Tag: Dice Rolling

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

Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island

Robinson Crusoe: Adventures on the Cursed Island is a game created by Ignacy Trzewiczek, the author of Stronghold. This time Trzewiczek takes the players to a deserted island, where they’ll play the parts of shipwreck survivors confronted by an extraordinary adventure. They’ll be faced with the challenges of building a shelter, finding food, fighting wild beasts, and protecting themselves from weather changes. Building walls around their homes, animal domestication, constructing weapons and tools from what they find, and much more await them on the island. The players decide in which direction the game will unfold and – after several in-game weeks of hard work – how their settlement will look. Will they manage to discover the secret of the island in the meantime? Will they find a pirate treasure, or an abandoned village? Will they discover an underground city or a cursed temple at the bottom of a volcano? Answers to these questions lie in hundreds of event cards and hundreds of object and structure cards that can be used during the game…

Robinson Crusoe: Adventures on the Cursed Island is an epic game from Portal. You will build a shelter, palisade, weapons, you will create tools like axes, knives, sacks, you will do everything you can to… to survive. You will have to find food, fight wild beasts, protect yourself from weather changes…

Take the role of one of four characters from the ship crew (cook, carpenter, explorer, or soldier) and face the adventure. Use your determination skills to help your teammates, discuss with them your plan, and put it into practice. Debate, discuss, and work on the best plan you all can make.

Search for treasures. Discover mysteries. Follow goals of six different, engaging scenarios. Start by building a big pile of wood and setting it on fire to call for help, and then start new adventures. Become an exorcist on cursed Island. Become a treasure hunter on Volcano Island. Become a rescue team for a young lady who’s stuck on rock island…

Let the adventure live!

Game Mechanics:

  • Action Points
  • Area Movement
  • Campaign
  • Cooperative
  • Dice Rolling
  • Narrative Choice
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.80

Polis

Polis

Polis

Polis is a two-player civ-lite game set in the beginning of the conflict between the two major poleis of the 5th century B.C: Athens and the Delian League against Sparta and the Peloponnesian League. The winner will be the Empire with more population and prestige at the end of the game.

Both players must secure their supplies and the routes to five markets to trade with them. Every turn you get goods from a territory where you have population supporting your Empire, but you should feed them.

You can fight to control the territories and siege other polis or you might use your diplomacy to convince a polis to join your league. But polis are proud of their independence so you will have to create some projects to gain prestige needed for your military manoeuvres.

This new edition of Polis has updated revised rules and new art that will enhance your game experience.

Game Mechanics:

  • Area Control
  • Area Movement
  • Dice Rolling
  • Economic
  • Wargame

Game Specifications:

  • 2 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.86

Operation Mercury

Operation Mercury

Operation Mercury

Early in the morning on 20 May 1941, as 30,000 Commonwealth soldiers on Crete were finishing breakfast, hundreds of German transport aircraft—some towing gliders—rumbled over the Mediterranean island. The air above was suddenly filled with parachutes as thousands of elite German paratroops—Fallschirmjäger—descended from the sky.

The invasion of Crete was one of the most dramatic battles of the Second World War. Over a nine-day period in May 1941, a mixed force of Commonwealth and Greek troops desperately tried to fight off the German assault. Despite appalling casualties, the paratroopers and glider-borne troops managed to secure a foothold and the critical Maleme Airfield to open the door for the German Gebirgsjäger (mountain troops) to land under fire. Together the Fallschirmjäger and Gebirgsjäger pushed the Commonwealth troops to their breaking point and forced a deadly battle of delay and pursuit.

This was a true soldier’s battle, with both sides in desperate situations often lacking higher-level control and support. The Germans had to quickly secure a usable airfield or face the annihilation of their entire airborne force. The Commonwealth needed to crush the German landings or—failing that—evacuate the bulk of its forces to continue the fight in North Africa and Syria.

The German invasion of Crete in May 1941 stands as a landmark in the history of airborne warfare. Up until that point, airborne operations were tactical operations to seize key objectives in advance of the ground forces. The German invasion of Crete (codenamed Operation Merkur) was the first strategic airborne operation.

Although casualties would mean Crete was the last hurrah for the German airborne in a major air assault, it set the stage for even larger future Allied airborne operations in the Mediterranean, Western Europe, and Asia.

