Tag: Network Building

Network Building is a game mechanic in which players develop routes to traverse the game’s world. These routes typically connect locations of interest.

Iwari

Iwari

Iwari

Evermore have they walked the world of Iwari. Evermore have they embodied its spirit and shaped its lands. They are stewards of the earth. Five Titans that make the cosmos breath. On Iwari, there are no teeming masses, no continent-wide civilizations. Humanity is in its infancy, living in scattered tribes in forest, tundra, and desert.

Now we have left our ancestral homelands to explore the vast uncharted regions, encountering other fellow tribes and exchanging knowledge, culture and wisdom. In our journey, we all live in harmony with the Titans, and though distant to us, they decide our fate. And yet only we don’t know if they created us, or we created them.

Iwari is an abstract-like Eurogame in which players represent different tribes looking for their identity by traveling around far lands and expanding their settlements into five different regions on the board. In the game, players use cards for two different actions:

1) Place tents and expand their settlements into five different regions on the board in a majority game that scores on each territory.
2) Construct nature totems to bond with the Titans by placing them on regions and score points based on the totem majorities in adjacent territories.

During the game, players can complete missions that grant small perks and score points by having the majority of tents in each territory after the end of the first card cycle. At game end, the majority of tents will be scored again, along with the majorities of nature totems in two adjacent regions and settlements that players have created (i.e., four or more tents in an uninterrupted sequence along one of the roads on the board).

Iwari reimagines the award-winning game Web of Power by Michael Schacht by adding new layers of strategy, tribe player boards, different maps with their own set of rules, modules that can be added to the game, and unique co-operative and solo modes.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Cooperative
  • Hand Management
  • Network Building
  • Open Drafting

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.15

Istanbul

Istanbul

Istanbul

There’s hustle and bustle at Istanbul’s grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.

In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything…

In more detail, on a turn you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant at that location or collect an assistant left earlier, then perform the action. If you meet other merchants or certain individuals at the location, you might be able to take a small extra action. Possible actions include:

  • Paying to increase your wheelbarrow capacity, which starts the game with a capacity of only two for each good.
  • Filling your wheelbarrow with a specified good to its limit.
  • Acquiring a special ability, and the earlier you come, the easier they are to collect.
  • Buying rubies or trading goods for rubies.
  • Selling special combinations of goods to make the money you need to do everything else.

When a merchant has collected five rubies in his wheelbarrow, players complete that round, then the game ends. If this player is the only one who’s reached this goal, he wins immediately; otherwise ties are broken by money in hand.

Game Mechanics:

  • Dice Rolling
  • Economic
  • Grid Movement
  • Network Building
  • Pick-Up and Deliver
  • Racing
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • 40 – 60 Minutes
  • Difficulty Weight 2.59

The Guild of Merchants Explorers

The Guild of Merchants Explorers

The Guild of Merchants Explorers

In The Guild of Merchant Explorers, each player starts with one city on their personal map board.

Shuffle the deck of terrain cards, then reveal most of these cards one by one. Based on the terrain revealed, each player places on their board cubes that are connected to their starting city or other cubes. You want to complete areas on your board, cross the seas to new land, and establish new cities on the board. You can explore capsized ships for treasure — which gives you special placement capabilities — and create linked connections between locations to score bonus points. Common objectives can be completed by all players, with those who complete it first scoring more points.

At the end of a round, all cubes are removed from each board, leaving only the cities behind, so if you don’t establish new cities, you’ll be stuck in the same places.

The Guild of Merchant Explorers contains multiple copies of four different maps, and the game is designed so that you can play remotely with one or more copies.

Game Mechanics:

  • Bingo
  • Line Drawing
  • Network Building
  • Pattern Movement

Game Specifications:

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

Four Humours

Four Humours

Four Humours

In Four Humours, you are a doctor in medieval times, and everyone knows that your personality is determined by an imbalance of your bodily fluids, a.k.a., the four humours:

  1. Choleric (Yellow bile) – Goal-oriented, decisive, ambitious.
  2. Sanguine (Red blood) – Talkative, enthusiastic, social.
  3. Melancholic (Black bile) – Analytical, detail-oriented, reserved.
  4. Phlegmatic (White phlegm) – Relaxed, peaceful, easy-going.

The kingdom — composed of six map tiles with various locations — is filled with all types of personalities, from choleric sorcerers to phlegmatic peasants. ​Prove you’re the best medieval doctor by visiting citizens throughout the kingdom so they can live out their life’s ambitions…or lack thereof.

Each turn, you play a personality potion from your hand onto a citizen on a scene card to determining that citizen’s personality. Each citizen can have one of two potion types played onto it, and you play each token face down so you know the personality of the citizen, but none of the other players do. Once all citizens on two of the scene cards are covered with potions, all potions are resolved in the following order:

  • A lone choleric wins, whereas two or more are discarded, after which…
  • Two or more sanguines win, whereas a single one is discarded, after which…
  • Exactly two melancholics win, whereas more than two are discarded and a single one sneaks away, after which…
  • Any number of phlegmatics win.

Place winning potions on the corresponding scene in the kingdom.. If a melancholic token sneaks away, place the potion on an adjacent scene connected by a path or bridge. After all potions have been placed, see whether you’ve completed any of the four randomized goals on display, such as having a potion on each of the six map tiles or occupying two pairs of locations that are connected by bridges. Then reveal four new scene cards and begin another round.

