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.

Hadrian’s Wall

Hadrian's Wall

Hadrian's Wall

When visiting the North of Britannia in 122 AD, the Roman Emperor Hadrian Augustus witnessed the aftermath of war between his armies and the savage Picts. In a show of Roman might, he ordered a wall to be built that would separate the Pict tribes from the rest of England. Grand in its design, the wall stretched 80 Roman miles, from coast to coast. Hadrian’s Wall stood in service to the Roman Empire for nearly 300 years before its eventual decline. Today, Hadrian’s Wall is a UNESCO World Heritage Site and the remains of the forts, towers, and turrets can still be explored.

In Hadrian’s Wall, players take on the role of a Roman General placed in charge of the construction of a milecastle and bordering wall. Over six years (rounds), players will construct their fort and wall, man the defenses, and attract civilians by building services and providing entertainment — all while defending the honor of the Roman Empire from the warring Picts. The player who can accumulate the most renown, piety, valor and discipline, whilst avoiding disdain, will prove to the Emperor they are the model Roman citizen and be crowned Legatus Legionis!

Game Mechanics:

  • City Building
  • Hand Management
  • Paper and Pencil

Game Specifications:

  • 1 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 3.11

Guild Master

Guild Master

Guild Master

Guild Master is a fantasy tabletop game for 2-4 players. Players manage an adventuring guild, competing with each other to become the most famous guild as an escalating series of events threaten the land. In each of the nine rounds, players simultaneously and secretly program orders to send teams of adventurers out to do the following:

  • Recruit more adventurers.
  • Attempt increasingly difficult contracts to gain money, fame and other rewards.
  • Hire builders to upgrade their guild to increase their capacity to do all of that more.

All players then sequentially resolve their planned orders, starting with each players’ 1st order, then 2nd order and so on, and in the order they appear on the board (builders, then adventurers A-F then contracts 1-6).

Players plan and program orders carefully around other players’ likely moves, various strategies, risks, and rewards. They manage their guilds’ growth and optimize combinations between their adventurer abilities and contract rewards to achieve their goals. As the game advances, guilds become more powerful and must rise to meet an increasing number of game state changing threats. Recruiting increasingly powerful adventurers and upgrading your guild capacity are both key to victory. There are various ways to exert control over the board, your dice rolls, and your chances to get what you want.

Most orders are resolved by paying coin or rolling dice based on your adventurers’ skills. Sometimes players resolve these orders alone, and sometimes cooperating with, or in conflict with, other guild’s adventuring teams attempting the same thing at the same time. When players’ orders overlap, coins and negotiated prisoners’ dilemma cooperate/conflict skill checks resolve the contest. Negotiation over shared goals, contract bonuses and reward splits is encouraged and rewarding, but not absolutely required to win.

Everything you do earns you fame (victory points) and other rewards. At the end of nine rounds, any remaining coins are converted to fame at a rate of 5 coins = 1 fame. Then any special prestige upgrade fame is added. The most famous guild is then declared the winner.

Game Mechanics:

  • Auction/Bidding
  • Deck Building
  • Deduction
  • Dice Rolling
  • Hand Management
  • Negotiation
  • Take That

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.89

Grand Austria Hotel

Grand Austria Hotel

Grand Austria Hotel

In the thick of the Viennese modern age, exquisite cafés are competing for customers. Inspiring artists, important politicians, and tourists from all over the world are populating Vienna and in need of a hotel room. This is your opportunity to turn your little café into a world famous hotel. Hire staff, fulfill the wishes of your guests, and gain the emperor’s favor. Only then will your café become the Grand Austria Hotel.

The start player rolls the dice, sorting them by the rolled number and placing them on the corresponding action spaces. On a turn, a player chooses one of the six actions and carries it out. The number of the available dice in the corresponding action spaces determines how much the player gets from the action. They then remove one of the dice and can carry out additional actions. With the different actions, a player can get the necessary drinks and dishes, prepare the rooms, or hire staff.

But no hotel can grow without guests. To choose wisely which guests to attract and to complete their orders brings some important bonus actions. The staff cards also have different advantages, but the game ends after seven rounds and no player can do everything they want, so whoever makes the right decisions and finds the best way to create bonus actions will win.

