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.

Colossal Cat in the Box

Cat in the Box is a trick taking game where your suit is every color all at once – until you observe it. Players are dealt a hand of cards with no suit but different numbers, and over the course of the game they will claim various suits to best meet their bid. But be warned! Because of the nebulous nature of the cards, a paradox can form at any time! The player who causes the paradox will lose points, while everyone else will get the opportunity to score based off of their completed tricks and any patterns they made on the research board. 

Colossal Cat in the Box is a supersized version of Cat in the Box!

Game Mechanics:

  • Hand Management
  • Predictive Bid
  • Trick Taking

Game Specifications:

  • 2 – 5 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.00

Colonists, the

In The Colonists, a.k.a. Die Kolonisten, each player is a mayor of a village and must develop their environment to gain room for new farmers, craftsmen, and citizens. The main goal of the game is full employment, so players must create new jobs, educate the people, and build new houses to increase their population. But resources are limited, and their storage leads to problems that players must deal with, while also not forgetting to upgrade their buildings. Players select actions by moving their mayor on a central board.

The Colonists is designed in different levels and scenarios, and even includes something akin to a tutorial, with the playing time varying between 30 minutes (for beginners) and 180 minutes (experts).

Game Mechanics:

  • Area Movement
  • Hand Management
  • Modular Board
  • Open Drafting
  • Solo / Solitaire Game
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 360 Minutes
  • Difficulty Weight 4.06

Codex Naturalis

In Codex Naturalis, you are competing with your opponents to create the best manuscript of living species in primary forests. You’ll do this by placing down cards, overlapping them to assemble an overall manuscript, providing yourself with resources or points! You’ll have to plan carefully to maximize your points, and you’ll have to be willing to make sacrifices to get the best possible outcome.

Game Mechanics:

  • Hand Management
  • Layering
  • Open Drafting
  • Pattern Building

Game Specifications:

  • 1 – 4 Players
  • 20 – 30 Minutes
  • Difficulty Weight 1.76

Cockroach Poker

Cockroach Poker is a game filled with filthy critters that has nothing to do with poker – but everything to do with bluffing. The goal of the game is to force one player to have a set of 4 cards of one type of the 8 total critters – ranging from roaches to rats to bats to stinkbugs – making them the sole loser. This is done by a player passing a card face down to another player, claiming it as one type of card. The receiving player can either 1) flip it over, declaring whether or not they believe the first player or 2) peek at it and pass it to the next player, either saying what it is or bluffing. If you’re right in your accusation, the original player keeps the card. If you’re wrong, you keep the card. Keep the critters out of your play space, and don’t be the only loser!

Game Mechanics:

  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 6 Players
  • ~20 Minutes
  • Difficulty Weight 1.10

Classified Information

In the pursuit of political supremacy, knowledge is key. Since the revolution, two factions have been fighting for power in the dystopian, cyberpunk city of Intellexia. In order to break the years long deadlock and secure control of the city, each faction must uncover their adversary’s secret plans hidden inside their top secret, code-protected briefcase.

Your job, if you are to accept it, is to protect your secret code by cleverly deploying card abilities, by seeking help from the Guards, Assassins, and Sentinels at the local tech-noir guilds, and by encrypting information when you can. But espionage is a two-way street. While trying to deny your opponent information about your secret code, you must try to crack theirs.

Classified Information is a fast-playing (10-minutes or less), 2-player “iterative” deduction microgame that is fully contained within just 18 cards. Each turn a player plays a card from their hand in one of three ways (for its ability, for its guild affiliation or by discarding it out of the game). Once the draw deck is depleted players reveal their secret code and the single card left in their hand, if their card matches a number in their opponent’s code they may win the game, but things may not be so easy if their opponent also matches and has more guards, or has cleverly guarded their briefcase!

Will you be able to access your opponent’s Classified Information?

