Tag: Grid Movement

Grid Movement is a game mechanic where game pieces move on a predetermined grid in various patterns.

Dungeon Alliance

Dungeon Alliance

Dungeon Alliance

In the days before the Void consumed much of the Old World, there were stalwart humans, elves, dwarves, and gnomes who banded together to invade the deep places of the earth. These heroes forged unbreakable alliances in search of knowledge, treasure, and glory. Rival adventuring parties would often descend into the same dungeon, and these companies fought one another as fiercely as they battled the monsters that lurked behind every dark corner. These were daring times, when nothing in the world was considered more sacred than the oath that bound those who shared the dangers of the pit together. This was the age of the Dungeon Alliance.

Dungeon Alliance is a deck-building, dungeon-crawling miniatures adventure game that allows players to send 1-4 different teams of adventurers into perilous dungeons in search of experience and treasure. At the start of the game, each player drafts their own team of four heroes (from the 17 included in the game) and uses tactical movement and card play to overcome the dungeon’s monsters and treasures. Each player starts with a unique twelve-card starting deck that includes the starting cards from all four of their heroes.

Rival teams may compete with one another to slay monsters, or even battle one another for complete domination. As each team of heroes overcomes monsters and challenges, they earn experience point (XP) tokens that they can spend to purchase new cards for their alliance decks. Once spent, XP tokens are flipped face down and kept until the end of the game. When the sun greets those who emerge from the pit, the alliance that has accrued the most XP claims the mantle of victory.

Dungeon Alliance includes rules for competitivecooperative, and solo play.

Game Mechanics:

  • Action Points
  • Cooperative
  • Deck Building
  • Grid Movement
  • Hand Management
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.69

Dominant Species Marine

Dominant Species Marine

Dominant Species Marine

Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species.

Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.

Each player will assume the role of one of four major aquatic-based animal classes — reptiles, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others.

All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species.

But somebody better become dominant quickly, because there’s a large asteroid heading this way….

Game Play

The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process.

The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with.

Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains.

Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth.

When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game.

Dominant Species Veterans

For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended):

  1. Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance.
  2. Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns.
  3. Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards.
  4. Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.

Game Mechanics:

  • Area Control
  • Grid Movement
  • Open Drafting
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 90 – 150 Minutes
  • Difficulty Weight 3.87

Dominant Species

Dominant Species

Dominant Species

90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest”.
Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration, and adaptation actions, among others.
All of this eventually leads to the end game—the final ascent of the ice age—where the player having accumulated the most victory points will have his animal crowned the Dominant Species.
But somebody better become dominant quickly, because it’s getting mighty cold…

Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles—converting them into tundra in the process—as the ice age encroaches.
The cylindrical action pawns (or “AP”s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration, or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points (or “VP”s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the “earth”). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile—after which the player controlling the animal with the highest VP total wins.

Game Mechanics:

  • Area Control
  • Grid Movement
  • Open Drafting
  • Take That
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 6 Players
  • 120 – 240 Minutes
  • Difficulty Weight 4.04

Clash of Cultures: Monumental Edition

In Clash of Cultures, each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

Game Mechanics:

  • Action Points
  • City Building
  • Civilization
  • Dice Rolling
  • Economic
  • Grid Movement
  • Hand Management
  • Trading

Game Specifications:

  • 2 – 4 Players
  • 180 – 240 Minutes
  • Difficulty Weight 3.67

Chess

Chess is a two-player, abstract strategy board game that represents medieval warfare on an 8×8 board with alternating light and dark squares. Opposing pieces, traditionally designated White and Black, are initially lined up on either side. Each type of piece has a unique form of movement and capturing occurs when a piece, via its movement, occupies the square of an opposing piece. Players take turns moving one of their pieces in an attempt to capture, attack, defend, or develop their positions. Chess games can end in checkmate, resignation, or one of several types of draws. Chess is one of the most popular games in the world, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Between two highly skilled players, chess can be a beautiful thing to watch, and a game can provide great entertainment even for novices. There is also a large literature of books and periodicals about chess, typically featuring games and commentary by chess masters.

