Tag: Take That

Games with a “Take That” mechanic allows players to take actions that actively hinder an opponent’s progress in-game.

1347: De Nigrae Pestis Ludum

The year of our Lord 1347: The Black Death has arrived via Eastern trade routes, bringing suffering and misery to the towns and countryside. The sole hope for relief from a slow and painful death lies in the hands of the plague doctors. Dressed in black cloaks, and masks stuffed with vinegar-rags and spice, the surgeons roam the Burgus streets searching for the infected. To these they offer salvation, saving their flesh from death, while gaining prestige with the princely court and — why not? — one or two shiny coins!

Will you prove yourselves as valorous surgeons, up to the tasks you’re called to resolve? Will you expand your influence with good works, draining infected swamps and building plague hospitals? Or will you give in to the facts of life, and death, raking in whatever coins you happen to find?

1347 is a strategic game in which players are plague doctors with the aim of gaining as much fame and prestige as possible to become the most important of the town. Each player has resource cards, money, grave diggers, and five influence tokens at their disposal to invest in order to defeat the plague and enrich themselves. There are three stages that will repeat for three periods (that will vary from 6 to 9 game rounds):

  1. Investments -> Each player, turn by turn, will invest one influence token (from 0-4 influence points) in one of the six areas of the board, each one with different actions allowed. All the investments are hidden. Investments go on until all players remain with no tokens.
  2. Actions -> Starting from Area 1, all invested tokens are revealed. The player who invested the most is the only one who can exploit the actions allowed from that area. The other players who invested can convert their “unused points” in money or grave diggers. So losing is also a strategy. In case of tie, the first player, or the nearest one in clockwise has priority, in any case the first player will change at the end of each round.
  3. Upkeep -> In this stage players collect money from the Agrus (the country), can heal their recruited plagued commoners, or can maintain their healed commoners. Healed commoners give players new influence tokens to invest and an ability to exploit as long as they remain healed.

There are many kind of actions players can do: recruit commoners, transform grave diggers in peasants to collect money, build expansions to enforce their influence to specific areas, etc.

At the end of the game, the players obtain 1 wealth point (victory points) for:

  • Each influence point (the value shown on each influence token held);
  • Every five coins;
  • Each subject card;
  • Each development held;
  • Every three gravediggers held (including the player’s reserve and those assigned to the Agrus).

Game Specifications:

  • 2 – 6 Players
  • 50 – 180 Minutes
  • Difficulty Weight 2.82

Innovation 4th Edition

Innovation is Carl Chudyk’s tableau-builder of infinite possibilities, taking you on a journey from pre-history all the way to the present…and the near future! In this game, you build a civilization using only cards; there’s no map, no tokens, no dice, no pieces. The game’s 105 innovations — or in the fourth edition, 115 innovations — are each represented by a card with a unique effect, organized into ten (or eleven) ages. Each innovation’s effect is tied thematically to its identity, allowing you to either elevate your society or attack your opponents.

In addition to directly affecting your opponents, you can share in the effects of their technologies if you amass enough visible icons on your board. Strategically building your tableau of cards to share often and defend against demands is crucial to success.

To win, you must claim achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. No two games of Innovation play the same way.

[Admin note: The specific card effects have changed across the four editions of Innovation, in addition to age 11 being added in the fourth edition, but the core gameplay has remained consistent across all editions, so all editions are listed on a single page in the database.]

Game Specifications:

  • 2 – 5 Players
  • 20 – 60 Minutes
  • Difficulty Weight 2.78

Human Punishment: Social Deduction 2.0

Human Punishment is a combination of social deduction, social experiment, and party game for 4-16 players. Each player takes on the role of a human, a machine, or an outlaw in a distant future. Players must investigate others to figure out who is on their side, grab one of the four different weapons, and eliminate the enemies. Stay focused because hidden enemies may be on your team! Find your team, trust no one!

The traitor mechanism in Human Punishment transforms the table into a social experiment…

Game Specifications:

  • 4 – 16 Players
  • 15 – 90 Minutes
  • Difficulty Weight 2.57

Hidden Leaders

The island of Oshra is in turmoil. Following the death of the Emperor, the conflict between the Hill Tribes and the Imperial Army escalated. While the Water People try to maintain balance between the old rivals, the Undead aim to escalate the war. All hope rests on the six children of the Emperor: Who of them will claim the throne?

In Hidden Leaders, you take the role of one of six secret leaders, each of them is allied with two of the four factions/colors. By playing heroes into your tableau, either openly or secretly, you influence the outcome of the conflict.

At the end of the game, one of the four factions will win:
Red leading > Red victory
Green leading > Green victory
Tie between Red & Green > Blue victory
Red & Green in War Zone > Black victory
Each player who is aligned with the winning faction can claim the victory. However, they must have more heroes of this color than any competitor.

Hidden Leaders is a quick, light strategy card game with direct player interaction. It combines tableau building and deduction elements with its unique winning mechanism. This is a game of great tension with no-down time, that’s fast to learn. Its distinctive artwork and character names will make you smile.

—description from designer

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.82

Here to Slay

Here to Slay is a competitive role-playing fantasy strategy card game that’s all about assembling a party of Heroes and slaying monsters (and sometimes sabotaging your friends too) from the creators of Unstable Unicorns.

