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.

Ethnos

Ethnos

Ethnos

In Ethnos, players call upon the support of giants, merfolk, halflings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins!

In more detail, the land of Ethnos contains twelve tribes of fantasy creatures, and in each game you choose six of them (five in a 2/3-player game), then create a deck with only the creatures in those tribes. The cards come in six colors, which match the six regions of Ethnos. Place three glory tokens in each region at random, arranging them from low to high.

Each player starts the game with one card in hand, then 4-12 cards (double the number of players) are placed face up on the table. On a turn, a player either recruits an ally or plays a band of allies. In the former case, you take a face-up card (without replacing it from the deck) or the top card of the deck and add it to your hand. In the latter case, you choose a set of cards in your hand that match either in tribe or in color, play them in front of you on the table, then discard all other cards in hand. You then place one token in the region that matches the color of the top card just played, and you use the power of the tribe member on the top card just played.

At the end of the first age, whoever has the most tokens in a region scores the glory shown on the first token. After the second age, the players with the most and second most tokens score glory equal to the values shown on the first and second tokens respectively. Players score similarly after the third age, then whoever has the most glory wins. (Games with two and three players last only two ages.)

Game Mechanics:

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

Game Specifications:

  • 2 – 6 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.04

Escape the Dark Sector

Escape the Dark Sector

Escape the Dark Sector

The second game in the Escape the Dark series, Escape the Dark Sector is a simple, sci-fi adventure game with a focus on atmosphere, storytelling and player cooperation – perfect for newcomers to tabletop gaming. It takes about 2 minutes to set up, lasts around 45 minutes, and no two games are ever the same.

Playing as the beleaguered crew of an impounded starship, players find themselves confined to the detention block of a vast space station. Using a variety of advanced gear and weaponry, they will embark on a desperate mission to find their ship and blast their way home.

Along the way, the crew will have to overcome a variety of dangers, traps, and terrors. From cyborg guards and faulty replicators to killer alien organisms, each challenge is represented by a large, beautifully illustrated chapter card.

As these immersive chapter cards are revealed one by one, the game takes on the form of a shared storybook experience, with the players making decisions about what to do each chapter before using a combination of dice and item cards to complete the task before them.

The goal of the game is to complete every chapter, and then defeat the final boss. To win, you must keep each member of the crew alive; if any player is killed, the game ends immediately!

Game Mechanics:

  • Cooperative
  • Dice Rolling
  • Paper and Pencil
  • Push Your Luck
  • Role Playing
  • Storytelling

Game Specifications:

  • 1 – 4 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.82

CV

Have you ever wondered who you would have been if your life had gone differently? How would you direct your life if everything were up to you? Maybe you would be a magician, or travel around the world? Or maybe big business tempts you, and your goal would be to earn a million dollars?

“CV” means curriculum vitae – your resume – and in the dice and card game CV, you will lead a character through his entire life, making many choices about friends, relations, jobs, and activities. Everything is possible: a dream job, new relationships, and skills. You can be whoever you want!

Gameplay is built around the Yahtzee-style dice rolling and re-rolling system. On their dice, players are trying to roll sets of symbols that allow them to acquire cards; each round, these cards give benefits of some kind, such as new symbols and special abilities. At the end of the game, each kind of card scores points for the player.

Game Mechanics:

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

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 1.85

Cubitos

Be fast or be last!

In Cubitos, players take on the role of participants in the annual Cube Cup, a race of strategy and luck to determine the Cubitos Champion. Each player has a runner on the racetrack and a support team, which is represented by all the dice you roll. Each turn, you roll dice and use their results to move along the racetrack, buy new dice, and use abilities — but you must be careful not to push your luck rolling too much or you could bust!

Game Mechanics:

  • Dice Building
  • Dice Rolling
  • Push Your Luck
  • Racing

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.17

Clank! In! Space!

The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.

Along the way, you’ll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You’d better hope your friends are louder than you are if you want to make it to an escape pod and get out alive…

Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.

Game Mechanics:

  • Deck, Bag, and Pool Building
  • Modular Board
  • Open Drafting
  • Player Elimination
  • Push Your Luck

Game Specifications:

  • 2 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.58

Clank! Catacombs

The catacombs of the skeletal dragon Umbrok Vessna are mysterious and dangerous. Portals transport you all around the dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them. Ghosts, once disturbed, may haunt you to death. Despite all that, it’s time to leave the board behind with Clank! Catacombs, a standalone deck-building adventure.

Each trip into the catacombs is unique since you lay tiles to create the dungeon. You can play using only the all-new dungeon deck, or you can include cards from previous Clank! expansions.

Find your fortune (and escape the dragon!) in Clank! Catacombs.

Game Mechanics:

  • Deck, Bag, and Pool Building
  • Map Addition
  • Map Deformation
  • Modular Board
  • Open Drafting
  • Player Elimination
  • Push Your Luck
  • Tile Placement
  • Variable Set-up

Game Specifications:

  • 2 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.50

Clank!: A Deck-Building Adventure

Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon’s mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow.

Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive!

Clank! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game. You start each of your turns with five cards in your hand, and you’ll play them all in any order you choose. Most cards will generate resources, of which there are three different kinds:

  • Skill, which is used to acquire new cards for your deck.
  • Swords, which are used to fight the monsters that infest the dungeon.
  • Boots, which are used to move around the board.

Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards become part of a bigger and better deck! Each player starts with the same cards in their deck, but they’ll acquire different cards during their turns. Because cards can do many different things, each player’s deck (and strategy) will become more and more different as the game unfolds.

During the game, you have two goals:

  • Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon.
  • Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest Thief in the Realm!

Game Mechanics:

  • Deck, Bag, and Pool Building
  • Open Drafting
  • Player Elimination
  • Push Your Luck
  • Variable Set-up

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.23

Camel Up: Off Season

In Camel Up: Off Season, each of the 3-5 players has their own caravan of four camels that can carry goods, with the camels being able to carry 3, 4, 5, and 6 goods. Goods come in four types — carpets, vases, dates, and (non-date) fruit — and these goods will be available at markets, with one more market in play than the number of players. Each double-sided market indicates how many face-up and face-down cards are placed there, in addition to the special power of that market.

At the start of a round, players bid to see who selects goods first from a market, with the bidding rules being set by the back of the topmost goods card in the deck. Whoever wins the bid pays their money to the bank, while everyone else keeps their coins. (Coins are victory points, so you might not want to throw away too many of them!)

The winning bidder chooses a market, uses the power of that market (if they wish), then takes all of the goods from that market, flips them face up (if needed), then loads the goods on their camels. A camel can hold goods of only one type, and if a goods type is on a camel, then you must continue placing that good on the same camel. Each camel has a goods limit, however, and if you exceed that limit, then you must throw away all of that type of good.

Each other player in clockwise order then chooses an unchosen market, optionally uses its power, and collects and loads its goods. Each player then has the option of selling goods from at most one camel, with each type of goods paying out in different ways:

  • Dates: Cards show 1-4 dates, and the more you sell at once, the more money you receive.
  • Carpets: Cards come in six colors, and you can’t sell the same color twice in a batch. Again, the more you sell at once, the better.
  • Vases: Cards come in three types (with some overlap), and you can sell only one shape at a time
  • Fruit: Cards come in four types worth different amounts, and you can sell only the lowest-valued fruit.

Place a 1 coin on the unchosen market, flip all the other markets, refill those markets with cards, then start the next round. When the deck runs out, complete one more round — selling once from each of your camels — then whoever has the most money wins.

Game Mechanics:

  • Auction/Bidding
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 3 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.00

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