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.

Heat: Rocky Roads

The desert heat is relentless but so are you…

Gravel sprays out from under your tires and your car gives a sickening lurch as it begins to spin out. Clutch. Shift. Gas! Your engine roars and your car leaps into the next turn on a perfect line; you’re still in the race but you’ll have to watch for loose gravel on the track.

Heat: Rocky Roads introduces two new racing tracks. In the South Africa Grand Prix you will face treacherous gravel on the track, requiring careful management of your car and nerves of steel. Victory on the Germany track will hinge on how you deal with the fast pace of the newly build chicanes along the long straight away.

Take part in the 1966 Championship season and take advantage of a new innovation, the sliding Skirt, to surprise your opponents and slipstream to victory!

Game Specifications:

  • 1 – 7 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.38

Catan: On the Road

CATAN: On the Road builds on well-known CATAN mechanics with a fresh variation. Gameplay is driven by a deck of 120 cards. Players gather resources by drawing cards, construct developments from a common set of available choices, and negotiate trades either with the bank or with fellow players. Trading plays an even larger role in this version: any player who trades while it is not their turn is rewarded with an extra resource card.

How to Play:

– Collect and trade for the resource cards you need to build.
– Expand your region, recruit knights, and upgrade your settlements for victory points.
– Be the first player to reach 7 victory points to win the game.

Game Mechanics:

Game Specifications:

  • 3 – 4 Players
  • 15 – 30 Minutes
  • Difficulty Weight 1.75

For Sale Autorama

For Sale Autorama is a quick, fun game about buying and selling vehicles: cars, motorcycles, RVs, semi-trucks, etc. During the game’s three distinct phases, players first bid to hire advisors, with those advisors then assisting them in the other two phases of the game, when the players purchase several vehicles, then attempt to sell them for the greatest profit possible.

Game Specifications:

  • 3 – 6 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.79

Inventors of the South Tigris

Inventors of the South Tigris is set during the height of the Abbasid Caliphate, circa 850 AD. Over the past decades, Baghdad has become home to thousands of mathematicians, astronomers, chemists, and physicians. As inspired innovators, players are eager to develop clever contraptions to impress their peers. Will your ingenious devices adorn the House of Wisdom, or are they destined for dust and decay?

The aim of Inventors of the South Tigris is to be the player with the most Victory Points (VP) at the game’s end. Points are primarily gained by Inventing, Building, Testing, and Publishing Devices. Players can also score points by training their Craftspeople, developing their Workshops, Researching, and Influencing the 3 scientific Guilds.

—description from the publisher

Game Specifications:

  • 1 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 4.46

Innovation 4th Edition

Innovation is Carl Chudyk’s tableau-builder of infinite possibilities, taking you on a journey from pre-history all the way to the present…and the near future! In this game, you build a civilization using only cards; there’s no map, no tokens, no dice, no pieces. The game’s 105 innovations — or in the fourth edition, 115 innovations — are each represented by a card with a unique effect, organized into ten (or eleven) ages. Each innovation’s effect is tied thematically to its identity, allowing you to either elevate your society or attack your opponents.

In addition to directly affecting your opponents, you can share in the effects of their technologies if you amass enough visible icons on your board. Strategically building your tableau of cards to share often and defend against demands is crucial to success.

To win, you must claim achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. No two games of Innovation play the same way.

[Admin note: The specific card effects have changed across the four editions of Innovation, in addition to age 11 being added in the fourth edition, but the core gameplay has remained consistent across all editions, so all editions are listed on a single page in the database.]

Game Specifications:

  • 2 – 5 Players
  • 20 – 60 Minutes
  • Difficulty Weight 2.78

Imperium: Horizons

Formidable adversaries are arrayed against you. Your people stand ready. History beckons.

In your hands lies the destiny of one of the most storied peoples of history. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly and unrest will bring your civilisation to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of fourteen radically asymmetric civilisations, you will compete to become the most dominant empire the world has ever seen.

