Tag: Dice Rolling

Dice Rolling is a common mechanic in games where players roll one or more die to decide an outcome.

Khora

Khora

Khora

In Khôra: Rise of an Empire, each player is the head of a blossoming city-state in Ancient Greece.

On your turn, you must take 2 of the following 7 Actions: Philosophy, Legislation, Culture, Trade, Military, Politics, or Development. Choose Actions that align with your strategy, but which also work with your dice roll.

You will need to adapt your strategy constantly and strengthen your Actions by moving your markers up on your Economy, Culture, and Military Tracks.

Move up on the Taxes Track to collect highly sought-after Drachmas, the Troop Track to Explore and gather Knowledge tokens, and the Glory Track to capitalize on your Knowledge.

Unlock Achievements and, above all, make sure you have the most points at the end of the 9th Round to be crowned with the laurels of victory!

Game Mechanics:

  • City Building
  • Dice Rolling
  • Economic
  • Open Drafting
  • Racing

Game Specifications:

  • 2 – 4 Players
  • ~75 Minutes
  • Difficulty Weight 2.79

Intrepid

Intrepid

Intrepid

Intrepid is a game about surviving 220 miles above Earth aboard the International Space Station. Players take the role of astronauts from a variety of nations, bringing their unique technologies to bear. Players must work together to generate enough life-sustaining resources each round, all while working to resolve the disaster they are facing.

Intrepid is a strategic and highly asymmetric cooperative game for 1-4 players that takes between 60-90 minutes to play. With a variety of nations and disaster scenarios, each which play completely differently, every game of Intrepid will be completely unique.

Game Mechanics:

  • Campaign
  • Cooperative
  • Dice Rolling
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.37

Hour of Need

Hour of Need

Hour of Need

The pages of Modern-day Saga Comics are filled with heroes and villains doing battle across both reality and the shared inter-dimensional space of the Astrallacy. While nefarious villains seek power and material wealth, valiant heroes fight to defend those that are caught in the middle of these epic conflicts—it is these everyday people that make reality worth fighting for, and now is their hour of need!

Hour of Need is a cooperative game of comic book action for 1–4 players (or up to 6 players with available expansions). Designed by Adam and Brady Sadler, Hour of Need is the latest installment in their line of Modular Deck System (MDS) games. Set in an original world inspired by modern comic books, Hour of Need puts players in the roles of diverse heroes attempting to thwart dangerous villains from carrying out nefarious deeds!

In each game of Hour of Need, players will need to use their chosen hero decks to tactically solve problems and thwart their chosen villain’s schemes, as presented by the chosen issue deck and board. Utilizing simultaneous turns that provides the framework for collaborative strategy, players have to work together to reveal the villain and prepare for the final showdown!

Featuring fast gameplay, highly-detailed miniatures, and a variety of modular fixed decks for heroes, villains, and issues, Hour of Need lets players create their own comic book stories in the MDS Comics world!

Game Mechanics:

  • Campaign
  • Cooperative
  • Dice Rolling

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 2.80

Heroes Wanted: The Stuff of Legend

Heroes Wanted: The Stuff of Legend

Heroes Wanted: The Stuff of Legend

THIS JUST IN…

A dark cloud looms over Zeta City, one that speaks with a forked tongue and tells of ill omens and other generally bad stuff. In the wake of the retirement of Fastodon, the World’s Fastest Mammoth, all manner of foul evil has emerged to wreak havoc. From sinister deities once relegated to myth to arcane menaces who have hovered at the fringes of our mundane world, all have been waiting for just such an opportunity and now return with visions of conquest. After all, one less Champion means one less obstacle in the way of their nefarious machinations. But hope is not lost! As we have learned in recent news, ambitious heroes eager to prove their mettle are patrolling the rooftops and alleys. Among them are practitioners of the mystic arts and noble gods from great pantheons, each able to face the rising tide of villainy for the sake of all that is good and right. A day of decisive battle is descending upon Zeta City, and from it shall emerge…

The Stuff of Legend!

Heroes Wanted: The Stuff of Legend expands the Heroes Wanted universe as Supernatural and Mythic heroes join the fray, while mechanisms such as feats and curses introduce all-new tactics and the price for using them. All that along with even more heroes, villains, Quirks, and two new scenarios will add even more variety and complexity to your Heroes Wanted experience. So, are you ready to step up and be more than just a hero and become a legend?

RIGHT WRONGS. UPHOLD JUSTICE. BECOME A LEGEND.

Game Mechanics:

  • Dice Rolling
  • Grid Movement
  • Hand Management
  • Pick-Up and Deliver

Game Specifications:

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

Heroes Wanted

Heroes Wanted

Heroes Wanted

As soon as you saw the ad in today’s Tribune, the certainty flooded over you. At last, this is your chance, the reason for all your training! All that work waterproofing your utility belt and practicing your one-liners will finally pay off. You call into work sick, feed the cat, and turn on your police scanner, waiting nervously for the first call–or at least, the call that’s close enough for you to get there first. You’ll stop at nothing to join your heroes, The Champions of Zeta City, and woe to any wannabe crime fighters who stand in your way!

