Tag: Dice Rolling

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

Western Legends

Western Legends

Western Legends

Historic characters from the American Wild West face off and write new legends across the face of history! Gather your gun, your mount, and your grit as you forge your path into the history books.

Western Legends is an open-world sandbox tabletop adventure for 2-6 players set in the American Wild West. Players assume the roles of historical figures of the era, earning their legendary status in a variety of ways: gamble, drive cattle, prospect for gold, rob the bank, fight bandits, pursue stories, become an outlaw, keep the peace. The possibilities are darn near endless.

Each player’s turn starts with drawing poker cards and/or gaining cash. Then they choose three actions. Possible actions include: move on the map (how far depends on whether they have a mount), doing a location-specific action (such as mine for gold if they are at a gold mine, gamble if they’re in a saloon, etc.), fight other players at the same location (either duel them, rob them, or arrest them if they’re wanted), play poker cards that have action abilities, etc. Legendary Points (LPs) are earned based on the outcomes of many of these actions, and the winner is whoever has the most LPs at the end of the game.

Game Mechanics:

  • Action Points
  • Area Movement
  • Bluffing
  • Dice Rolling
  • Hand Management
  • Pick-Up and Deliver
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.81

Waste Knights

Waste Knights

Waste Knights

Waste Knights: Second Edition is a post-apocalyptic game of adventure and survival for 1-4 players inspired by cult classics of the post-apo movies and set in dystopian Australia destroyed by experiments of a powerful corporation. Each player becomes a rugged hero, travelling through the wasteland, facing unnatural weather and enemies forged in long-forgotten laboratories as well as experiencing adventures full of dramatic choices and disturbing characters.

The game is adventure-based, with each Adventure branching out into a number of Plots revealed depending on the players’ narrative choices. Each plot offers unique game mechanics and stories that can be found in the Book of Tales – some of them are keyed to a particular adventure, some are generic, but all enable the players to immerse themselves in the setting and make decisions that change the world around them.

Each knight (player) has 2 actions at their disposal, which basically enable them to travel around the continent in their Vehicle, explore the area for ever-dwindling Resources (Fuel, Ammo, Meds), or camp in order to repair their Gear and heal Wounds or Radiation. Each adventure additionally offers a number of unique Plot Actions that let the players affect the story and fulfill their goals.

However, the heart of the game are stories. Each playthrough is based on an adventure found in the Guide. Some of them are co-op, others competitive, others still may end with the players grouping around different factions and forced to fight their former friends. The construction of each adventure offers lots of narrative choices guaranteeing high replayability and encompasses unique setup elements so that the basic game can be prepared quickly and the players can focus on the plot, not the rules.

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Open Drafting
  • Pick-Up and Deliver
  • Role Playing
  • Storytelling

Game Specifications:

  • 1 – 4 Players
  • 90 – 180 Minutes
  • Difficulty Weight 3.02

V-Sabotage

V-Sabotage

V-Sabotage

V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards, then they assemble a team from famous Allied corps: U.S. Raiders, British SAS., Devil’s Brigade, SOE, etc. During play, you hide in darkness, wear enemy uniforms, and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy’s weapons against them! If you can, get back to cover and turn off the alarms as the enemy has more available troops than you. Thus, you need to focus on completing the mission, then leaving the area as quickly as you can.

Game Mechanics:

  • Action Points
  • Area Movement
  • Campaign
  • Cooperative
  • Dice Rolling
  • Wargame

Game Specifications:

  • 1 – 4 Players
  • 30 – 180 Minutes
  • Difficulty Weight 2.71

The Voyages of Marco Polo

The Voyages of Marco Polo

The Voyages of Marco Polo

In 1271, 17-year-old Marco Polo started on a journey to China with his father and older brother. After a long and grueling journey that led through Jerusalem and Mesopotamia and over the “Silk Road”, they reached the court of Kublai Khan in 1275.