When a player completes an objective, the first party tile is resolved. Party tiles are similar to scenes with citizens, but they are available to play onto on your turn at any point in the game. Once the players at the table have completed six total objectives, the last party tile is resolved and the game ends. The player with the most objectives completed wins!

Alternatively, instead of using a shared kingdom board, you can play in “Fiefdom Mode”, with each player having their own fiefdom board. After resolving scene cards, players place their winning personality potion covering a matching character in your fiefdom. The objectives now encourage you to cover all characters of certain types or to create a specific pattern within your Fiefdom.

Game Mechanics:

  • Area Control
  • Bluffing
  • Deduction
  • Network Building
  • Pattern Building

Game Specifications:

  • 1 – 6 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.00

Babylonia

The Neo-Babylonian empire, especially under the reign of Nebuchadnezzar II (605-562 B.C.), was a period of rebirth for southern Mesopotamia. Irrigation systems improved and expanded, increasing agricultural production. Urban life flourished with the creation of new cities, monuments and temples, and the consequent increase in trade.

In Babylonia, you try to make your clan prosper under the peace and imperial power of that era. You have to place your nobles, priests, and craftsmen tokens on the map to make your relations with the cities as profitable as possible. Properly placing these counters next to the court also allows you to gain the special power of some rulers. Finally, the good use of your peasants in the fertile areas gives more value to your crops. The player who gets the most points through all these actions wins.

Game Mechanics:

  • Abstract Strategy
  • Area Control
  • Hand Management
  • Network Building
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.40

Tsuro of the Seas

Tsuro of the Seas

Tsuro of the Seas

The basic game play of Tsuro of the Seas resembles that of Tom McMurchie’s Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game.

Each turn players add “wake” tiles to the 7×7 game board; each tile has two “wake connections” on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then sails to the end of the wake. If the ship goes off the board, that player is out of the game.

What’s new in Tsuro of the Seas are daikaiju tiles, representing sea monsters and other creatures of the deep. Notably, daikaiju can move: each tile has five arrows, four for moving in each of the cardinal directions and another one for rotation. On the active player’s turn, he rolls two six-sided dice; on a sum of 6, 7, or 8, the daikaiju will move, while on any other sum they’ll stay in place. To determine which direction the daikaiju tiles move, the player then makes a second roll, this time with a single die. On 1-5 in the second roll, each daikaiju moves according to its matching arrow. On a 6 in the second roll, a new daikaiju tile is added to the board.

If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is removed from the game. Another way to be ousted! The more daikaiju tiles on the game board, the faster players will find themselves trying to breathe water…

Game Mechanics:

  • Abstract Strategy
  • Dice Rolling
  • Hand Management
  • Network Building
  • Player Elimination
  • Tile Placement

Game Specifications:

  • 2 – 8 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.43

Tsuro

Tsuro

Tsuro

A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else’s, but as the board fills up this becomes harder because there are fewer empty spaces left… and another player’s tile may also extend your own path in a direction you’d rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Network Building
  • Player Elimination
  • Tile Placement

Game Specifications:

  • 2 – 8 Players
  • 15 – 20 Minutes
  • Difficulty Weight 1.23

Tokyo Highway

Tokyo Highway

Tokyo Highway

In Tokyo Highway, players compete to place all of their cars on the road — but to do that they will first have to build the roadways!

Over the course of the game, players construct columns of varying heights by using the 66 squat cylinders in the box, then connect those columns with sticks that serve as roadways, with the columns not necessarily being the same height when connected. If a stretch of highway is placed well, you can place one or more cars on it to score.

Game Mechanics:

  • Dexterity
  • Network Building

Game Specifications:

  • 2 – 4 Players
  • 30 – 50 Minutes
  • Difficulty Weight 1.44

Ticket to Ride: Poland

Ticket to Ride: Poland

Ticket to Ride: Poland

From the sea to the Tatras, as wide as Poland is long, there are beautiful areas just waiting to be discovered. Do you want to observe the bison in the shadow of the Bialowieza Forest? Or maybe you prefer to take a walk through the charming streets of Wroclaw?

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.56

Ticket to Ride: Ghost Train

Ticket to Ride: Ghost Train

Ticket to Ride: Ghost Train

Ticket to Ride: Ghost Train takes the gameplay of the Ticket to Ride series and scales it down for a younger audience.

In general, players collect parade float cards, claim routes on the map, and try to connect locations such as the Mad Scientist’s Lab, the Gingerbread House, and the Lonely Barn that are shown on their tickets. In more detail, the game board shows a map of a city with certain locations being connected by colored paths. Each player starts with four colored parade float cards in hand and two tickets; each ticket shows two locations, and you’re trying to connect those two locations with a contiguous path of your trains in order to complete the ticket.

On a turn, you either draw two parade float cards from the deck or discard parade float cards to claim a route between two locations by placing your ghost trains on it; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that’s two spaces long). If you connect the two locations shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can’t connect locations on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.)

Game Mechanics:

  • Hand Management
  • Network Building
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 15 – 30 Minutes
  • Difficulty Weight 1.00