Operation Mercury maintains the same level of detail and scale as other Grand Tactical Series (GTS) games. Players command divisions and maneuver company-sized units to fight one of the most desperate battles of the war. Using the GTS 2.0 rules, Operation Mercury offers two players or teams a wide range of scenarios ranging from a single small map with a few units on each side to the full battle including up to two German divisions and several Commonwealth and Greek brigades. Operation Mercury covers all the major airdrops and fighting across the island from Heraklion in the east, through Rethymnon, and from Maleme to Suda Bay then south to the Askifou Plain, scene of the last major fight during the withdrawal.

As the Commander of Allied forces on Crete, can you deny the Germans a precious airfield and negate their much-needed air-landing reinforcements for a quick victory? Of all operations of war, a withdrawal under heavy enemy pressure is probably the most difficult and perilous. Can you get the bulk of your forces to the southern evacuation ports? As the German, how quickly can you force the collapse of the Commonwealth morale and trigger their withdrawal?

Features include:

  • Shifting Allied morale state based on relative casualties and key events, which can trigger evacuation and end-game victory conditions.
  • Random events, including tank breakdowns, misdirected airstrikes, and partisan attacks.
  • An option for Commonwealth naval support at the risk of losing precious ships to German air attacks.

Thirteen scenarios include:

  • Separate one-map battles for the airdrops at Rethymnon, Heraklion, and the Maleme/Canea sector.
  • A one-map battle for the New Zealand counter-attack to retake Maleme airfield.
  • One-, two-, and three-map battles for the difficult German advance and Commonwealth delay and withdrawal.
  • The full campaign on all five maps or just the main event from Maleme to Askifou Plain on three maps.
  • Hypothetical German precision drops as well as a German free drop scenario.

Game Mechanics:

  • Chit-Pull System
  • Dice Rolling
  • Wargame

Game Specifications:

  • 2 Players
  • ~300 Minutes
  • Difficulty Weight 3.53

Oath

Oath

Oath

In Oath, one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game’s core victory condition.

If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult.

In Oath, there are no fancy production tricks, app-assisted mechanisms or production gimmicks. The game can be reset at any time and doesn’t require the same play group from one game to the next. A player might use the fully-featured solo mode to play several generations during the week and then use that same copy of the game for Saturday game-night with friends. There are no scripted narratives or predetermined end points. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.

Game Mechanics:

  • Action Points
  • Area Control
  • Area Movement
  • Campaign
  • Dice Rolling
  • Economic
  • Hand Management
  • Negotiation
  • Storytelling
  • Tableau Building

Game Specifications:

  • 1 – 6 Players
  • 45 – 150 Minutes
  • Difficulty Weight 4.04

Heropath: Dragon Roar

Heropath: Dragon Roar

Heropath: Dragon Roar

Heropath: Dragon Roar is a fantasy board game in which heroes venture through an unknown land, discovering new places, fighting monsters and gaining power, skills, gold, arms and resources.

This game combines everything you love in a fantasy RPG such as: magic, skills, XP, levels and combat as well as resource management, which takes it to a new, higher level of gaming.

In this board game you will need more than war tactics, you will need to use your turn in the best way possible, in order to reach new places, engage in the proper forms of combat and gain skills and resources.

Game Mechanics:

  • Action Points
  • Area Movement
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Role Playing
  • Trading

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.75

Heroes of Normandie: Big Red One Edition

Heroes of Normandie: Big Red One Edition

Heroes of Normandie: Big Red One Edition

The time is summer 1944. The Sun shines on Normandy hedgerows. Gentle wind, fields of bright flowers, and in the background, the romantic staccato of machine gun fire in the morning. In these typical French countryside landscapes, thousands of men are about to fight. And die. Bravely like heroes, or cowardly like wussies. But only heroes really matter. Those you see in Hollywood Golden Age war movies. Here lies the inspiration for Heroes of Normandie; here is what the game has to offer: explosive and fast-paced battles; the pleasure of butchering your enemies through MG42 walls of lead; and the ability to crush Nazi bastards under tons of shells – basically, blood and guts.

A miniatures game without miniatures, Heroes of Normandie is a fast-paced WW2 strategy war game inspired by Hollywood war movies. A tactical scale board-game opposing two players and two armies, with the Germans on one side and the Americans on the other. Players use order tokens to determine initiative and to bluff. While a single six-sided die determines combat, action cards are played to spice things up. Secretly plan your attacks and outwit your opponent. Block the opposing strategy and surprise the enemies. Deploy your units and don’t turn back!