With 116 different cards and a new set-up in each game, Grand Austria Hotel provides a huge replay value. Each game stands on its own and demands new tactics and strategies.

Game Mechanics:

  • Action Drafting
  • Dice Drafting
  • Dice Rolling
  • Economic
  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.22

Floating World

Floating World

Floating World

Set in feudal Japan, Philosophia: Floating World is a deck-building game which can be played either in turn-taking or fully simultaneous mode. You can build majestic pagodas and Shinto shrines, learn ancient eastern wisdom, explore the world, or fight ancient monsters — or all of the above. This is a sandbox-style game, and how you play is up to you!

In Floating World, you play as one of six unique characters from Edo Japan, each with a unique power and a mysterious secret. The game plays simultaneously over three phases that repeat until one player has gained a victory condition. All phases occur simultaneously, and they are:

  1. The Draw Phase: Draw six cards from your deck, then pass them to another player. They take these cards, discard one of their choice, then separate the remaining five cards into two piles, one containing two cards and one containing three. You do the same for another player, then take your two piles, discarding one of them and playing the other.
  2. The Collect Phase: Collect items and bonuses indicated on the cards in your hand. You may also pay time tokens to perform extra actions in the next phase.
  3. The Action Phase: Simultaneously take actions based on your cards in hand and those that you chose in the collect phase. Disputes caused by the simultaneous nature of these actions are resolved using the influence track, where the player at the top of the track chooses the outcome; choosing in your own interest, however, drops you to the bottom of the track.

Rounds continue in this way until a player gains any of the seven victory conditions available, such as collecting all four ganbaru tokens or discovering another player’s secret location and achieving any two of the ganbaru tokens.

Philosophia: Floating World contains over 200 tarot-sized cards and 12 intricate miniatures and is filled with beautiful Ukiyo-e style Japanese art, all digitally remastered to regain the original vibrance of the era. Welcome to the Floating World!

Game Mechanics:

  • Deck Building
  • Hand Managment
  • Worker Placement

Game Specifications:

  • 1 – 6 Players
  • 45 – 75 Minutes
  • Difficulty Weight 3.20

Feudalia

Feudalia

Feudalia

After an everlasting period of wars, it’s finally time to collect the spoils. The King has named the feudal lords who will bring glory and prosperity to the conquered lands. To that end, the nobles will have to hire workers and master craftsmen to make their feuds grow as well as helping in the construction of a glorious cathedral, a symbol of the King’s proximity to God.

Feudalia is a deck-building and resource management game for 1-4 players, who will take the roles of the feudal lords of the new lands. Each player will rule three feuds, and all the vassals living in them, who will work those lands to improve their territories, all of it while trumping your opponent’s progress with military incursions into their territories. But the King wants his share too, and the tax collector will appear frequently, taking part of the resources stored by the players.

The goal of the game is to be the first player to earn 10 points. Players earn points by building, either developing their own feuds or helping in the different phases of the construction of the cathedral. During a turn, each player plays their vassals from their hand to gather money and resources, to further invest in new workers or new buildings. Resources can be saved, but be careful! the tax collector will show at your door when you least expect him, and he’ll take half your resources from each feud.

Manage your vassals wisely, hire the best master craftsmen, spend your resources in the cathedral before the tax collector arrives, and become the most prosperous feudal lord in Feudalia!

Game Mechanics:

  • City Building
  • Civilization
  • Deck Building
  • Hand Management
  • Negotiation
  • Open Drafting
  • Trading
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.11

Fallout

Fallout

Fallout

Fallout is a post-nuclear adventure board game for one to four players. Based on the hit video game series by Bethesda Softworks, each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game.

As they advance their survivors’ stories, players come across new quests and individual targets, leading them to gain influence. Who comes out ahead depends on how keenly and aggressively each player ventures through the game; however, if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it.

Game Mechanics:

  • Action Points
  • Area Movement
  • Dice Rolling
  • Hand Management
  • Narrative Choice
  • Role Playing
  • Storytelling

Game Specifications:

  • 1 – 4 Players
  • 120 – 180 Minutes
  • Difficulty Weight 2.99

Expedition to Newdale

Expedition to Newdale

Expedition to Newdale

At the beginning of the game you have your personal board, a coal mine as your start building and 5 hand cards. Depending on which chapter you are playing, the appropriate game board sits in the middle of the table. Each round is divided into 5 phases which are played in order (or partially parallel, once you become more familiar with the game). 

