Tag: Simulation

Hegemony: Lead Your Class to Victory

The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system, the capitalists are losing their hard-earned profits, the middle class is gradually fading and the state is sinking into a deep deficit. Amidst all this chaos, the only person who can provide guidance is… you. Will you take the side of the working class and fight for social reforms? Or will you stand with the corporations and the free market? Will you help the government try to keep it all together, or will you try to enforce your agenda no matter the cost to the country?

Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class, the Middle Class, the Capitalist Class and the State itself.

The Working class controls the workers. The Capitalist class controls the companies. The Middle class combines elements from both the Working class and the Capitalist. It has workers who can work in the Capitalist’s companies but it can also build companies of its own, yet smaller. Finally the State is trying to keep everyone happy, providing benefits and subsidies when needed but trying also to maintain a steady income through taxes to avoid going into debt.

While players have their own separate goals, they are all limited by a series of policies that affect most of their actions, like Taxation, Labor Market, Foreign Trade etc. Voting on those policies and using their influence to change them is also very important. Through careful planning, strategic actions and political maneuvering, you will do your best to increase the power of your class and carry out your agenda. Will you be the one to lead your class to victory?

Hegemony is heavily based on actual academic principles such as Social-Democracy, Neoliberalism, Nationalism and Globalism, and allows players to see their real world applications through engaging gameplay. There are many ways to achieve hegemony- which one will you take?

—description from the publisher

Game Specifications:

  • 2 – 4 Players
  • 90 – 180 Minutes
  • Difficulty Weight 4.26

Dungeon!

In many ways “Dungeon!” is similar to Dungeons & Dragons, although much simplified and transformed into a board game. Players explore a dungeon that is divided into levels of increasing difficulty, fighting monsters for valuable treasure. As players venture deeper into the dungeon, the monsters become more difficult and the treasure more valuable. Several character classes each have slightly different fighting abilities – most notably the wizard, who can cast spells. Combat is simulated using dice; players roll the dice to attack a monster, and if unsuccessful, the dice are rolled to determine the effect of the monster’s counter-attack.

The winner is the first player to bring a certain amount of treasure back to the Dungeon’s entrance.

Game Specifications:

  • 1 – 8 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.55

Diplomacy

In Diplomacy, each player represents one of the seven “Great Powers of Europe” (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of “orders.” The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers.

Game Mechanics:

  • Area Majority / Influence
  • Negotiation
  • Player Elimination
  • Simulation

Game Specifications:

  • 2 – 7 Players
  • 360 Minutes
  • Difficulty Weight 3.33

Car Wars: Starter Set

Car Wars is a game featuring arenas and freeways of the future in which the right of way goes to those with the biggest guns.
Players build their vehicle — complete with weapons, armor, suspension, and upgrades. Then they take them onto the road or into the arena. Sixth Edition is a streamlined update of the classic Car Wars. Quicker to build your car, quicker to learn to play, quicker to jump right in.

Game Mechanics:

  • Race
  • Simulation
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • 60 – 180 Minutes
  • Difficulty Weight 2.38

AFFLICTION: Salem 1692 🟡

The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness.

AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.

The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date.

GAMEPLAY: Players will take turns placing a “messenger” (worker) to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board.

EXONERATE – Take 2 Accusation Tokens off of any Colonist.
FIRST PLAYER TOKEN/PROTECTION – Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn.
GAIN INFLUENCE/USE COLONIST ABILITY – Generate Influence and use the abilities of Colonists that you have in your Circle.
ARREST – Spend Influence equal to a Colonist’s adjusted Reputation to Arrest.
SPECTRAL EVIDENCE – Use this token to prevent a Colonist from Generating Influence and using their Colonist ability.
ACCUSE – Place accusation tokens to reduce Colonist’s Reputations to make them easier to arrest.
GAIN/REMOVE FEAR – Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists)
BRING COLONIST INTO CIRCLE – Spend Influence equal to a Colonists Base Reputation and bring them into your Circle.

Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary.

END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the play area, the game immediately ends.

VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.75

300: Earth & Water 🟢

Step back into history during the Greco-Persian war as you and a friend choose a side in this historic conflict. Will you be the great Persian Empire, seeking to maintain its hold over the eastern Mediterranean, or the Greeks rallied around Athens, defending your home? In this card driven game, you will raise armies, play events, and maneuver your troops to defeat the other player and claim victory for youself!

Game Specifications:

  • 2 Players
  • ~40 Minutes
  • Difficulty Weight 2.36

Anno 1800: The Board Game 🟡

In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island.

Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must plan production chains sensibly and keep an eye on the specialization of your population. The goal: A wise distribution of farmers, workers, craftsmen, engineers, and investors — but the competition never sleeps and can snatch the new achievements from under your nose at any time! Who can create the most prosperous island?

Caesar!: Seize Rome in 20 Minutes!

The Roman Republic is coming to an end, but not before a power struggle between Caesar and Pompey. Players will command their legions, strategically deploying them to key battlegrounds to try and seize control of the provinces and become ruler of the republic.

Players draw tokens from a bag to determine their starting forces and to replenish their losses. Players allocate their resources to each province, gaining tactical advantages and vying for control of the republic.

Three modules to expand the game are included: poison your opponent, deploy powerful Centurions and use underhanded tactics to gain advantages in the Expansions of Rome.

Game Mechanics:

  • Area Majority / Influence
  • Chit-Pull System
  • Simulation
  • Solo / Solitaire Game

Game Specifications:

  • 1 – 2 Players
  • ~20 Minutes
  • Difficulty Weight 1.93