What’s new in the Big Red One edition:

  • 50-Card decks (instead of 70) with new Alternate Bonuses, for even faster gameplay and reduced setup time.
  • New and improved rule book
  • New scenarios
  • New and improved Aircraft system, available in Bloody Omaha
  • All new artwork for the Heroes
  • New Blast Templates
  • New Heroes
  • New Tactical Objectives
  • And last, but not least, Flamethrowers in the core box (instead of in expansions)!

Game Mechanics:

  • Dice Rolling
  • Grid Movement
  • Wargame

Game Specifications:

  • 2 Players
  • 30 – 60 Minutes
  • Difficulty Weight 3.50

Flotilla

Flotilla

Flotilla

In 1954, with an explosion over a hundred thousand times more powerful than even the wildest estimates, the Castle Bravo nuclear test obliterated the Bikini Atoll, and ruptured the Earth down to its mantle.

As water levels rose in the aftermath, the remnants of humanity fled their homes and took to the sea. World leadership came together to build a massive Flotilla, mankind’s last bastion of civilization.

Now, ten years after the disaster, the Flotilla is home to the very last of us.

Flotilla features two distinct and interwoven modes of gameplay, as you try to outpace your opponents in bringing prosperity to humanity’s new home. You begin the game as a “Sinkside” Fleet Commander, commissioned by world leaders to explore the new face of the ocean, scour the depths for resources, and rescue any survivors you come across. At any point in the game, you may choose to turn “Skyside,” by selling your skiffs, and leaving your seafaring life behind to now grow the Flotilla itself.

The choice of if or when to switch from a “Sinkside” explorer to a “Skyside” settler defines the very core experience of Flotilla. They represent two similar but distinct game experiences, utilizing the same game components, seamlessly intertwined among all players. If you switch, you’ll flip over all of your accumulated game components, watching your crew grow into new roles with new art for the same characters, while finding entirely new uses for your ocean tiles and resources, and beginning to trade with the “Sinkside” players as you go after new objectives. As players turn “Skyside,” different niches are filled, forever changing the game’s economy. Mastering this ebb and flow will be critical if you’re to shape the new face of humanity!

As a “Sinksider,” you will explore the ocean with your skiffs, pulling some of the 92 hexagon-shaped ocean tiles out of a bag, and arranging them to help you effectively collect resources, discover valuable artifacts from the sunken civilization, all while trying to avoid toxic radiation left from the disaster. You’ll dive for supplies, rolling a pool of custom dive dice that vary based on the depth level of your skiffs. You’ll also carefully manage your resources, trading them on the open market for the currency you can use to buy more skiffs and outposts, or stockpiling them for when you turn “Skyside.”

As a “Skysider,” you will use your resources to build an expansive network of watercraft and docks, using the “Skyside” of your ocean tiles. Your divers will also have new jobs as researchers, rolling custom, multicolor Research dice, to discover new technologies that allow the Flotilla to manage a growing population. You’ll also build Sonar stations, making life a little easier for the “Sinksiders” still out exploring the unknown, while earning quite a few points for yourself.

On both sides, you’ll also grow your relationships with the four different governing guilds, each giving you unique bonuses and more powerful crew. The players with the strongest relationships will also earn valuable points at the end of the game!

The components in Flotilla are unique, immersive, and interconnected. Your skiffs will be able to actually carry up to four resource barrels, and come in a unique shape for each player color. Artifact tokens slot into matching spaces in a double-layered hub board and art on the ocean tiles lines up to create a unique layout for your growing Flotilla each time you play.

In Flotilla, you’ll find significant strategic depth and variety, while giving players the freedom to tell their own story. Will you build the Flotilla by being the first to go Skyside, or stay Sinkside for the whole game, becoming the most powerful seafarer of them all?

Game Mechanics:

  • Deck Building
  • Dice Rolling
  • Economic
  • Grid Movement
  • Hand Management
  • Pick-Up and Deliver
  • Tile Placement

Game Specifications:

  • 3 – 5 Players
  • 90 – 150 Minutes
  • Difficulty Weight 3.86

Fief France

Fief France

Fief France

Fief: France 1429 is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fief and Bishopric territories. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery and deception!