Game Mechanics:

  • Deduction
  • Hand Management

Game Specifications:

  • 2 Players
  • 10 – 15 Minutes
  • Difficulty Weight 2.25

Big Boss

Big Boss is a game of founding companies, expanding existing companies, taking over smaller companies and share buying. The game is explicitly based on the Sid Sackson classic Acquire and shares many similarities to that game though mergers are not as prevalent or crucial in Big Boss. The main differences between the two games include the three dimensional aspect of Big Boss, and the existence of a strong monetary incentive to expand companies that you do not control.

Game Mechanics:

  • Hand Management
  • Market
  • Stock Holding
  • Tile Placement

Game Specifications:

  • 2 – 6 Players
  • ~90 Minutes
  • Difficulty Weight 2.36

Cheating Moth

Cheating is forbidden? Not in this naughty game of cards – in fact, you’ll probably have to cheat in order to win.

In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player’s hand.

On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can’t play a card, she draws one from the deck and her turn ends.

There’s another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can’t vanish more than one card at once, and you can’t rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard’s hand as additional punishment, and becomes the new Guard.

Cheating is a necessity as the “Cheating Moth” cards can’t be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.)

The action cards work as follows:

  • Ant: After an ant is played, everyone but the active player must take a card from the draw pile.
  • Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place.
  • Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players.
  • Spider: After playing this, give a non-Cheating Moth card from your hand to another player.

When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.

Game Mechanics:

  • Hand Management
  • Dexterity

Game Specifications:

  • 3 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.15

Challengers! Beach Cup

Challengers! Beach Cup is an interactive deck-management game for 1-8 players that plays in about 45 minutes independent of player count. With the tournament gameplay style, you meet another opponent every round.

In the Deck Phase, you choose new members and add them to your deck, which might consist of a wizard, alien, cat, gangster and kraken. Dozens of distinct characters with more than forty effects create a unique experience every game. Choose from seven different sets and discover new strategies and synergies every game.

In the Match Phase, stay in possession of the flag to win the trophy of that round. Try to get the most fans and trophies over the course of seven rounds to be able to qualify for the final. If you can best your opponent in the final, you win!

Challengers! Beach Cup contains a 16-card “Trainers” expansion that gives each player a unique power. Some give you bonuses when defending, some when you’re on the offensive, and others can extend your bench or even let you rearrange your deck.

Challengers! Beach Cup is a standalone game that can also be mixed with Challengers! to create new set combinations and new experiences.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting

Game Specifications:

  • 1 – 8 Players
  • ~45 Minutes
  • Difficulty Weight 2.15

CATastrophe: A Game of 9 Lives

Catastrophe is a game as spontaneous and unexpected as cats themselves.

Players start with 9 lives. Your goal is to survive the chaotic mayhem. The last cat standing is crowned champion! Power Cats will help guide you to victory with unique abilities. But, be careful, it’s no catwalk!

One second, you’re slapping down attack and curiosity cards, the next you’re rolling a die and playing fun catastrophic mini-games to determine your destiny. However, magical Yarn Balls may alter your fate. You are eliminated when you lose all of your lives. Beware of the villain, the Grim Reapurr, who is plotting your untimely demise and attempting to be the sole victor!

This is an all-out claws out kind of game with only one victor and many catfights! Will your strategy be to play with caution… or wild abandon… Either way, you’re in for a treat.

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Player Elimination
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.00

Cat Packs

Cat Packs is a fast-paced card game mixed with tile-laying in which you’ll cleverly put together the cat gang of your most whimsical dreams! The game includes over one hundred unique illustrated cats by artist Liselotte Eriksson.

On each turn, players draft a new cat from the alley and use resources to play out cards from their hand to add to their cat pack. All cats have different requirements and benefits, but not all cats fit well together, so players must carefully consider their positions. The goal of the game is to earn the most “catshine”, which players receive by collecting sets of five cat types, surrounding certain cards with other cards, matching corners of four cards together in a catshine symbol, or winning the power struggle taking place after each round!

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.00