Heroes Wanted is a tactical board game for 1-5 superhero hopefuls, attempting to fulfill their dreams of becoming a member of Zeta City’s exclusive crime fighting super team: The Champions of Zeta City. Each time you play, you will create a unique superhero comprised of two hero cards. You will then choose a scenario and face a different villain (or villains), but the objective remains the same: gain as much fame as possible by KO’ing minions, completing headlines, and thwarting the villain. At the end of each game, the superhero with the most fame is the winner and joins the prestigious ranks of The Champions of Zeta City.

Game Mechanics:

  • Dice Rolling
  • Grid Movement
  • Hand Management
  • Pick-Up and Deliver

Game Specifications:

  • 1 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.61

Hellenica: Story of Greece

Hellenica: Story of Greece

Hellenica: Story of Greece

An explosion of creativity and violence erupted in the Aegean Basin in 800 B.C. that defined ancient Greece. This combination of science, mythology, development, and war was led by powerful city-states like Athens, Sparta, Corinth, Troy, Byzantium, Corcyra, and Thebes. These states vied for control over their rivals and dominated the lesser states around them. In time, some of them became so well known that they are remembered even today.

Hellenica: Story of Greece is a 3.5X civilization game in which you harness the powers of one of seven beginning city-states to dominate the world around you. Your goal is to become the preeminent symbol of Greece for all posterity by completing a combination of secret and public goals. Will you be remembered as a warmonger or a peaceful philosopher? Great priest or apostate? Will you develop a devotion to the gods or focus on the advancement of your people?

Can you guide your civilization during these turbulent times? Will your vision of Hellenic civilization be remembered for all time, or will you merely be a stepping stone for another…?

Game Mechanics:

  • Area Control
  • Area Movement
  • Bluffing
  • City Building
  • Dice Rolling
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 7 Players
  • 120 – 180 Minutes
  • Difficulty Weight 3.26

Hellboy the Board Game

Hellboy the Board Game

Hellboy the Board Game

Hellboy: The Board Game is a co-operative experience in which players face off against some of the comic’s most famous foes. Up to four people take control of iconic BPRD members, such as Hellboy, Abe Sapien, and Roger the Homunculus, then explore gothic locations and uncover ancient artifacts.

Game Mechanics:

  • Area Movement
  • Cooperative
  • Dice Rolling

Game Specifications:

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

Guild Master

Guild Master

Guild Master

Guild Master is a fantasy tabletop game for 2-4 players. Players manage an adventuring guild, competing with each other to become the most famous guild as an escalating series of events threaten the land. In each of the nine rounds, players simultaneously and secretly program orders to send teams of adventurers out to do the following:

  • Recruit more adventurers.
  • Attempt increasingly difficult contracts to gain money, fame and other rewards.
  • Hire builders to upgrade their guild to increase their capacity to do all of that more.

All players then sequentially resolve their planned orders, starting with each players’ 1st order, then 2nd order and so on, and in the order they appear on the board (builders, then adventurers A-F then contracts 1-6).

Players plan and program orders carefully around other players’ likely moves, various strategies, risks, and rewards. They manage their guilds’ growth and optimize combinations between their adventurer abilities and contract rewards to achieve their goals. As the game advances, guilds become more powerful and must rise to meet an increasing number of game state changing threats. Recruiting increasingly powerful adventurers and upgrading your guild capacity are both key to victory. There are various ways to exert control over the board, your dice rolls, and your chances to get what you want.

Most orders are resolved by paying coin or rolling dice based on your adventurers’ skills. Sometimes players resolve these orders alone, and sometimes cooperating with, or in conflict with, other guild’s adventuring teams attempting the same thing at the same time. When players’ orders overlap, coins and negotiated prisoners’ dilemma cooperate/conflict skill checks resolve the contest. Negotiation over shared goals, contract bonuses and reward splits is encouraged and rewarding, but not absolutely required to win.

Everything you do earns you fame (victory points) and other rewards. At the end of nine rounds, any remaining coins are converted to fame at a rate of 5 coins = 1 fame. Then any special prestige upgrade fame is added. The most famous guild is then declared the winner.

Game Mechanics:

  • Auction/Bidding
  • Deck Building
  • Deduction
  • Dice Rolling
  • Hand Management
  • Negotiation
  • Take That

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.89

Grand Austria Hotel

Grand Austria Hotel

Grand Austria Hotel

In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor’s favor. Only then will your café become the Grand Austria Hotel.

The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.

But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.

With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.

Game Mechanics:

  • Action Drafting
  • Dice Drafting
  • Dice Rolling
  • Economic
  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.22

Ghost Stories

Ghost Stories

Ghost Stories

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.

The players, using teamwork, will have to exorcise the ghosts that appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile’s special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.

To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color that can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.

To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.

There are many more ways to lose, however. The players lose if three of the village’s tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Grid Movement
  • Move Through Deck

Game Specifications:

  • 1 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.90