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.

Arboretum

Arboretum is a strategy card game for 2-4 players, aged 10 and up, that combines set collection, tile-laying and hand management while playing in about 25 minutes. Players try to have the most points at the end of the game by creating beautiful garden paths for their visitors.

The deck has 80 cards in ten different colors, with each color featuring a different species of tree; each color has cards numbered 1 through 8, and the number of colors used depends on the number of players. Players start with a hand of seven cards. On each turn, a player draws two cards (from the deck or one or more of the discard piles), lays a card on the table as part of her arboretum, then discards a card to her personal discard pile.

When the deck is exhausted, players compare the cards that remain in their hands to determine who can score each color. For each color, the player(s) with the highest value of cards in hand of that color scores for a path of trees in her arboretum that begins and ends with that color; a path is a orthogonally adjacent chain of cards with increasing values. For each card in a path that scores, the player earns one point; if the path consists solely of trees of the color being scored, the player scores two points per card. If a player doesn’t have the most value for a color, she scores zero points for a path that begins and ends with that color. Whoever has the most points wins.

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.13

Antiquity Quest 🔵

Your goal in Antiquity Quest is to have the highest score a the end of the game. You can choose to play either a single round for a quick game (20-30 min) or a complete game in which you’ll tally scores over three rounds (60-90 min)

Each player is dealt two sets of 10 cards at the start of a round. You’ll pick up one set, this is called a hand. The second set, called a cache, remains face down on the table until you’ve played all of the cards from your hand.

You’ll take turns drawing, playing, and discarding cards as you work on creating your own collections and sabotaging the collections that belong to other players.

Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create. the more it’s worth.

A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes on last turn and then scores are tallied.

Your score at the end of each round is the combination of bonus points from going out first, points for completing collections ,and points for the cards you play. The player with the highest score at the end of the game wins.

Here’s what to expect in this bold and exciting set collection game:

You’ll strive to create collections of Antiquities and Treasures.

The more challenging a collection is to create, the more it’s worth.

Beware! Your competitors can, and will seek to sabotage your efforts.

Careful planning, brilliant strategy, and a stroke of luck will bring you success!

Game Specifications:

  • 2 – 8 Players
  • 30 – 90 Minutes
  • Difficulty Weight 1.20

Andromeda’s Edge 🟠

Behold, Andromeda’s Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity.

In this game, you lead a desperate faction seeking to build a new civilization on Andromeda’s Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy.

On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions.

Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.

Game Specifications:

  • 2 – 4 Players
  • 80 – 160 Minutes
  • Difficulty Weight 3.71

Aleph Null 🟢

As a successful Magician, you have been able to fund a lifetime of research by delivering to the petty demands of liars, philanderers, gluttons and the least of Humanity.

How refreshing, then, when a client should emerge with a commission of horrifying simplicity that has the potential for acquiring a vast amount of knowledge – perhaps the ultimate knowledge – albeit at the expense of many millions.

“Release the denizens of Hell into the Earth, with Baphomet – The Sabbath Goat – at their Head, for one night only and let them run amok. Let us see the consequences – for aesthetic reasons only, of course.”

However, do not expect this matter to proceed without interference from the Church and/or from Hell itself: the best-laid plans do not always go the way expected.

Inspired by the Black Easter novellas by James Blish, the aim of Aleph Null is to successfully summon the demonic Prince Baphomet who, when he appears, expects there to be no cards in your hand, the main deck and the discard pile; if there are any cards remaining in these ‘zones’, you lose. However, ‘not losing’ in this way doesn’t mean that you have won: any cards still in play also count against you – too many and you shall lose also. The sooner you ‘win’, the better your chance of surviving any due punishment.

Game Specifications:

  • 1 Player
  • 15 – 30 Minutes
  • Difficulty Weight 2.70

Earth

Earth is a tableau builder with simple rules and countless strategic possibilities. With its encyclopedic nature and a near-infinite number of tableau combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do!

It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats.

Players create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth. They use their cards to choose actions (which affect all players) and gain resources. The first player to complete their Tableau triggers the end of the game. The player with the most points wins.

Game Specifications:

  • 1 – 5 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.91

Bohnanza

In the game, you plant, then harvest bean cards in order to earn coins. Each player starts with a hand of random bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Unlike in most other card games, you can’t rearrange the order of cards in hand, so you must use them in the order that you’ve picked them up from the deck — unless you can trade them to other players, which is the heart of the game.

On a turn, you must plant the first one or two cards in your hand into the “fields” in front of you. Each field can hold only one type of bean, so if you must plant a type of bean that’s not in one of your fields, then you must harvest a field to make room for the new arrival. This usually isn’t good! Next, you reveal two cards from the deck, and you can then trade these cards as well as any card in your hand for cards from other players. You can even make future promises for cards received right now! After all the trading is complete — and all trades on a turn must involve the active player — then you end your turn by drawing cards from the deck and placing them at the back of your hand.

