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.

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

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

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: The Complete Collection

Dive tailfirst into the world of Everdell with the Complete Collection. Build a city of critters and constructions and explore the Emerald Valley and beyond; celebrate the Bellfaire, wonder at Newleaf’s mechanical marvels, trek into the Spirecrest Mountains, explore the underwater depths of Pearlbrook, and chance the dangers of Mistwood. Play against automated opponents including the dastardly Rugwort and cunning Nightweave and meet heroes of renown like Corrin Evertail himself. Everdell is easy to learn, yet offers satisfying strategic depth and endless replayability. Will the sun shine brightest on your city?

Everdell Complete Collection contains 23 different types of Critter meeples, player powers for asymmetric play, Giant Critters with saddles to ride on, and an amazing array of pieces including wooden twigs, squishy berries, smooth pebbles, amber resin, glass pearls, and more. Featuring deluxe components, including the shiny metal point tokens and the wooden Ever Tree, this Complete Collection is the ultimate edition of Everdell.

Includes all content from:

– Everdell
– Pearlbrook
– Spirecrest
– Bellfaire
– Newleaf
– Mistwood
– Wooden Ever Tree
– Collector’s upgrade packs (Freshwater, Glimmergold, and Trailblazers)
– Everdell Big Ol’ Box of Storage

—description from the publisher

Game Mechanics:

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

Game Specifications:

  • 1 – 6 Players
  • 40 – 120 Minutes
  • Difficulty Weight 3.04

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

Endless Winter: Paleoamericans

Designed by Stan Kordonskiy (Dice Hospital, Rurik, Lock Up), developed by Jonny Pac (Coloma, Sierra West, Lions of Lydia), solo mode by Drake Villareal (Solani, Spook Manor), and illustrated by The Mico (Raiders of the North Sea, Paladins of the West Kingdom, Valeria), Endless Winter: Paleoamericans takes place in North America, around 10,000 BCE. Players guide the development of their tribes across several generations—from nomadic hunter-gatherers to prosperous tribal societies. Over the course of the game, tribes migrate and settle new lands, establish cultural traditions, hunt paleolithic megafauna, and build everlasting megalithic structures.

Endless Winter is a euro-style game that combines worker placement and deck building in an innovative way. Each round, players send their tribe members to various action spaces, and pay for the actions by playing cards and spending resources. Tribe cards grant additional labor, while Culture cards provide a variety of unique effects. As an alternative, cards can be saved for an end-of-round Eclipse phase, where they are simultaneously revealed to determine the new player order, and trigger various bonus actions.

The game features a novel blend of interwoven systems and mechanisms, such as multi-use cards, area influence, tile placement, and set collection. Plus, there are many viable paths to victory. After four brisk rounds, scores are tallied, and the tribe with the most points wins!

Game Mechanics:

  • Area Control
  • Deck Building
  • Hand Management
  • Set Collection
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.22

El Grande Big Box

In El Grande, players take on the roles of Grandes in medieval Spain. The king’s power is flagging, and these powerful lords are vying for control of the various regions. To that end, you draft caballeros (knights in the form of meeples) into your court and subsequently move them onto the board to help seize control of regions. After every third round, the regions are scored, and after the ninth round, the player with the most points is the winner.

In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).

A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo—a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king’s pawn. The one hard and fast rule in El Grande is that nothing may move into or out of the king’s region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.

The goal is to have a majority of caballeros in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any meeples you had stashed there into the region you had secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande (large meeple) and in the region containing the king.

El Grande Big Box, the 20th anniversary edition of El Grande, includes all previously published expansions: Grand Inquisitor & ColoniesGrandissimoKing & IntrigantKing & Intrigant: Players’ Edition and King & Intrigant: Special Cards as well as something currently known only as the “Anniversary Extension”.

Game Mechanics:

  • Area Control
  • Area Movement
  • Auction/Bidding
  • Hand Management
  • Memory
  • Open Drafting

Game Specifications:

  • 2 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.80

Dominion: Renaissance

It’s a momentous time. Art has been revolutionized by the invention of “perspective,” and also of “funding.” A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you’ve hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there’s no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.62