Tag: Hand Management

Hand Management is a game mechanic in which players are rewarded for playing cards in a specific order. This mechanic often encourages players to hold cards for later turns.

Dragon Farkle

Gather your courage! The long-enjoyed peace of Yon has been disrupted by a ferocious and mean-spirited dragon — he’s terrorizing the locals and eating their livestock without their permission! Fortunately, a few wannabe heroes (that’s you!) have risen to the challenge of slaying the beast. Get yourself a brave companion, gather a powerful army, and enter the Dragon’s Keep for cheese and country in Dragon Farkle!

To play, you gather an army of loyal soldiers or steal them from your opponents, hire suspicious-looking companions and gain allegedly useful items (most of which aren’t even cursed), then fight that dragon you’ve heard so much about — or don’t, if you hate winning…

Game Mechanics:

  • Mechanisms
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Push Your Luck
  • Re-rolling and Locking
  • Take That
  • Variable Player Powers

Game Specifications:

  • 2 – 5 Players
  • 30 Minutes
  • Difficulty Weight 1.50

Doomlings

Somewhere on a doomed and distant planet, life has emerged, competing for supremacy until the world’s inevitable destruction. The object of the game is to score the most points by the time the world ends. Score points by playing Traits for your Doomlings’ species, making them more adaptable, resilient, and mischievous. As your Doomlings assert their dominance, Catastrophes will befall the planet, causing setbacks for each competing species. When the third Catastrophe inevitably strikes, the world ends, and the Doomlings with the strongest set of traits gets to look the Apocalypse in the eye and declare…“I scored the most points!”

Throughout the game, players draw Trait cards from a community pile, and then play them for points. Traits can also have special abilities and bonuses, allowing players to build a wide range of winning combinations. The game is played in rounds, using Age cards, which have different rules that players must follow. But be warned, hidden in the Ages are Catastrophes: special rounds with adverse effects that force players to adapt their strategy.

Doomlings adds a fun twist to hand management, by introducing the “Gene Pool” mechanic. Your Gene Pool is your hand size: it is unique to you, and it can increase or decrease through special Traits, or even Catastrophes. Doomlings includes 6 colorful Gene Pool counter cards, elegantly tracking how many cards you should hold at the end of your turn. There are opportunities to increase your Gene Pool (hand size), which can give your species a leg up by providing a larger pool of Traits to select from each turn.

A lightweight card game for 2-6 players, Doomlings can be played casually amongst friends, or competitively by the gaming enthusiast family. Because there are no duplicate cards, and Age cards are chosen randomly, no two games are ever the same. While the game itself can be learned in 5 minutes or less, don’t be fooled: with 100+ unique Traits—in Red, Blue, Green, Purple and Colorless—and rare, powerful Dominant Traits, there are countless combinations of play to be discovered.

A typical game takes between 20-45 minutes, depending on the number of players and sequence of events. Advanced-play expansion packs are also available, including a Hidden Objective expansion for a fun twist to the game. Doomlings requires no dice or additional pieces, just a jolly embrace of the inevitable end of the world!

—description from the designer

Game Mechanics:

  • End Game Bonuses
  • Events
  • Finale Ending
  • Hand Management
  • Move Through Deck
  • Set Collection
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 20 – 45 Minutes
  • Difficulty Weight 1.67

Agent Avenue

Agent Avenue is a competitive card game that combines bluffing, strategic set collection, and a race to uncover your opponent’s identity. Set in a colorful anthropomorphic world, players assume the roles of retired spies in a suburban neighborhood, outsmarting each other with cards that can score points or trigger special effects. The game’s art brings to life a quirky neighborhood of animal spies.

Use a unique “I split, you choose” mechanic to play one card face-up and one face-down each turn. Your opponent chooses one, influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track, advancing the “catch me” race to uncover the opposing spy.

Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent, combining both strategic depth and bluffing elements.

Perfect for those who love a mix of strategy and lighthearted competition, “Agent Avenue” challenges you to think like a spy and act like a friendly neighbor.

Game Mechanics:

  • Hand Management
  • Race
  • Set Collection
  • Track Movement

Game Specifications:

  • 2 – 4 Players
  • 10 – 20 Minutes
  • Difficulty Weight 1.30

Dominion: Rising Sun

We journey now to the islands to the east – or west, depending on where you are relative to them. Here your title is Emperor. They tell you you’re just a figurehead, though you can still order whatever breakfast you want. They may be right; you did get that breakfast. Your ceremonial sword and armor are made of paper. The samurai never let you into their tea parties, and the ninjas are always tying your shoelaces together. And the epic poem they wrote about you is only 17 syllables long. Rice has been adopted as currency, and no-one seems to even be trying to get your face onto the grains. But when you wake up each morning and look out over the land, life doesn’t seem so bad. Now, what’s for breakfast?

This is the 16th expansion to Dominion.

It has 300 cards, with 25 new Kingdom card piles. There are Shadow cards that leap out from your deck, and Prophecies that will someday happen and change everything. Debt and Events return.