In The Voyages of Marco Polo, players recreate this journey, with each player having a different character from history with a special power in the game. The game is played over five rounds. Each round, the players roll their five personal dice and can perform one action each turn with them. Each action requires the use of one or more dice, and can be collecting resources or money, acquiring contracts or traveling on the board. When traveling, each player begins at Venice and can decide between several routes eastward, all the way to Beijing. When a player stops at a city, they place a trading post there, giving them access to extra actions or resources for the rest of the game. The higher the value of the dice used for an action, the better the options that may be chosen, but also the more money the player must pay if an opponent has already chosen the same action.

After five rounds, the game ends with players receiving extra victory points for having trading posts in Beijing, fulfilling the most orders, and having trading posts in the cities on secret city cards that each player gets at the start of the game.

Game Mechanics:

  • Dice Rolling
  • Economic
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 40 – 100 Minutes
  • Difficulty Weight 3.19

Vindication

Vindication

Vindication

Vindication (formerly Epoch: The Awakening) is a highly strategic, fantasy-based tabletop journey for 2-5 players. Play time is 15-30 minutes per player.

Thrown overboard for a life of wretchedness, you wash ashore a hostile island ruins — completely alone with nothing except the breath in your lungs and an undaunted spirit.

Through your advanced resource management, area control tactics, and freeform action selection, you’ll add companions to your party, acquire bizarre relics, attain potent character traits, and defeat a host of unusual monsters in the ultimate goal of mastering heroic attributes — and regaining honor.

You may perform 3 actions on each turn in the order you feel is most advantageous that turn: activate a companion, travel to a new location, and interact with a map tile. Many actions require the the use of your influence to gain attributes in a one-of-a-kind heroic attribute alchemy system, which is leveraged to gain the game’s most powerful rewards. For example, you can meditate at a spire to gain inspiration. You can train at a fort to gain strength. But then you can combine your inspiration and strength to gain the courage (inspired strength) which allows you to perform a bounty hunt.

There are distinctive end-game triggers that can be affected through game play, over 72 unique card abilities that can be merged in unusual ways for potent combinations, and fresh tile placement each game for high replayability.

Game Mechanics:

  • Area Control
  • Dice Rolling

Game Specifications:

  • 2 – 5 Players
  • 45 – 150 Minutes
  • Difficulty Weight 3.06

Victoriana

Victoriana

Victoriana

Somewhere in the heart of 19th century London, shadowy forces are hatching a dire conspiracy. Queen Victoria has enlisted the aid of exceptional individuals to investigate the impending plot and save her realm from its calamitous consequences.

Victoriana is a cooperative game for 1-4 players. Players move throughout London marshaling and managing resources, investigating leads, and thwarting the agents of an unknown mastermind before time runs out.

Players take the role of investigators that have influence within different realms of British society (politics, science, occult, and the underworld). The conspiracy’s three elements (mastermind, plot, and locale) are represented by cards and tokens selected in secret before the game begins. Leads relating to the conspiracy are represented by facedown cards tied to notable London locations. Players move their figures throughout the city, revealing lead cards, expending their investigator’s influence tokens to acquire those leads, and deciding how to apply them toward the conspiracy’s hidden aspects.

Time is not on their side. Mismanaging the clock or their influence tokens causes leads to go cold, traumatizing investigators and bringing the conspiracy closer to its dreadful realization. Worse, as the investigators come closer to the truth, the mastermind dispatches agents to stymie their movements, disrupt their efforts (by forcing them to discard influence tokens), and assassinate them (by causing trauma).

Identifying the elements of the conspiracy leads the players to a climactic confrontation. If the precise combination of influence is accrued and the investigators assemble at the correct locale, the queen is saved and the British Empire preserved; however, if too many leads go cold, Big Ben strikes midnight, or the investigators are too traumatized, a dire fate awaits.

Game Mechanics:

  • Cooperative
  • Dice Rolling

Game Specifications:

  • 1 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.67

Vagrantsong

Vagrantsong

Vagrantsong

You trainhop aboard the Silver Ferryman, chasin’ a dream or runnin’ from the past. What you find is a welcomin’ hand – white glove, stretched skin… and a fiddle player in the distance, playin’ a tune that’s awfully inviting. Makes you never wanna leave.