Imperium: Horizons is a standalone game that contains the AbbasidAksumite, Cultist, GuptaInuitJapaneseMagyar, Martian, MayanPolynesianSassanidTainoTang, and Wagadou civilisations. Each makes for a unique and challenging opponent in both multiplayer and solo games.

Fully compatible with Imperium: Classics and Imperium: Legends for those wanting to expand their pool of civilisations even further, Imperium: Horizons also incorporates a new trade module that allows players to recreate all the intrigue, wealth generation, and dynamic politics of a thriving economy.

—description from the publisher

Game Specifications:

  • 1 – 4 Players
  • 40 – 160 Minutes
  • Difficulty Weight 3.97

Hot Lead

Lead the undercover investigation against five criminal groups to gather enough evidence to convict them. However, if you investigate too aggressively, the criminals will smell a rat and go dark!

In each round of Hot Lead, criminal cards are displayed in a column equal to the number of players. Players then make their bid by simultaneously revealing an investigator card from their hand. The highest investigator bid takes the criminal card closest to the deck, the second highest takes the second closest, and so on. These cards are worth points equal to their face value (0-5).

Gather enough evidence on one criminal organization to convict them when the game concludes after ten rounds; in game terms, by having exactly three of a suit, you earn 10 bonus points. Ten bonus points are also awarded to those who acquire criminal cards of all five suits. If you investigate too aggressively and grab the fourth card of a suit, those criminals will sense a rat and you’ll scare them underground, thereby losing all of those cards. The player with the most points at the end of the game wins.

—description from publisher

Game Specifications:

  • 2 – 5 Players
  • 15 Minutes
  • Difficulty Weight 1.25

History of the World

History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. The game is played out over 7 epochs or rounds, from the ancient 3000 B.C. Sumerians to the pre-WW1 Germany, with every player controlling a new rising empire from history. Some empires are stronger than others (like the Romans), but the game’s clever mechanisms can help balance that out. At the end of each epoch, players score points for all units of their color (from both the current and any previous empires) remaining on the board.

Before the start of their turn a player may play up to two Event cards from their hand. The Events played are resolved before the player starts his Empire’s actions. If the player’s active Empire has navigation a ship token is placed in each sea or ocean listed (if an ocean is listed all adjacent seas to the ocean have ship markers put into them). A Reallocation Greater Event allows an Empire with Navigation to exchange Fleets in seas and oceans for Coins that can be used to buy back defeated troops (1 coin per troop). If the active Empire has a capitol it is taken and placed in the Empire’s starting land with one unit of the Empire’s available troops. Since each land space may only contain one troop the player begins expanding from their starting land by placing troops in any adjacent land space that they wish to occupy or conquer. To conquer a land the attacker moves one unit into the land space either from adjacent land or through a sea with a ship in it. Then dice are rolled, the attacker gets 2 dice and the defender only one, unless the attacker traveled across a strait or the defender’s land has either a forest, the great wall of China, or mountains on the border of the land that the attacker came from. In this case the defender receives 2 dice as well. If the attack comes from the sea the defender gets 3 dice for defense. Highest score wins with ties killing off both the defender and attacker. In this case the attacker can merely place the next troop, if he has any left, in the now-empty land space.

At any time the active Empire player may exchange an unplaced troop for a fort. On later turns, a fort gives the player a +1 to defensive rolls in that land. Also, if the defender in a fort loses or ties with an attacker only the fort is removed and the battle continues. Whenever an army conquers a land with a capitol the capitol mini is flipped reducing it to a city (if it was a city to begin with it is removed from board when conquered). After the active player’s Empire is finished with it’s actions check to see if it conquered to land spaces with resource symbols, if so it can build a monument.