Game Mechanics:

  • Abstract Strategy
  • Grid Movement
  • Pattern Movement

Game Specifications:

  • 2 Players
  • Variable Time
  • Difficulty Weight 3.68

Yokohama

Yokohama

Yokohama

Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it’s becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants.

In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.

Game Mechanics:

  • Economic
  • Grid Movement
  • Network Building
  • Set Collection
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.29

Yohei

Yohei

Yohei

There is a collection of books handwritten by the survivors of the first war against the demons where it’s narrated that under the island of Jiin there are two forged doors that enclose the infernal forces expelled by Arashi “the Exiled”. A hero disowned by the false emperor, who has plunged the country into a punishing civil war facing a population that awaits the return of his hero to rid them of the tyranny of a mad throne and the rumors of demons returning to win back with blood what they once lost.

Yohei is born from the combination of the mysticism of Japanese folklore with a fantasy universe created for a wargame that faces asymmetrical clans in modular boards with numerous and different game modes. It combines mechanics such as dice rolling, grid movement, variable players powers, modular boards and card management to develop our strategy during the battle by acquiring warriors, invoking powerful event cards, legendary weapons and the construction of buildings that lead us to victory in exciting games of 60 to 90 minutes.

Game Mechanics:

  • Dice Rolling
  • Grid Movement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.00

The World of SMOG: Rise of Moloch

The World of SMOG: Rise of Moloch

The World of SMOG: Rise of Moloch

The World of SMOG: Rise of Moloch is a Victorian adventure board game, for 2 to 5 players, set in an alternate England, where magic and technology have taken an extraordinary turn. Playable as a campaign or individual adventures, Rise of Moloch puts one player in the position of the Nemesis, against the intrepid Gentlemen controlled by the other players trying to save the Crown. Secretly activate the order of your characters through different scenarios, enjoy your steam power weapons, and save your special actions for the most opportune moments – you surely don’t want to make your opponent stronger!

Rise of Moloch is a campaign driven adventure, played over a series of missions, each telling part of the overall story of Moloch’s rise to power (or defeat at the hands of the fearless Gentlemen!). Each mission features a unique board setup and goals for both the Nemesis player and Gentlemen players to complete. More so, subsequent missions will be impacted by the outcome of the one before it, weaving the overall story and game-play together to make each campaign unique.

Players will each control one or more of the intrepid Gentlemen or, in the case of the Nemesis player, cunning Agents and Minions, all with unique powers and upgrades they will utilize to complete the various goals of each mission.

Game Mechanics:

  • Campaign
  • Dice Rolling
  • Grid Movement
  • Team Based

Game Specifications:

  • 2 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93

The Wolves

The Wolves

The Wolves

The Wolves is a pack-building strategy game for 2-5 players. It’s survival of the fittest as you compete to build the largest, most dominant pack by claiming territory, recruiting lone wolves, and hunting prey. But be careful not to expand too recklessly into terrain where your rivals thrive – they may lure members of your pack away.

A clever action-selection mechanism drives your choices. Each action requires you to flip terrain tiles matching the terrain where you wish to take your action. These double-sided tiles mean the actions you take this round will set up which terrain types you can act on in the next round. As you take actions to expand your pack’s control of each region, you also upgrade your pack’s attributes, allowing you to take more aggressive actions as the game goes on.

In three mid-game scoring phases, power is calculated in each region. At the end of the game, players tally points based on VP tokens earned in these scoring phases and the highest VP number revealed in each of the six tracks on your player board. The player with the most VP wins!

Game Mechanics:

  • Area Control
  • Grid Movement
  • Take That

Game Specifications:

  • 2 – 5 Players
  • ~75 Minutes
  • Difficulty Weight 2.80

Warpgate

Warpgate

Warpgate

Warpgate is a fast-paced game of hand management and area control. As a leader of a unique race of aliens, lead them towards triumph.

Move your fleets of star-ships on a hex-based modular game board, establish colonies and outposts and engage your enemies in battles for the control of prized commodities. Research new technologies and grow your galactic empire.

Game Mechanics:

  • Area Control
  • Campaign
  • Grid Movement
  • Hand Management

Game Specifications:

  • 1 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93