When you harvest beans, you receive coins based on the number of bean cards in that field and the “beanometer” for that particular type of bean. Flip over 1-4 cards from that field to transform them into coins, then place the remainder of the cards in the discard pile. When the deck runs out, shuffle the discards, playing through the deck two more times. At the end of the game, everyone can harvest their fields, then whoever has earned the most coins wins.

Game Mechanics:

  • Hand Management
  • Negotiation
  • Set Collection
  • Trading

Game Specifications:

  • 2 – 7 Players
  • ~45 Minutes
  • Difficulty Weight 1.67

Boba Mahjong

Boba Mahjong is a 2-player mahjong variant card game using set collection and rummy mechanics. In the game, players create sets of three cards during their turn. After creating a set, the player keeps one of the cards as an ingredient card. When a player has five sets of ingredient cards, the round ends. Players will use the best six ingredients to make their boba drink and collect points based on the freshness, smoothness, complexity, and presentation of their drink. The game will continue for several rounds until a player has 30 or more points, and the player with the most points wins the game!

Game Mechanics:

  • Hand Management
  • Set Collection

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 1.00

Blasting Boxes

A simple style euro game suitable for kids and families. Each player needs to get as many points as possible.

In the game, players assume the roles of warehouse workers, each of them needing to stack his/her shelf with as many boxes as possible without letting the boxes break. Whoever gets the most points becomes the new store manager.

There are some rules, bonus points, and special combo cards that allow you to tackle your opponents or increase your own score.

Game Mechanics:

  • Hand Management
  • Pattern Building

Game Specifications:

  • 2 – 4 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.00

Biblios TAGS

THE GAME CONCEPT
You are an abbot of a medieval monastery competing with other abbots to amass the greatest library of sacred books. To do so, you need to have both the workers and resources to run a well-functioning scriptorium. To acquire workers and resources, you use a limited supply of donated gold. In addition, you must be on good terms with the powerful bishop, who can help you in your quest.

OUTLINE OF GAME PLAY
The object of the game is to score the most Victory Points. You win Victory Points by winning any of the 5 categories: Illuminators, Scribes, Manuscripts, Scrolls, and Supplies. You win a category by having the highest total number of workers (Scribes, Illuminators) or resources (Manuscripts, Scrolls, Supplies) in that category. This is determined by the numbers in the upper left corner on the cards. At the start of the game, each category is worth 3 Victory Points. As the game progresses, the values on the Value Board will change and some categories will become worth more or fewer Victory Points than others. The game is divided into 2 stages: a Donation stage and an Auction stage. During the Donation stage, players acquire free cards according to an established plan. In the Auction stage, players purchase cards in auction rounds. After the two stages, winners of each category are determined and Victory Points awarded. The player with the most Victory Points wins.

GAME CHARACTERISTICS
The game involves a good deal of strategic planning, some bluffing, and a little bit of luck. The rules are easy to understand, but you have to play it a few times to develop a playing strategy. It plays differently from 2-4 players, but each game is equally fun and challenging.

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 1.69

BANG! The Card Game w/ Dynamite Box

“The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!” (From back of box)

The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.

Four different Roles are available, each with a unique victory condition:

  • Sheriff – Kill all Outlaws and the Renegade
  • Deputy – Protect the Sheriff and kill any Outlaws
  • Outlaw – Kill the Sheriff
  • Renegade – Be the last person standing

A player’s Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability.

There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within “range” of your current gun. The target player can play a “MISSED!” card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn’t matter: it can only be used once, but targets all other players at the table!

Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.

Whether you’re a sheriff, a bandit or a brawler of the worst kind, in the Wild West you can only believe in two things: gunpowder and dynamite!

This explosive BANG! box includes 8 legendary expansions, for a disrupting gaming experience!


DYNAMITE BOX

What does this official BANG! collectors box contain?

BANG! (base game)

BANG! The Great Train Robbery – Expansion

BANG! Dodge City – Expansion

BANG! Gold Rush – Expansion

BANG! Armed & Dangerous – Expansion (including Bloody Mary)

BANG! Expansion Pack:

BANG! Wild West Show – Expansion

BANG! The Valley of Shadows – Expansion

BANG! High Noon + A fistful of cards – Expansion

The Stick of Dynamite – To be used in a game variant

34 Wooden Bullets

8 premium Dual Layer Boards

Extra Content Slot

Extra Cards: Annie Versary (from BANG! 10th Anniversary), Emiliano (from BANG! 20th Anniversary), and special characters and cards from BANG! The Bullet!: Uncle Will, Johnny Kisch, Claus “The Saint”, “New Identity”, and “Handcuffs”

A single book for the rules (40 pages, 12.5×18 cm two-sided full-colour glossy stapled)

Game Specifications:

  • 4 – 7 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.63