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.

Fox in the Forest Duet, The

In the two-player, co-operative trick-taking game The Fox in the Forest Duet, players team up, helping each other move through the forest. Collect all the gems before the end of three rounds of play, and you win!

To set up the game, place gem tokens on the designated spaces of the game board and the team tracker token in the center of the movement path. At the start of each round, shuffle the deck of thirty cards — which contains three suits, each numbered 1-10 — and deal each player a hand of eleven cards. Reveal one card as the “decree” card to determine the trump suit. For each trick, one player leads a card, and the other must follow suit, if possible. The winner of the trick moves the team tracker toward them a number of spaces equal to the number of fox footprints on the cards played. If the tracker lands on a space next to a gem, the players collect one gem. If the tracker would move off the end of the path, return the tracker to the center of the path, then add a forest token to one end of the path, reducing the number of spaces upon which you can move (with you sliding gems next to this covered space next to the new end of the path).

The odd-numbered character cards have special abilities when played, allowing the trick winner to move the tracker in the direction of their choice or to ignore the footprints on one of the played cards so that you can land on just the right spot. One character allows players to exchange one card with each other, while another allows a player to change the decree card.

At the end of a round, you add five gems to designated spaces, add a forest space to shorten the path, then receive a new hand of eleven cards from a freshly shuffled deck. Collect all 22 gem tokens, and you win. Run out of time or head off the end of the path with no forest spaces in reserve, then you can just keep running in defeat or shuffle the cards and start the game anew.

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 1.77

Ancient: Knowledge

Heirs to an exceptional knowledge that has survived the ages, it is now up to you to preserve the vestige of your civilization.

Ancient Knowledge is a strategic card game in which you erect monuments and build artefacts to pass on your knowledge. Time will make your constructions ephemeral,so make the right decision and combine the many cards at your disposal, because all knowledge is doomed to disappear…

It’s up to you to find the best synergy so that you can pass down knowledge before the decline of the emblematic monuments you have constructed, monuments we still find nowadays in the four corners of the globe. From Mexican pyramids to the Sphinx of Giza, passing through the famous cities of Tiwanaku and Babylon, only the cleverest builder will shine through the ages and seize victory. In this game, your only enemy is time.

Prove to your opponents that you are the worthy representative of your Legacy!
Will your monuments withstand the trial of time?

Game Mechanics:

Game Specifications:

  • 2 – 4 Players
  • ~75 Minutes
  • Difficulty Weight 2.72

Fort

Fort is a 2-4 player card game about building forts and following friends.

In Fort, you’re a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort.

By doing this cool stuff, you’ll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players’ actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing?

But be careful as your carefully constructed deck might start losing cards if you don’t actually use them. After all, if you don’t play with your friends, why should they hang out with you anymore?

Game Specifications:

  • 2 – 4 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.45

Forest Shuffle

In Forest Shuffle, players compete to gather the most valuable trees, then attract species to these trees, thus creating an ecologically balanced habitat for flora and fauna.

To start, each player has six cards in hand, with cards depicting either a particular type of tree or two forest dwellers (animal, plant, mushroom, etc.), with these latter cards being divided in half, whether vertically or horizontally, with one dweller in each card half.

On a turn, either draw two cards — whether face down from the deck or face up from the clearing — and add them to your hand, or play a card from your hand by paying the cost, then putting it into play.

During set-up, three winter cards were placed into the bottom third of the deck. When the third winter card is drawn, the game ends immediately, then players tally their points based on the trees and dwellers in their forest. Whoever scores the most points wins.

Forest Shuffle is the first in a line of Lookout games sporting the Lookout Greenline label, produced on FSC certified paper and avoiding plastic completely.

Game Specifications:

  • 2 – 5 Players
  • 40 – 60 Minutes
  • Difficulty Weight 2.21

Forbidden Jungle

In Forbidden Jungle, your team has crash-landed on a mysterious jungle planet, and you need to work together to survive. Search the ruins of an abandoned outpost for an elusive escape portal, all while fending off an ever-growing horde of venomous creatures and an escalating chain of collapsing locations. Shift tiles to power up the portal and live to see another day!

