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.

Dragon Farkle

Gather your courage! The long-enjoyed peace of Yon has been disrupted by a ferocious and mean-spirited dragon — he’s terrorizing the locals and eating their livestock without their permission! Fortunately, a few wannabe heroes (that’s you!) have risen to the challenge of slaying the beast. Get yourself a brave companion, gather a powerful army, and enter the Dragon’s Keep for cheese and country in Dragon Farkle!

To play, you gather an army of loyal soldiers or steal them from your opponents, hire suspicious-looking companions and gain allegedly useful items (most of which aren’t even cursed), then fight that dragon you’ve heard so much about — or don’t, if you hate winning…

Game Specifications:

  • 2 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.45

Deep Sea Adventure

A group of poor explorers hoping to get rich quickly heads out to recover treasures from some undersea ruins. They’re all rivals, but their budgets force them all to share a single rented submarine. In the rented submarine, they all have to share a single tank of air, as well. If they don’t get back to the sub before they run out of air, they’ll drop all their treasure. Now it’s time to see who can bring home the greatest riches.

Game Objective
The game takes place over 3 rounds, and the player to gain the most points over the 3 rounds is the winner. In order to gain points, you must bring the most ruins chips back to the submarine. You can only return to the submarine once per round, and you cannot progress more after returning. You cannot return to the submarine without bringing any ruins chips.

Game Mechanics:

  • Pick-up and Deliver
  • Push Your Luck

Game Specifications:

  • 2 – 6 Players
  • ~30 Minutes
  • Difficulty Weight 1.18

Deep Regrets

Deep Regrets is an unfortunate fishing game about pulling progressively more horrifying things out of the ocean. Decide what to eat, what to sell, what to mount, and how many regrets you’re willing to carry, as you push yourself too far and spiral towards a conclusion in this strategic horror fishing game.

You’ll roll bespoke tackle dice at the start of each turn to determine your strength for that round and then decide whether you’ll stay at sea or return to port to sell fish, buy provisions, and recharge your energy.

Survey the sizes of shadows on the backs of 9 different fish shoals at three depths, determining what you think you can afford to catch and if you want to risk it for a potentially better reward. Flip fish, spend dice, add them to your collection – but beware of reveal and catch abilities that can have various effects on the game! As your eyes spy more and more horrifying things, you’ll collect Regrets cards – which drive up your madness but also give you access to more dice and increase the value of weirder fish. It’s a risk/reward scenario as you balance your madness, knowing that at the end of the game the player with the highest value of Regrets will have to discard their most valuable mounted fish.

Manage you resources, make strategic decisions, leverage madness to your benefit and suppress your Regrets as you try to catch the most valuable haul of weirder and weirder fish in this weird week at sea.

SOLO MODE:
In the solo mode (which you can also co-op), you’ll act as an ichthyologist on a mission to catch and catalog every fish in the sea. Over a campaign of dozens of games, you’ll try to reel in every last fish and document their attributes on provided catalog sheet. At the end of each game, you’ll have to discard an equal value of fish to the regrets you’ve collected and may have to let some fish go to return to another day. At the end of the campaign, you’ll have a catalog of all fish names, depths, values and difficulties that can be used by players in the multiplayer game to help identify what they might fish up!

—description from the designer

Game Mechanics:

  • Cooperative Game
  • Push Your Luck
  • Re-rolling and Locking
  • Set Collection
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 5 Players
  • 30 – 150 Minutes
  • Difficulty Weight 2.35

Deep Dive

Deep Dive is a press-your-luck set-collection game in which you use your waddle of penguins to dive deep into the ocean to amass the most bountiful collection of food!

Turns are simple: Flip over an ocean tile, and see what you reveal. You can take what you reveal in the shallows or dive deeper, hoping for a larger catch — but the deeper you go, the more plentiful the predators become. As you surface with food, you build sets of three colors. Target the colors you need to complete sets and score the maximum number of points.

When one of the depths of the ocean has been fully explored, the game ends and the penguin waddle with the best sets of food wins!

description from publisher

Game Mechanics:

  • Memory
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 1 – 6 Players
  • 15 – 20 Minutes
  • Difficulty Weight 1.13

All Aboard!

“We sink!” shouts the elephant, “That mouse is too heavy!” “Don’t worry!” whispers the lion, “If I eat the giraffe, we can lose a little weight.”

In All Aboard! you must get your gang of animals to safety in the different boats, but be careful not to exceed their capacity, or else they will sink. Designed by Paco Yánez and illustrated by Monsuros, this fun card game can be played as a couple or in groups of up to 5 players, from 7 years old, in games lasting about 20 minutes.

Before starting, each player receives a set of 12 cards with the 12 different animals in the game (mouse, peacock, fox, octopus, monkey, sloth, elk, zebra, giraffe, lion, bear and elephant). The game is played over 4 rounds and each one consists of two phases: boarding the boats and setting sail. In the boarding phase, players will place one of the animals face up in any of the boats, taking into account that there can be no more than 3 animals in each one. In the second turn, they will place a new animal in any of the available boats, but this time face down; Finally, in the third turn a third animal will board the available boats, again face up.

At the beginning of the setting sail phase, all animal cards that have been played face down are revealed and then a check is made to see if there are two or more animals of the same species. If there are 2, they both fall in love (and the players will receive points for it). If there are 3, they fight and the boat sinks. Next, the animals activate their effects and finally the sum of the weight of the animals on board the boat is checked. If the weight of the animals is equal to or less than the weight that the boat can withstand, the animals manage to set sail and will score at the end of the game. Each player takes their animals and places them in a pile of saved animals in their playing area. If, on the other hand, the boat sinks, the animals are discarded.

Knowing when to play each animal is one of the keys to the game. However, depending on how your rivals play the cards, unforeseen situations can arise on the ships. Each animal has its own power, which can unleash chaos or balance the scales. Will you be able to save as many animals as possible?

Game Specifications:

  • 2 – 5 Players
  • ~20 Minutes
  • Difficulty Weight 1.60

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 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 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 Specifications:

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