Tag: Push Your Luck

In games with a Push Your Luck mechanic, players must decide when to settle on existing resource gains for a turn, or risk those gains for further rewards.

Biblios: Quill and Parchment

A “roll and write” version of the popular Biblios.

The life of a monastic scribe is not easy. Every day you spend long hours in the monastery copying books, praying, and performing tasks. Through hard work and prayer, earn the abbot’s trust and display your dedication to the pious life.

The object of the game is to score the most piety points. The game consists of 8 days (i.e., rounds). In the first 4 days, players simultaneously roll their own dice (that show various book types, abbot influence and travel points) and may do so up to 3 times. After each roll, the players have 3 options: (1) to keep the dice as shown, (2) to reroll exactly one die or (3) to roll all the dice.

Most of the dice are resource dice showing books monks are copying, but there are also abbot influence dice (abbot influences is accrued in the first half, but spent in the second half of the game), and a travel die (allowing a player’s novice to go out into towns to do good works and find more books).

In the last 4 rounds, players use their abbot influence to bid for a priority of tasks.

This is a rare (if not unique) “roll + write” game that includes auctions and, unlike many roll + write game; it is highly interactive.

After 8 days, the game ends and the players calculate scores. As in the original Biblios, the relative value of books changes during the game, so players are unsure of which books will be most valuable until the end of the game.

Game Mechanics:

  • Action Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • ~40 Minutes
  • Difficulty Weight 2.08

Archeos Society

Guide your team in Archeos Society as you explore legendary sites! You must decide whether to form small expeditions for quick progression, or larger expeditions that are more efficient but slower to assemble.

On each of your turns, you either recruit a new explorer or launch an expedition by playing your cards using a group of matching colors or roles. Choose your expedition leader wisely as they determine which region you explore and provide a special ability for that expedition. Note that whenever you launch an expedition, unplayed cards in your hand are made available for your opponents to recruit!

To achieve victory, you must carefully manage your efforts in recruiting and accumulating discoveries, all while monitoring the progress of your competitors.

Game Mechanics:

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

Game Specifications:

  • 2 – 6 Players
  • ~60 Minutes
  • Difficulty Weight 1.97

BANG! The Dice Game

In the U.S. wild west, the eternal battle between the law and the outlaws keeps heating up. Suddenly, a rain of arrows darken the sky: It’s an Indian attack! Are you bold enough to keep up with the Indians? Do you have the courage to challenge your fate? Can you expose and defeat the ruthless gunmen around you?

BANG! The Dice Game keeps the core of the Bang! card game in place. At the start of the game, players each take a role card that secretly places them on a team: the Sheriff and deputies, outlaws, and renegades. The Sheriff and deputies need to kill the outlaws, the outlaws win by killing the Sheriff, and the renegades want to be the last players alive in the game.

Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn, a player can roll the five dice up to three times, using the results of the dice to shoot neighboring players, increase the range of his shots, heal his (or anyone else’s) life points, or put him in range of the Indians, which are represented by nine tokens in the center of the table. Each time a player rolls an arrow, he takes one of these tokens; when the final token is taken, each player loses one life point for each token he holds, then the tokens are returned to the center of the table.

If a player collects a trio of Gatling symbols on the dice, he fires one shot at everyone else and rids himself of Indian tokens. Who’ll get his shot off first? Play continues until one team meets its winning condition – and death won’t necessarily keep you from winning as long as your teammates pull through!

Game Mechanics:

  • Bluffing
  • Deduction
  • Dice Rolling
  • Hidden Roles
  • Party Game
  • Player Elimination
  • Push Your Luck
  • Team Based

Game Specifications:

  • 3 – 8 Players
  • ~15 Minutes
  • Difficulty Weight 1.28

John Company

John Company

John Company

In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent. Over the course of the game, the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition.

John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead, they will collectively guide the Company by securing positions of power, attempting to steer the Company’s fate in ways that benefit their own interests. However, the Company is an unwieldy thing. It is difficult to do anything alone, and players will often need to negotiate with one another. In John Company, most everything is up for negotiation.

Ultimately, this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions, giving them the opportunity to establish estates. Critically, players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties.

John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly, the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing.

The second edition is extensively revised and is not a reprint.

Game Mechanics:

  • Bribery
  • Dice Rolling
  • Economic
  • Negotiation
  • Push Your Luck
  • Worker Placement

Game Specifications:

  • 1 – 6 Players
  • 90 – 240 Minutes
  • Difficulty Weight 4.41

In Too Deep

In Too Deep

In Too Deep

In Too Deep is a unique, narrative that thrusts you into the future in a tense, strategic board game for 1-5 players. Draft characters and spend actions to complete objectives and collect sets. What side of the law will you end up on?

In the year 2087, central governments have fallen. What remains are fragmented citystates like New Dawn City, struggling to keep chaos at bay. The sinister Syndicate targets these weakened cities for domination by usurping, organizing, and enhancing the existing criminal elements. In the world of In Too Deep, you are part of a secret agency dedicated to stopping the Syndicate at all costs.

