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.

Boss Monster: The Dungeon Building Card Game

Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated — but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon.

Playing Boss Monster requires you to juggle two competing priorities: the need to lure Heroes at a faster rate than your opponents, and the need to kill those Heroes before they reach your Boss. Players can build one room per turn, each with its own damage and treasure value. More attractive rooms tend to deal less damage, so a Boss who is too greedy can become inundated with deadly Heroes.

Players interact with each other by building rooms and playing Spells. Because different Heroes seek different treasure types, and rooms are built simultaneously (played face down, then revealed), this means that every “build phase” is a bidding war. Spells are instant-speed effects that can give players advantages or disrupt opponents.

As a standalone card game with 155 cards, Boss Monster contains everything that 2-4 players need to play.

Game Mechanics:

  • Hand Management
  • Take That
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 1.85

Bloody Inn, The

France 1831: In a remote corner of Ardèche, the little village of Peyrebeille sees numerous travelers pass through. A family of greedy rural farmers is determined to make its fortune and has devised a diabolical stratagem to achieve this goal: Invest in an inn so they can rob traveling guests, getting rich without arousing the suspicions of the police! Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive.

The Bloody Inn is a card game in which you play one member of a family of greedy, murderous innkeepers. At the start of each round, cards are placed face up to fill the inn with guests. Each card carries a cost representing how many cards a player must discard from her hand in order to take an action related to that card. Certain guests have an affinity for particular actions, so those cards return to a player’s hand after being discarded. Cards also show how much money, in francs, each guest possesses. A round has two phases in which players take one action each, in turn order. Players choose one of the following actions:

  • bribe a guest into becoming an accomplice (take a card from the inn to their hand)
  • build an annex (move a card from their hand to their player area; it now represents a structure under which a victim may be buried)
  • kill a guest (move a card from the inn to their player area, awaiting burial)
  • bury a victim (place an unburied victim card under an annex card and take the money from the victim’s pockets)
  • launder money (players may only have a certain amount of cash on hand; excess must be converted to 10F checks by the local notary)

At the end of the round, if any room of the inn contains one of the police, then they conduct an investigation; if a player has any unburied victims, then he must pay 10F per victim to the local gravedigger to hurriedly — and quietly — bury the bodies! Lastly in the round, any cards (accomplices) in each player’s hand must be paid 1F each. After the guest deck has been depleted the second time, players take a final round, then tally their francs. The player with the most money wins!

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.36

Blitzkrieg!: World War Two in 20 Minutes

Recreate World War Two in 20 minutes! The perfect wargame for non-wargamers, Blitzkrieg! allows two players to battle across the War’s most iconic theatres, winning key campaigns and building military might.

Players draw army tokens from a bag to determine their starting forces and to replenish their losses. Rather than ‘fighting’ battles with dice or cards, players allocate their military resources to each theatre’s campaigns, winning victory points, further resources, special weapons, and strategic advantages as they play. Refight World War Two several times in one evening!

Includes Solo mode by Dávid Turczi.

Game Mechanics:

  • Area Majority / Influence
  • Deck Building
  • Hand Management
  • Race
  • Solo / Solitaire Game
  • Take That
  • Worker Placement

Game Specifications:

  • 1 – 2 Players
  • 20 – 45 Minutes
  • Difficulty Weight 1.92

Big Book of Madness, The

So far your first year at the Elementary College has been slightly disappointing. They taught you to light a flickering flame at the tip of your finger, but other than that you’ve spent much more time reading books than learning powerful spells as future great wizards like you should.

So when you heard about the Big Book of Madness hidden in the great school library, you couldn’t help but to sneak in and peek in this intriguing tome in spite of your professors’ warnings. When you slowly lift the cover of the terrible book, dozens of dreadful creatures rush out, threatening to destroy the world itself! This was your mistake, and only you can fix it now! Learn from the library to fight back against the monsters, and try not to sink into insanity…

The Big Book of Madness is a challenging co-operative game in which the players are magic students who must act as a team to turn all the pages of the book, then shut it by defeating the terrible monsters they’ve just freed.

Each player has their own element deck that they build during the game and use for several purposes, such as learning or casting a spell, adding a new element to their deck, destroy or healing a curse. Spells allow you to support your playmates, improve your deck, draw cards, etc. — but the monsters from the book fight back. Each comes with terrible curses that are triggered every turn unless you dispel them in time. They will make you discard elements, add madness cards to your deck, or lose spells…

If you manage to turn six pages and defeat all of the monsters, you win the game!

Game Mechanics:

  • Cooperative Game
  • Hand Management
  • Player Elimination
  • Variable Player Powers

Game Specifications:

  • 2 – 5 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.68

Bears and the Bees, The

Come join the Hive! Compete to link honeycomb shaped cards to the growing hive. The more sides you match, the greater the payoff. Special cards help earn extra plays and deliver stings to your rivals. Just be careful to avoid those pesky honey-grubbin’ bears!

Game Specifications:

  • 2 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.27

Astro Knights: Eternity

You and your group of rag-tag intergalactic scrappers are suddenly faced with the responsibility of defending your home world from those that seek to destroy it. Join forces and work together in this cooperative deck builder to strategically defeat the Boss before they destroy you and all you love. Play through all the scenarios and master the new mechanics introduced in this stand-alone continuation of the Astro Knights series!

Abducktion 🔵

A 15-minute light strategy game for adults of duck matching, a UFO, and logic! Players are all interns on an alien UFO, working for an intergalactic corporation that has one main function: abducting ducks. (For research purposes, duh).

But, ducks need to be collected in specific formations, and you’ll have to use spatial logic and cunning to rearrange your ducks before your opponents to win!

Abduct (collect) ducks in specific formations by using action cards to move your (or your opponent’s) ducks around. Each player gets an individual stream board that can hold 10 ducks. Put the ducks into patterns by moving them around with action cards. When your ducks in a single color match a pattern on one of the shared formation cards, you earn the card and abduct the ducks into the UFO. Grab more ducks out of the UFO and try to make another pattern before the cards run out.

Game Specifications:

  • 1 – 4 Players
  • ~15 Minutes
  • Difficulty Weight 1.33

Ascension: Dawn of Champions

Where there were once six realms, now only a single remains: New Vigil. In Ascension: Dawn of Champions, you take on the role of your faction’s Champion to guide them to victory in this world of new alliances and ancient foes.

New Champion cards let you play as a faction leader, building your reputation to unlock powerful cards and effects. This set also includes new multi-faction cards to acquire and defeat, including Constructs and Monsters!

As with all other Ascension sets, Ascension: Dawn of Champions can be played as a standalone game or combined with other Ascension games.

Game Specifications:

  • 1 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.25

Arcs

Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.

A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players’ card play.

Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.

Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.

Arboretum

Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.

The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.

When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn’t have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.13