Game Specifications:

  • 2 – 5 Players
  • 45 Minutes
  • Difficulty Weight 2.10

For Sale

For Sale is a quick, fun game nominally about buying and selling real estate. During the game’s two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.

Rounding rule

The rounding rule preferred by the designer Stefan Dorra is that players get back half of their bid rounded DOWN (not UP), as confirmed in correspondence with him here and here. A history of how the rounding rule has changed in different editions is documented here.

Game Specifications:

  • 3 – 6 Players
  • 30 Minutes
  • Difficulty Weight 1.25

Fluxx

Fluxx is a card game in which the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.

At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game. There are many editions, themed siblings, and promo cards available.

Game Specifications:

  • 2 – 6 Players
  • 5 – 30 Minutes
  • Difficulty Weight 1.39

Etherstone

Nobura is a forgotten planet shrouded in mystery. The story told that a cosmic being sacrificed its divine essence to breathe life into its desolate lands. Etherstones shaped the planet’s biomes and interconnected all living beings with nature. Yet, the lurking threat of the Vacuous, a parasitic force born from the depths of Nobura, poses a challenge to life on the surface, weaving a tale of divine sacrifice. Nobura has always been part of a paradoxical loop of life and death, where the forces of creation and destruction dance in an eternal cosmic struggle.

In Etherstone, players embody faction leaders uniting forces to avert the impending extinction, striving to gain the most victory points through various means, such as summoning cards, overcoming threats, and utilizing their abilities as effectively as possible.

The first stage of the game will be drafting your hand of 7 cards and your leader card. Alternatively, for the first few matches, players can take a pre-made hand of cards with the matching Leader. Leaders have a set number of life points, a strength value, and a persistent asymmetric ability.

During your turn, you can take only one action among the following: Dice Draft, Summon, Attack, Rest, Void Pact.

Players will win by gaining victory points while doing several different actions and the game will end if any of the end-game conditions are met:

  • The active player has no cards left in their hand.
  • There are no cards left in the Threat deck.
  • The victory point pool has no more tokens in it.

Game Specifications:

  • 2 -40 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.37

Deep Dreams

Little Bruno has gone to sleep and will travel during the night between dreams. Our mission as dream guardians is to keep him immersed in the most pleasant dreams and assure us that he wakes up as little as possible during the night.

The goal in Deep Dreams is to score points playing and connecting dream cards, that show the four colors of the dream. You will need to create the largest color groups connected to score victory points, while making sure Bruno doesn’t wake up by drawing a continuous path with the white lines and arrows through the cards. Some dream cards got powerful effects that will help players to get better combinations. And at the end, the longest path will have the greatest reward. Get ready to enter the world of dreams and ensure that Bruno has a quiet and peaceful night.

Game Mechanics:

Game Specifications:

  • 2 – 5 Players
  • 10 – 15 Minutes
  • Difficulty Weight 1.00

Everything Ever

You’ve prepared your whole life for this. Every movie you’ve seen, every show you’ve watched, every song you’ve listened to, every place you’ve visited, every book you’ve read, every kind of food you’ve eaten, and every person you’ve ever heard of makes you better at this game. It’s finally time to get credit for everything you already know!

In Everything Ever, you and your friends take turns listing things from categories like “Every Dinosaur Movie” or “Every Brand of Soap”. Two category cards are in play, and on your turn, you must say something that fits in one category and something that fits in the other, with both of those somethings not having been said previously. If you can’t think of something, you can play a category card from the three in your hand to cover the one you’re blanking on, then name something from that new category. If you can’t think of something for a category, you must take that pile as a penalty, then flip a new category from the deck.

If you say something that fits both categories at the same time, you can either discard one of your penalty cards or draw a new category card from the deck, then play a third category card to the table. (Once someone is penalized, drop back to two categories.)

Keep your friends’ iffy answers in check with judge cards, and win by collecting the fewest cards once the deck runs out.

Game Mechanics:

Game Specifications:

  • 2 – 10 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.00