Fief is a classic French-language game and is being re-introduced by Academy Games in English with updated rules, new units, a new and larger consolidated map, and more. This edition also includes additional components, which enhances game play.

The game board represents a portion of the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds and Bishoprics have heavy bordered outlines that include several different Fiefs. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop’s Mitre.

Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.

In Fief: France 1429, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl or Duke. For each Fief a player controls, he gains 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church’s (i.e. “your”) fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!

You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to obtain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is “mysteriously” murdered or dies of some other foul means!

In addition to being wary of your fellow players, you may draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include “Good Harvest”, “Good Weather” and “Added Taxes” cards. But some cards are Disaster Cards that can randomly effect all players in specific Bishoprics. These include “The Plague”, “Heavy Rain”, “Famine”, and “Peasant Uprisings”!

Income can be increased by players imposing church tithes on their opponent’s villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.

Players will also need to protect their land and castles. Men at Arms and Knights can be purchased, as well as Siege Engines. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each “f” rolled is a hit. Men at Arms are defeated with one hit, while Knights require three hits to be removed from the battle.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Negotiation
  • Team Based
  • Trading
  • Wargame

Game Specifications:

  • 3 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.83

Dungeon Degenerates

Dungeon Degenerates

Dungeon Degenerates

Dungeon Degenerates: Hand of Doom takes place in the Dark Fantasy Realm of the decaying Eastern Provinces of the Würstreich. Players take escaped criminal adventurers on unsavory missions through four distinct regions, each with their own monsters & encounters. As the players explore the Würstreich, danger levels rise continuously across the map. Players must complete their mission before the Hand of Doom descends on the board, unleashing evil magic on the land.

Dungeon Degenerates is for 1-4 players co-op. Players can form parties or split up throughout the game at will; there is no obligation to stick together. Game play is 1-3 hours based on mission. Dungeon Degenerates has an epic RPG campaign feel in an open world sandbox board game, and you bring your experience & items from previous missions. There are multiple missions & objectives of varying difficulty with multiple ways to approach each mission. Dungeon Degenerates is set in a cohesive & fixed world with multiple distinct regions which feature unique encounters & thematic monsters. Encounters allow multiple interaction choices; you do not have to fight everyone you see. Play features an open experience system allowing for character customization with new skills. You are always in danger – the town is not an artificial safe zone – combat is dangerous. There are various modes of travel – players cooperate to choose their route & pace, or split up & fend for themselves. Dungeon Degenerates features streamlined combat with tactical depth; each player rolls dice only once on their turn, using standard 6-sided dice only. There are over 100 monsters with unique abilities & artwork.

Game Mechanics:

  • Campaign
  • Cooperative
  • Dice Rolling
  • Role Playing

Game Specifications:

  • 1 – 4 Players
  • 60 – 300 Minutes
  • Difficulty Weight 3.61

Dawn of the Zeds

The postcards in every local drug store read, “Welcome to Fabulous Farmingdale!”, an ad campaign that was the brainchild of Mayor Hernandez (who coincidentally employed his wife’s public relations firm to market their community). But right now, things are far from fabulous in Farmingdale and, for once, everyone isn’t blaming the Mayor. Some kind of virus or poison is turning ordinary people into vicious, zombie-like killers. It is not clear how the disease spreads (though it seems that physical contact is certainly one way), but it is obvious what the illness does to its victims.

These undead, nicknamed “Zeds” from the local newscasts as the acronym for “Zombie Epidemic Disease,” are now converging on your corner of the world around Farmingdale. As best you can tell, you have been left to your own devices to stop them while the National Guard organizes a relief column, but that could take days, perhaps weeks, for them to fight their way to you and until then, what can you do?

With little choice between survival and a gruesome (un)death, you realize that you must coordinate the defense of the town of Farmingdale and its surrounding villages. You must lead the good citizens and emerging heroes of these communities to halt the Zeds’ advances by (re)killing them, attempt to coordinate the discovery of a cure to this vile scourge, and preserve as much of the area and as many of its inhabitants as possible. There’s no time to lose…

Game Mechanics:

  • Action Points
  • Cooperative
  • Dice Rolling
  • Move Through Deck
  • Wargame

Game Specifications:

  • 1 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.81