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.

The Captain Is Dead

The Captain Is Dead

The Captain Is Dead

Imagine that you are one of the crew in your favorite science fiction TV show. Now imagine that in the last 10 minutes of the show things have gone so badly that the captain is dead and you and the surviving members of your crew have to pull together and save the day yourselves!

The Captain Is Dead is a co-op game for 2 to 7 players. All you have to do is get the ship’s engines (aka “Jump Core”) back online and you win, but because there is a hostile alien ship trying to destroy you, that is easier said than done.

You have an impressive star ship full of useful systems that will help you fend off the aliens, and get the Jump Core back online. Each system gives you an advantage while it remains online. The assault from the hostile alien ship tends to keep knocking those systems offline however. So you need to balance your time between keeping the ships system’s online, fending off the alien threat, and completing your objective.

Each member of your crew has special abilities and skills. You need to work as a group to maximize the potential of each role. If someone tries to be a hero, you’ll all die.

Game Mechanics:

  • Action Points
  • Area Movement
  • Cooperative
  • Hand Management
  • Open Drafting

Game Specifications:

  • 2 – 7 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.39

Cape May

In Cape May, players traverse the city streets as entrepreneurs, developing property while building wealth over four seasons to earn prestige.

Build cottages, develop them into Victorian homes, and upgrade them into historic landmarks. Establish shops and grow them into profitable businesses. Carefully move around the city, and make strategic use of activity cards. Complete bonus goals, then take some time to relax and spot wildlife in the best place for birdwatching in the Northeastern United States.

Whoever best balances their income, development, movement, and personal goals will go down in history as the most successful developer of Cape May!

Game Mechanics:

  • Area Majority / Influence
  • Hand Management
  • Set Collection
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.40

Bushido

Bushido is a game of dueling martial artists, testing their training against one another. One shall prevail and prove their techniques superior. The other will return to studying until they are strong enough to win.

Players begin with a card draft which represent the training of their fighters.

After training players play a series of round wherein they play technique cards from their hands, or change their guards, in order to create a pool of combat dice which they hope to use to strike their opponent or defend their attacks.

In this game damage escalates quickly so players must be able to block, evade, and strike simultaneously to try and keep the momentum of the encounter in their favor.

The game ends when one warrior has bested the other.

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting

Game Specifications:

  • 2 Players
  • 30 Minutes
  • Difficulty Weight 2.00

Bunny Kingdom

Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land!

Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources… Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game.

After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game.

Game Mechanics:

  • Area Majority / Influence
  • Closed Drafting
  • Grid Coverage
  • Hand Management

Game Specifications:

  • 2 – 4 Players
  • 40 – 60 Minutes
  • Difficulty Weight 2.30

Brian Boru: High King of Ireland

In Brian Boru: High King of Ireland, you strive to unite Ireland under your domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you need to navigate a web of shifting alliances, outmaneuver your enemies, and grab history by the reins.

The success of the historical Brian Boru rested on three pillars: his victories against the Vikings, the favor he managed to garner with the Church, and the alliances he forged through political marriages. This became the foundation of the game, with each pillar becoming a suit in the trick-taking that forms the core of the mechanisms. Win a trick and you gain influence in a town, which, in turn, gains you majorities in the regions; if you lose the trick, however (deliberately or otherwise), you instead take an action corresponding to the suit of the card.

Game Mechanics:

  • Area Majority / Influence
  • Closed Drafting
  • Hand Management
  • Trick-taking
  • Variable Phase Order

Game Specifications:

  • 3 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.54

Blue Skies

The year is 1979, and the U.S. government has just deregulated the airline industry, opening it to competition in terms of fares, routes, and the airline companies themselves. You represent a new airline that’s trying to set up business in the U.S., but you have an entire country open to you, so where will you set up shop and how can you profit more than the other newcomers to ensure that you survive?

In Blue Skies, the game board presents players with thirty airports in thirty cities. Each airport has four gates, with you using 2-4 gates depending on the number of players. To set up, draw airport demand cards from the deck to seed airports with passengers. Whenever you place passengers on the board, draw from a bag that initially contains 100 red cubes and 25 green cubes; for each airport, continue drawing until you draw a red cube, then redistribute passengers at the open gates of that airport as evenly as possible.

(Note that at most the first five airports drawn will have an open gate, and even those will start with only one open gate run by a local airline. All of the other passengers are just bunched up at the gate waiting for you to serve them!)

Each player starts with three demand cards in hand, and they take turns choosing two gates with a purchase price of at most 6. Players adjust their income from 0, with their income being set to equal the number of passengers now waiting at their gates, then the game begins.

On a turn, each player in turn buys new gates at airports of their choice, spending at most 6 points and adding any unspent points to their score. You can buy out a local airline, set up gates in new cities, or purchase multiple gates in the same airport to try to dominate that area.

Each player in turn then plays a demand card from their hand, drawing passengers form the bag to place one or more passengers at that location. Then demand cards equal to the number of players are drawn, and more passengers are ahead to those airports. The game board lists the number of cards for each airport, so you somewhat know the odds of where passengers might arrive.

Players adjust their income to account for the opening of new gates, the redistribution of existing passengers, and the arrival of new passengers, then they add their income to their score. If a player now has at least 100 points or has placed their twentieth and final gate, the game ends immediately; otherwise, you add a local airline gate to each airport with passengers but no open gates, pass the first player marker, then start a new round.