—description from the publisher

Game Mechanics:

  • Deck, Bag, and Pool Building
  • Delayed Purchase
  • Hand Management
  • Open Drafting
  • Variable Set-up

Game Specifications:

  • 2 – 4 Players
  • 30 Minutes
  • Difficulty Weight 2.00

Doctor Who: The Card Game

Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor’s enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

Attackers target specific locations and earn points for the player wielding them if they’re in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!

Game Mechanics:

  • Area Majority / Influence
  • Hand Management
  • Open Drafting
  • Secret Unit Deployment
  • Take That

Game Specifications:

  • 2 – 4 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.97

Diamonds

Diamonds is a trick-taking card game in which players collect Diamonds — not cards bearing that suit, mind you, but rather actual “Diamond Crystals” (acrylic crystals) included in the game.

What makes the game of Diamonds different from other trick-taking card games is that when you cannot follow suit you get a “Suit Action” based on what suit you do play. Suit Actions are also taken by the winner of each trick, as well as at the end of a full Round of play.

Suit Actions will enable players to take Diamond Crystals from the Supply, moving them to their Showroom (where they may score 1 point) or to their Vault (where they will score 2 points). The Vault is a secure area, but the Showroom is vulnerable to theft by the other players.

Whoever has the most points in Diamond Crystals at the end of the game wins!

Game Mechanics:

  • Hand Management
  • Trick Taking

Game Specifications:

  • 2 – 6 Players
  • 20 – 30 Minutes
  • Difficulty Weight 1.55

Defrag

It’s 1995…you’ve got a paper due first thing in the morning and your trusty computer has chosen tonight to slow to a crawl. You reboot, you task kill, you pet the monitor gently, no dice. You’re filled with dread as you realize you have only one option left. That’s right.

Clear your schedule, baby, it’s time to D-D-D-DEFRAG!

Defrag is a hand management grid puzzle game in which you are attempting to rearrange and consolidate various file fragments before exhausting your resources. Defrag has several solo and multiplayer game modes, including a series of increasingly difficult challenges with unique goals.

Game Mechanics:

  • Cooperative
  • Hand Management
  • Set Collection

Game Specifications:

  • 1 – 2 Players
  • 15 – 25 Minutes
  • Difficulty Weight 3.00

Deadwood 1876

There’s gold in the Black Hills of South Dakota, and you’ve come to find (or steal) your share. You’re staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the “friends” you’re working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back?

In Deadwood 1876, you use cards from your hand to try to win Safes from other players. Safes contain Badges, Gold, or Showdown Guns. Near the end of the game, players with Badges get extra turns. After the final turn, the team with the most Gold will advance to the Final Showdown. There, teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner!

The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team, they’ll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards, their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn’t seem to be pulling their weight, they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold, or attack, mislead, frame, abandon, or banish your own teammates.

Deadwood 1876, volume 3 in the “Dark Cities” series from Facade Games, can have 2-9 players. Learn in 20 minutes, play in 20-40 minutes.

—description from the publisher

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Team-Based

Game Specifications:

  • 2 – 9 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.90

Dead Eye, the

Buckle up your Rad Suit.
Fire up the Rig.
Beware the Tox.

The Dead Eye is an adventure card game for one player.

Assume the role of a lone thermo-bandit downed on a hostile backwater planet.
Your mission? Find the next safe haven before you lose all hope and strength… and maybe, just maybe, find a way off of this desolate rock.

Cards in The Dead Eye represent Encounters that can have one of two Outcomes: Good or Bad. A Bad Outcome is triggered by a buildup of dangerous Heat while a Good Outcome is triggered by a buildup of valuable Juice. Your starting Draw Deck includes 6 cards with Juice and 6 cards with Heat. As you play through the deck, some of these cards will raise your Heat and Juice levels, while at other times the cards will be used as the Encounter itself.

Face dangerous Encounters, salvage useful Parts and reach safe Haven.

The Dead Eye includes a 12 page prelude comic book, 20 page rule-book, 1-fold double-sided game board, 2 pairs of stereoscopic-3D glasses, 1 pair of “hook-behind” stereoscopic-3D glasses and 54 unique cards.

—description from the publisher

Game Mechanics:

  •  Deck Building
  • Hand Management
  • Multi-Use Cards
  • Solo/Solitaire

Game Specifications:

  • 1 Player
  • 15 Minutes
  • Difficulty Weight 2.08

Cat Between Us

Do you understand what the cat wants? Try to get as close to the cat as possible without passing it by.

Each round in Cat Between Us, you first draw a card from the deck, then place the cat token on the numbered space on the track matching the tiny number on the card. Shuffle the deck, then deal all players their current hand size.

Starting with the player who won the previous round, players take turns playing one card at a time under the six items laid out on the table until each item has two cards below it. The sum of these two cards is the value of this item. Each player sums the value of each item remaining in their hand to determine where they should place their token on the track. Whoever is closest to the cat without passing it has won the round; multiple winners are possible. (If all players have passed the cat, whoever passed it least wins.)

Winners move their personal token forward on their playing card, which indicates how many rounds they have won and how many cards they receive. Each time you win, you start the round with one more card in hand, making your next victory harder! Whoever first wins three rounds wins the game.

Game Mechanics:

  •  Hand Management

Game Specifications:

  • 2 – 6 Players
  • 15 – 40 Minutes
  • Difficulty Weight 1.67