 4 Players
  • ~10 Minutes
  • Difficulty Weight 2.14

Fortify

It’s a hot summer and you see a new family just moved in across the street and you know what that means, boxes! You round up your friends and a giant bag of water balloons. You quickly split into teams, start stacking boxes, and fill your water balloons because everyone knows its time to Fortify!

Use the variety of boxes (Cards) to create a closed wall around your Base. The larger you make it the more friends can fit inside. The more friends you have the faster you can build or the more water balloons (Dice) you can toss at your opponent’s fort. Roll well and land your water balloons on boxes, rival friends, and ultimately their base to claim the day and the pride of the neighborhood!

Game Specifications:

  • ~2 Players
  • 15 – 30 Minutes
  • Difficulty Weight 1.50

Flotsam Float

Skill is required in this game of island hopping. Flotsam Float contains 24 colorful stacking stones. This flotsam and jetsam must be collected and stacked on the wobbly raft. You need a steady hand because the fully loaded raft must be balanced to the next island.

In clockwise order, players pick a wooden piece and must stack it on one of the raft cards on top of the already existing found objects. In doing so, they must not move the other pieces. If no piece fell, that player may take an island card that has shells and a symbol on it. The symbol indicates which island the raft must be balanced to in the second phase. The islands are each four cards with a symbol on them, which are randomly distributed in the game area during the set-up. The raft card must be moved, but the found objects may not be touched. If again nothing has fallen down, this player gets the number of shells credited as points. The game is over as soon as only one island has island cards left. The player with the most shells wins.

Game Mechanics:

Game Specifications:

  • 2 – 5 Players
  • 15 – 20 Minutes
  • Difficulty Weight 1.00

Fire In The Hole

Fire In The Hole is a multi-generational game with a comedy punch. Part carrrd game, part dexterity game, it’s simple enough to entertain the young landlubbers (7+), but has the strategic twists to trick even the saltiest of ol’ seadogs!

Players lay a card, roll dice to determine effects and fire yer cannonball! First to link 4 cannonballs in a row in the 3d ship is the WINNER!

Game Mechanics:

Game Specifications:

  • 2 – 4 Players
  • 15 – 40 Minutes
  • Difficulty Weight 1.00

Drop It

Circles, triangles, squares and diamonds: Drop It is about letting go, with the pieces you drop landing somewhere in the vertical game board, ideally where they’ll score the most points, but the tiles bounce around and don’t always land where you expect them to!

In more detail, each turn the active player drops one of their pieces into the slot of the game board. The player scores points for the highest level that the piece touches and for any special locations that it touches, but if the piece touches anything of the same shape or color, then you score nothing! What’s more, certain pieces are forbidden at certain spots on the edge of the playing area.

The Drop It rulebook includes variant rules for simpler play or more variety from game to game.

Game Mechanics:

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 1.09

Cheating Moth

Cheating is forbidden? Not in this naughty game of cards – in fact, you’ll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player’s hand.

On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can’t play a card, she draws one from the deck and her turn ends.

There’s another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can’t vanish more than one card at once, and you can’t rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard’s hand as additional punishment, and becomes the new Guard.

Cheating is a necessity as the “Cheating Moth” cards can’t be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.)

The action cards work as follows:

  • Ant: After an ant is played, everyone but the active player must take a card from the draw pile.
  • Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place.
  • Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players.
  • Spider: After playing this, give a non-Cheating Moth card from your hand to another player.

When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.

Game Mechanics:

  • Hand Management
  • Dexterity

Game Specifications:

  • 3 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.15

Carrom

Carrom is most easily described as “finger pool”. On a 29″ x 29″ wooden board, players flick a large weighted disc (the striker) at smaller wooden discs (the carrom-men). The goal is to sink your 9 carrom-men (black or white), as well as the red Queen, in the four corner pockets. The first player or team to accomplish this collects points for the round (commonly called a “board”). A standard game of Carrom continues until one player has 25 points or 8 boards have been completed.

Carrom is typically played with powder, and some variations of the game use cues. The most widely played form of ‘proper’ Carrom is supported by a world wide set of rules known as The Laws of Carrom, and are available from the International Carrom Federation.

Carrom bears similarities to Pool and Crokinole, but is a fascinating game in its own right with varied strategies and techniques. No one knows exactly where the game originated. It could have come from Bangladesh, Burma, Egypt, or Ethiopia, but most believe it originated in India.

Game Mechanics:

  •  Dexterity
  • Team-Based Game

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 1.46

World-Z-League

World-Z-League

World-Z-League

Zombies are taking over your town… it’s time to start shooting! (with rubber bands, that is).

Players set up zombie meeples in their player colors in and around chipboard buildings, then take turns trying to shoot down opposing zombies with rubber bands. Score points for opposing ones, but be careful not to knock over your own in the process!

Game Mechanics:

  • Dexterity

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00

Space Invaders

Space Invaders

Space Invaders

Join the fight and stop the invasion!

Based on the classic arcade game that started it all, play Space Invaders like never before! Can you team-up and defeat the alien invaders to claim victory, or will it be GAME OVER with the invaders winning? It’s all hands-on deck as all players either win together or lose together in this collaborative strategy game.

Take turns moving your 3D shooter and lining up the best shot. Launch blast tokens at the waves of descending invaders. You have limited shots, so all players need to co-ordinate their attack and hit their targets. Destroy all the invaders and take down the UFO mother ship before it’s too late!

Game Mechanics:

  • Cooperative
  • Dexterity

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.00

Sonora

Sonora

Sonora

You have entered the Sonoran Desert, a place of vast beauty. Technicolor sunsets pop out over vistas revealing deep canyons, trickling tributaries, and ancient pueblo cliff dwellings. Immerse yourself in the secrets of the desert in a flick-and-write game in which cunning and dexterity meet.

In Sonora, players flick wooden discs onto a game board representative of different vibrant landscapes across the Sonoran sands. Each area encompasses a different unique game, so skillful aim is required to play in the region of a player’s choosing and score points on your dry-erase sheet! But watch out for other players eager to bump discs to score points for themselves.

Game Mechanics:

  • Action Points
  • Area Control
  • Dexterity
  • Networker Building
  • Paper and Pencil
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.32