At game’s end, score the seven regions of the United States based on the player’s dominance of those regions. Each airport has a scoring value, e.g., ORD is worth 4, and each gate you have in Chicago is worth 4 for determining dominance in both the Midwest region and the Central region. (ORD is one of four airports in two regions, with the others being JFK, LAX, and DFW.) If you have the most dominance in the Central region, you score 13 points, whereas second place is worth only 6 points. Whoever has the most points wins.

Game Mechanics:

  • Area Control
  • Economic
  • Hand Management

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.14

The Bloody Inn

The Bloody Inn

The Bloody Inn

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:

  • Economic
  • Hand Management
  • Open Drafting
  • Tableau Building

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.37

Black Orchestra

As Hitler’s grasp on Germany tightens and his maniacal fervor is unmasked, men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler’s ambitions grow, these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail, calling these conspirators “Schwarze Kapelle”, the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?

Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).

But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.

On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling “Conspire” action allows players to make bold moves when most needed.

After the actions have been taken, an event card is drawn. The game is played over seven stages of World War 2, represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board, cause Hitler and his deputies to interact with the Conspirators, and present various opportunities or threats. During the final stage, many board spaces become off-limits, as the Allies move closer to Germany.

To win, players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items–detonator & fuse, etc.). The active player may then attempt the plot by rolling the indicated dice, including all additional modifiers and helpful Action cards. The total of number of “Target” symbols needed to kill Hitler is based on Hitler’s military support, but a Conspirator’s security level decides if any “Eagles” rolled will see them detected, and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.

Players will need to work together and agree on the wisest course of action, as well as have a little luck, to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties, and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail, but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested, and fails to resist interrogation, then they will need to make a big decision all by themselves, without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.

Game Mechanics:

  • Cooperative Game
  • Hand Management
  • Push Your Luck
  • Set Collection
  • Solo / Solitaire Game
  • Variable Player Powers

Game Specifications:

  • 1 – 5 Players
  • ~90 Minutes
  • Difficulty Weight 2.42

The Big Score

The Big Score

The Big Score

The vault at Centennial City Bank is currently rumored to be holding a record amount of cash, precious diamonds, ancient artifacts, and highly-sensitive digital information. As the boss of one of the city’s most notorious crime organizations, robbing that vault for all it’s worth is constantly on your mind. There’s only one problem—this job is too big for just your crew alone. You’re going to need help from some of your biggest rival crime bosses if you want to succeed. You’ll need to join forces on a series of smaller jobs in order to acquire the skills and resources you’ll need to pull off the biggest heist the city has ever seen—but watch your back! Once you and your new partners in crime are inside the bank vault, it’ll be every boss for himself. If you manage to safely escape the scene with more loot than your rivals, you’ll be revered as the city’s most notorious crime boss. Hire your crew, plan the heist, and get ready for the big score!

The Big Score is a competitive game for 1-6 players that plays in 30-60 minutes. The game is structured into two distinct halves.

In the first half of the game, players use card drafting to carefully choose which specialists to add to their crew. They secretly decide how to assign them to various small heists throughout the city, and they need to pick just the right moment to send in their most skilled expert to ensure a job’s success! If these plans go well, players steal a variety of loot: cold hard cash, diamonds that escalate in value as more are gained, artifacts that are profitable for the player with the largest collection, and hard drives full of information that become lucrative only if hacked with a digital key.

In the second half of the game, individual player abilities come into play as the players attempt the mother of all heists—the big score. Players risk being busted by the cops as they steal even more loot in an exciting, press-your-luck grand finale inside the vault at Centennial City Bank!

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00

Baseball Highlights: 2045

American baseball was on its last legs as a spectator sport. Football had become the predominant national pastime — that is until the year 2032, the year baseball decided to revolutionize the game and regain the throne!

Starting in 2032, baseball games were shortened to six innings. Pitchers were encouraged to have bionic arm implants to improve their pitching. These cyborgs, or ‘Borgs as they’re affectionately known, were immediately popular and soon ruled the league. In 2041, robotic players were introduced to get more offense back into the game. These robots were similar to designated hitters in that they were used only to bat and did not field. However, recent reports indicate fielding ‘Bots are on the way.

Now in 2045, human players are still in the game and known as Naturals. They are the best fielders by far but are sorely challenged when it comes to hitting and pitching. Some Naturals have learned to hit by swinging before the pitcher starts his windup, which gives them a chance to hit the ball. Although it’s hard for a Natural to get into the league, those who do are popular. Many Naturals have named themselves after the great players of pre-2032 baseball by taking a first and last name borrowed from different star players of the past. The fans love them, and their presence on the team ensures good revenue!

The stage is now set! The fans are energized and root fanatically for their new favorites, be they ‘Bots, ‘Borgs or Naturals!

Baseball Highlights: 2045 is like watching TV highlights of early 21st-century baseball games, with the gameplay being full of theme with no outs or innings and without bogging down in a play-by-play baseball simulation. In this quick and interactive game, two players build their teams as they play, combining both strategy (building your team) and tactics (playing the game) without any of the downtime. During each “mini-game”, each player alternates playing six cards to simulate a full game’s highlights. The mini-game includes defensive and offensive actions, and your single card play may include elements of defensive and/or offensive plays. Do you try to thwart your opponent’s pending hits, put up strong offensive action of your own, or use your better players to do both? Players buy new free agents after each mini-game to improve their roster, and the team who wins the most mini-games in the series is the champ!

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting
  • Solo / Solitaire
  • Take That

Game Specifications:

  • 1, 2, or 4 Players
  • ~45 Minutes
  • Difficulty Weight 2.20