 

In phase 1, a new event is revealed which usually alters the course of play in this round slightly (e. g., by introducing new buildings). Additionally the event card shows a fixed amount of workers which are available this round. An information which is much appreciated, as you have to place your action markers in phase 2. The latter are numbered 1 — 4 which is important for phase 4 and means that you need to plan ahead. But first phase 3: in this phase, more workers are drawn from a bag and get added to the others. This means that productions which would have been impossible before (because workers were missing) are now easily done. Pushing your luck might be beneficial! Phase 4 is the opposite to phase 2. Instead of placing your workers, you resolve their chosen action in order of their numbers. We hope you had a backup plan in place if your desired workers were not drawn in phase 3, because this can trigger an unpleasant chain of events! 

Not enough workers could mean that a production does not happen, which then means that you might not have enough money to build the building with your second action marker. Oh, and your third marker was planned to directly produce in the newly built building? Well, where there is no building, there’s no place to produce in, right? Clearly: planning ahead, a little luck and good alternatives are the way to success. In Phase 5, all players can either use a free building action or draw new hand cards. 

The last phase is used to resolve all buildings which do not need workers, e. g., an automatic coal production or a building which offers the conversion of a certain good to victory points. Afterwards the next round starts, of which you play a total of seven. A final scoring at the end of round seven will then show if you win or lose.

Game Mechanics:

  • Campaign
  • Economic
  • Hand Management
  • Push Your Luck
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.00

Evolution: Climate

Evolution: Climate

Evolution: Climate

Evolution: Climate is a standalone game that introduces climate into the Evolution game system.

In Evolution: Climate, players adapt their species in a dynamic ecosystem where food is scarce, predators lurk, and the climate can swing between scorching hot and icy cold. Traits like a Hard Shell and Horns can protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. Heavy Fur and Migratory can protect your species from the cold while being Nocturnal or Burrowing will provide protection from the cruel desert sun. With over 200,000 ways to evolve your species, every game evolves into a different adventure.

The Climate standalone game dramatically changes game play with several simple additions to the Evolution base set:

  • Players draw 4 cards +1 per species per round (instead of 3 cards + 1 per species).
  • Each species may have up to 4 traits (instead of 3).
  • The climate moves along a Climate Track based upon the food cards played each round.
  • There are additional trait cards that provide protection from the heat and cold.

Evolution: Climate changes Evolution from a two-dimensional game (dealing with the threat of Starvation and Carnivores) into a three-dimensional game (dealing with the threat of Starvation, Carnivores, and Climate effects) while increasing the vividness of the theme. It adds additional layers into what was already a dynamically strategic game.

Game Mechanics:

  • Action Points
  • Hand Managment
  • Take That

Game Specifications:

  • 2 – 6 Players
  • ~60 Minutes
  • Difficulty Weight 2.77

Everdell

Everdell

Everdell

Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?

Everdell is a game of dynamic tableau building and worker placement.

On their turn a player can take one of three actions:

a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player’s tableau: gathering resources, drawing cards, and taking other special actions.

b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities.

c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 40 – 80 Minutes
  • Difficulty Weight 2.81

Eschaton

Eschaton

Eschaton

In the game of Eschaton, players seek to lead the most favored cult in the final days before Armageddon. As the world crumbles, the Dark One will favor only a single unholy mass to be his Chosen in the vastness of eternity following the cataclysm. All others will be obliterated by his depraved will. Through bloodshed on the field of battle, divination of the unholiest arcana, and initiation of powerful cultists, you will build your cult and earn your rightful place.

Eschaton is a strategy game driven by a deck-building mechanic. All players begin with the same basic cult (deck) and an equal presence on the realm map. As the game progresses, each player utilizes the evil Influence of their existing Cultist cards to initiate new Cultists into their deck as they seek to earn the most Points of Favor from the Dark One. These Cultists carry different specialties: some are masters at arms, others strong wielders of arcane magics, and others provide even greater Influence to recruit stronger members.

Game Mechanics:

  • Area Control
  • Deck Building
  • Hand Management
  • Open Drafting

Game Specifications:

  • 2 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 2.80