Then scoring takes place. Each area (Middle-East, Northern Europe, Eurasia, etc…) has a tile with 3 values for the current Epoch. One value is for having a presence in the area (at least one land). Another value is for having Dominance in the area (at least 2 lands and more than any other player in area). The last value is for having Control of an area (at least 3 lands and no other player has any in area). These values vary from Epoch to Epoch and Area to Area (Middle-East is more valuable in early Epochs and fades in later Epochs, for example). Total the scores from each area for all pieces of the player’s color from all Empires controlled that remain on board. Then add 2 points for each capitol controlled, 1 point per city and one point for each monument controlled. After all areas are scored the next Empire called takes its turn.

After all players have taken their turns and scored, for the first Epoch, the player with the highest score gets to take a pre-eminence marker and places it in front of him. These are secret bonus points (worth somewhere from 3 to 6) for the end of the game and may not be examined till then. This bonus to leader helps balance the Empire-draw mechanic and makes it valuable to score maximal points even early in the game, rather than tanking to get a better draw later. Then drawing begins for the next Epoch with the player having the lowest score drawing first on up to the person with the highest score drawing last (and likely being given a less than optimal Empire by another player).

After the last player has scored for Epoch 7 and the leader has drawn a pre-eminence marker, all players reveal their pre-eminence markers and add them to their scores. The player with the highest score wins.

Game Specifications:

  • 3 – 6 Players
  • 135 – 270 Minutes
  • Difficulty Weight 2.77

Hidden Leaders

The island of Oshra is in turmoil. Following the death of the Emperor, the conflict between the Hill Tribes and the Imperial Army escalated. While the Water People try to maintain balance between the old rivals, the Undead aim to escalate the war. All hope rests on the six children of the Emperor: Who of them will claim the throne?

In Hidden Leaders, you take the role of one of six secret leaders, each of them is allied with two of the four factions/colors. By playing heroes into your tableau, either openly or secretly, you influence the outcome of the conflict.

At the end of the game, one of the four factions will win:
Red leading > Red victory
Green leading > Green victory
Tie between Red & Green > Blue victory
Red & Green in War Zone > Black victory
Each player who is aligned with the winning faction can claim the victory. However, they must have more heroes of this color than any competitor.

Hidden Leaders is a quick, light strategy card game with direct player interaction. It combines tableau building and deduction elements with its unique winning mechanism. This is a game of great tension with no-down time, that’s fast to learn. Its distinctive artwork and character names will make you smile.

—description from designer

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.82

Here to Slay

Here to Slay is a competitive role-playing fantasy strategy card game that’s all about assembling a party of Heroes and slaying monsters (and sometimes sabotaging your friends too) from the creators of Unstable Unicorns.

In this game, you’ll assemble a full party of heroes to slay dangerous monsters while working to avoid the sabotage of your foes. The game also includes items you can equip to your heroes, 1V1 challenge cards, and roll modifiers to tip the odds in your favor.

The first person to successfully slay three monsters, or build a full party with six classes, wins the game!

Every player gets to choose a party leader character to represent them throughout the game. Each party leader card has a class and a skill that gives you an edge over your opponents. Whether you enjoy fighters, bards, wizards, or thieves, you’ll find a party leader that’s right for your play style – but choose wisely, because you only get one party leader for the whole game!

Your heroes are brave adventurers, ready to attack monsters and go head to head with your foes! The game includes over 40 unique heroes. Each hero card has a class and an effect, and each hero’s effect has a roll requirement. In order to use a hero’s effect, you must roll two dice and score equal to or higher than that effect’s roll requirement. Heroes take advantage of items, magic and modifiers to increase their chances of making their dice rolls.
In order to slay that monster, you must roll two dice and score equal to or higher than that monster’s roll requirement. Be warned: Each monster has a roll range in which they’ll fight back, and if you score within that range, your party might be in grave danger…

Don’t like what your opponent just played? Throw down a challenge! Challenge cards can be played instantly to try to stop another player from playing a hero, item, or magic card. Playing a challenge card initiates a 1V1 challenge in which you and another player both have to roll the dice. If they win the challenge, they still get to play their card, but if you win the challenge, you get to send their card directly to the discard pile!

— description from the publisher

Game Specifications:

  • 2 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.68