In Vagrantsong, a cooperative and story-driven boss battler, you will take on the role of a Vagrant trapped on a supernatural ghost train. Face off against ghosts lingering on the train (called Haints), adjust your playstyle with Skills and Junk acquired along the way, and uncover the secrets of the Silver Ferryman in this spooky and challenging adventure.

In each of the 20+ Scenarios in Vagrantsong’s campaign, players will take turns spending their 3 Coins to take actions, such as: moving around the train board, investigating the unknown, and rummaging for items that might help them get out of a tight spot. Additionally, players can spend their Coins on more exclusive actions to remind a Haint of their lost Humanity, all in the hopes of freeing the spirit from the ghost train’s bone-chilling grip, and winning the Scenario in the process. But be careful! Each Haint has their own bag of tricks and gameplay mechanics. They will stop at nothing to make sure that the players lose all of their Humanity and stay aboard forever.

After each Scenario, players will have a moment to rest, allowing them the opportunity to change out their Skill and Junk cards, heal their Vagrant, and prepare for their next encounter aboard the Silver Ferryman.

Game Mechanics:

  • Action Points
  • Campaign
  • Cooperative
  • Dice Rolling
  • Grid Movement
  • Narrative Choice
  • Role Playing
  • Storytelling

Game Specifications:

  • 2 – 4 Players
  • 45 – 120 Minutes
  • Difficulty Weight 3.08

The Undercity: An Iron Kingdoms Adventure Board Game

The Undercity: An Iron Kingdoms Adventure Board Game

The Undercity: An Iron Kingdoms Adventure Board Game

The Undercity puts a spin on the classic dungeon crawl adventure, setting it within the vast underground labyrinth of one of the Iron Kingdoms’ most famous cities.

This board game for two to four players comes with a seven-adventure campaign. The players play one to four characters from the Iron Kingdoms universe as they try to weed out a nefarious evil that has been lurking in the Undercity of Corvis.

All players will be playing on the same team and the game requires no game master. The players work together defeating enemies, achieving objectives, and gaining experience that can be used to give new skills to their characters that can be used in subsequent adventures in the campaign.

The game will come with almost 40 different miniatures with 16 different sculpts. The four heroes are Milo Boggs (the alchemist), Canice Gormleigh (the gun mage), Gardek Stonebrow (a trollkin warrior), and Pog (a gobber mechanic) that controls a light warjack named Doorstop.

Each character has a starting stat sheet, but players can purchase character ability cards with XP gained from the adventure to enhance and customize their characters.

Combat is based on rolling dice against opposing attributes. Players will be able to use feats and abilities to give boosts to these dice rolls, similar in many ways to other games based in the Iron Kingdoms.

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Grid Movement
  • Role Playing

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.83

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Part of GMT’s Lunchtime Series, Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player card driven game that builds on the award winning Twilight Struggle.

The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the globe suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. When he was overthrown in 1974, a Marxist coalition took the reins of power. This new revolutionary leadership initiated a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.

With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system, while maintaining all the tension, decision making, and theme of the original classic. The cards from Twilight Struggle can be used in TS: Red Sea and vice versa.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Hand Management
  • Wargame

Game Specifications:

  • 1 – 2 Players
  • 35 – 75 Minutes
  • Difficulty Weight 2.95

Twilight Inscription

Twilight Inscription

Twilight Inscription

The Lazax Empire has burned to ash, rejected by its subjects. The aftermath was tragedy and petty conflict in equal measure, a time of loss and exhaustion. In the ensuing Dark Years, the factions of the galaxy retreated and recovered their strength. Now, they look upon the stars and see an opportunity—a chance to reclaim what was lost. A chance to redefine galactic civilization. A chance to leave their mark upon the stars.

Twilight Inscription, an epic roll-and-write game for one to eight players, offers an experience unlike anything Fantasy Flight Games has done before. With a limited pool of resources at your disposal, you’ll need to carefully manage Navigation, Expansion, Industry, and Warfare as you amass victory points and earn your right to the throne on Mecatol Rex. Will your faction become the new rulers of the galaxy? Or will your fledgling empire fade into obscurity? Anything can happen in this strategic, infinitely-replayable game!

Game Mechanics:

  • Dice Rolling
  • Paper and Pencil

Game Specifications:

  • 1 – 8 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.16