Cybernetic implants give Syndicate operatives a technological advantage, but you have found a way to exploit that power. By infiltrating their cerebral upgrades, you can gain control of these criminals. Going deep undercover into the minds of your targets, you’ll coordinate crimes of escalating seriousness to get your hands on the critical evidence needed to foil the Syndicate’s looming plot.

Each turn, you can hook into a new criminal and manipulate their activities throughout the city, accessing powerful skills and increased stamina as you grow familiar with their minds. Your physical body is in a secret lab far from the actual action, but you are by no means safe. Entering the mind of criminals takes its toll on your morality.

Orchestrate crimes, strive to put the information you gather to the best use, wrestle with dangerously corrupting dilemmas, and try to hold yourself together. It will take everything you’ve got to avoid going In Too Deep.

Game Mechanics:

  • Action Points
  • Cooperative
  • Hand Management
  • Pick-Up and Deliver
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.43

Arkham Horror: The Card Game

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!

In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you’ve dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you’ll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you’ll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world’s most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You’ll find cultists and foul rituals. You’ll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world…

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham’s landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

Game Mechanics:

  • Campaign
  • Cooperative
  • Deck Building
  • Hand Management
  • Limited Communication
  • Push Your Luck
  • Role Playing
  • Solo / Solitaire Game
  • Variable Player Powers

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.55

A Feast for Odin

A Feast for Odin is a saga in the form of a board game. You are reliving the cultural achievements, mercantile expeditions, and pillages of those tribes we know as Viking today — a term that was used quite differently towards the end of the first millennium.

When the northerners went out for a raid, they used to say they headed out for a viking. Their Scandinavian ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson is said to be the first European in America, long before Columbus.
In what is known today as Normandy, the intruders were not called Vikings but Normans. One of them is the famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed to do only a few years prior: conquer the Throne of England. The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural situation. Crop shortfalls caused great distress.

In this game, you will raid and explore new territories. You will also experience their day-to-day activities: collecting goods to achieve a financially secure position in society. In the end, the player whose possessions bear the greatest value will be declared the winner.

Game Mechanics:

  • Dice Rolling
  • Economic
  • Grid Coverage
  • Push Your Luck
  • Puzzle
  • Tableau Building
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.85

Zona: The Secret of Chernobyl

Zona: The Secret of Chernobyl

Zona: The Secret of Chernobyl

Zona is an adventure board game designed for 1-4 players. To win the game, player must reach the sarcophagus of Chernobyl Nuclear Power Plant before other players. The sarcophagus opens only when player had previously collected 2 Secrets from underground facilities known as Secret Locations. Players must hurry because there is a time limit to the game. When the Final Emission strikes, everything is lost…

GAMEPLAY
Each turn players take 2 Actions (move, explore, combat etc.) and then everyone read an Event Card which contains text for short adventure. At the end of turn, a News Card is drawn by the first player and resolved by him.

MOOD
This board game emphasizes the aspect of survival. Zone depicted on the playing board is an extremely hazardous and isolated area with very limited access to functional equipment and supplies. Players must remember to frequently repair their Items and buy new ones. It is also crucial to rest to reduce Fatigue and heal Damage.

STALKERS
Each player takes role of 1 Scavenger from the 10 included in the game. Each Scavenger has their own Special Skill, set of basic Skills and starting equipment. Values of stats such as AwarenessAgility or Intellect determine how good they are in avoiding dangers and traps, fighting mutants or gathering Artifacts from anomalies. The story of Scavenger explains his/herPersonal Goal – the reason for arriving to the Zone. Differences between Scavengers makes playing each one of them completely unique.

Game Mechanics:

  • Action Points
  • Dice Rolling
  • Push Your Luck

Game Specifications:

  • 1 – 4 Players
  • 120 – 180 Minutes
  • Difficulty Weight 2.76

Wonderlands War

Wonderlands War

Wonderlands War

The Looking Glass has shattered, madness is being drained from the inhabitants, and war has come to Wonderland. Alice, Mad Hatter, Red Queen, Jabberwock, and Cheshire Cat must gather all that they can while playing nice at the Hatter’s Tea Party before going to battle!

In Wonderland’s War, 2-5 players take the role as a faction leader who has been invited to the Hatter’s tea party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, upgrade your leader, and recruit Wonderlandians to your cause — but one must be careful as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Use the forces you gathered to battle your enemies in familiar locations, but make sure not to draw your Madness chips or your supporters will abandon your cause and you will be out of the fight. Can you muster enough strength to win the battle, or will you just try to complete Quests instead by meeting the right conditions such as gaining region bonuses and set collection throughout the game?

After all the battles have been fought, a truce is called and everyone meets back at the tea party to plot their moves for the next fight. After three rounds, the faction with the most points will be crowned as the new leader of Wonderland!

Game Mechanics:

  • Area Control
  • Deck Building
  • Dice Rolling
  • Open Drafting
  • Push Your Luck

Game Specifications:

  • 2 – 5 Players
  • 45 – 125 Minutes
  • Difficulty Weight 2.84

Tapestry

Tapestry

Tapestry

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier.

Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!

In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Push Your Luck
  • Tableau Building
  • Take That
  • Tile Placement

Game Specifications:

  • 1 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.91