In this game, you’ll assemble a full party of heroes to slay dangerous monsters while working to avoid the sabotage of your foes. The game also includes items you can equip to your heroes, 1V1 challenge cards, and roll modifiers to tip the odds in your favor.

The first person to successfully slay three monsters, or build a full party with six classes, wins the game!

Every player gets to choose a party leader character to represent them throughout the game. Each party leader card has a class and a skill that gives you an edge over your opponents. Whether you enjoy fighters, bards, wizards, or thieves, you’ll find a party leader that’s right for your play style – but choose wisely, because you only get one party leader for the whole game!

Your heroes are brave adventurers, ready to attack monsters and go head to head with your foes! The game includes over 40 unique heroes. Each hero card has a class and an effect, and each hero’s effect has a roll requirement. In order to use a hero’s effect, you must roll two dice and score equal to or higher than that effect’s roll requirement. Heroes take advantage of items, magic and modifiers to increase their chances of making their dice rolls.
In order to slay that monster, you must roll two dice and score equal to or higher than that monster’s roll requirement. Be warned: Each monster has a roll range in which they’ll fight back, and if you score within that range, your party might be in grave danger…

Don’t like what your opponent just played? Throw down a challenge! Challenge cards can be played instantly to try to stop another player from playing a hero, item, or magic card. Playing a challenge card initiates a 1V1 challenge in which you and another player both have to roll the dice. If they win the challenge, they still get to play their card, but if you win the challenge, you get to send their card directly to the discard pile!

— description from the publisher

Game Specifications:

  • 2 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.68

Harry Potter: Hogwarts Battle – Defence Against the Dark Arts

Harry Potter™ Hogwarts™ Battle Defence Against the Dark Arts is a competitive deck-building game for two players, inspired by Harry Potter Hogwarts Battle. In this fast-paced game, players take turns playing cards, taking actions and acquiring new cards to build a more powerful deck as their defensive skills improve. Stun your opponent three times to win!

With the noticeable rise in Dark Arts activity, Headmaster Albus Dumbledore has authorized practical Defence Against the Dark Arts lessons to ensure that students are prepared to defend themselves. Under the supervision of Hogwart’s teachers, students will cast Spells and Hexes, use Items, and gain Allies to stun their opponents and protect themselves from evil forces.

THIS IS A STAND-ALONE GAME. While inspired by Harry Potter Hogwarts Battle, none of the content in this game is designed to be incorporated into that game.

Game Specifications:

  • 2 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.77

Guillotine

The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the most popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before ‘harvesting’ heads, which is what makes the game interesting. After three days of chopping, the highest total carries the day.

Game Specifications:

  • 2 – 5 Players
  • 30 Minutes
  • Difficulty Weight 1.27

Guildhall Fantasy: Box of Holding

Guildhall Fantasy: Box of Holding contains 4 Guildhall Fantasy games all in one spot! Feel free to mix and match the different sets for new experiences each time you play!

Guildhall Fantasy: Fellowship

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they’ll give you – but be careful; your opponents might try to poach your party members!

In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!

Guildhall Fantasy: Alliance

In Guildhall Fantasy: Alliance, each profession grants you special abilities, and these abilities grow stronger the more of that profession that you collect. When you cash in that profession set for victory points, however, you lose the ability until you can build it up again.

Guildhall Fantasy: Coalition

In Guildhall Fantasy: Coalition, each profession grants you special abilities, and these abilities grow stronger the more of that profession that you collect. When you cash in that profession set for victory points, however, you lose the ability until you can build it up again.

Advanced Guildhall Fantasy: The Gathering

There can be only… Wait! There is another!

Guildhall Fantasy: The Gathering is a standalone game in the Guildhall series, featuring six never before seen professions. Additionally, this set contains two mini expansions: “The Chapter Masters” and “The Master Houses”.

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.00

GUBS: A Game of Wit and Luck

GUBS: A Game of Wit and Luck invites you to partake in the secret struggle of the Gubs. Each player competes to build the largest, strongest colony by the time the three dreaded Letter Cards emerge from the deck and end the game. Their world is a place filled with danger; from giant Omen Beetles who consume the delicate Gub Cities to Flash Floods to deadly Wasps, your gubs hardly stand a chance on their own… but arm them with Spears, let ride the valiant Toad Riders, build Mushroom Barricades and lead your colony through the forest underbrush and to victory.

Wit and Luck. You’ll need them both. The gubs are counting on you.

Game Specifications:

  • 2 – 6 Players
  • 20 Minutes
  • Difficulty Weight 1.36

Grimm Forest, the

Welcome to The Grimm Forest, where family members of the legendary Three Little Pigs are having an epic house building competition. But this is no ordinary competition as all the most famous Fairy Tale characters will be looking on and occasionally lending a hand.

Who will benefit most from the cunning of Robin Hood, the beauty of Snow White, the bountiful gifts of the Golden Goose or the dark witchcraft of the Evil Queen?

Using only their wits, a handful of sharp steel tools, and a few stacks of resources gathered at great risk from fields, brickyards, and even the dark and deadly Grimm Forest itself, each player must compete to be the first to build 3 Houses and gain the title of Royal Builder.

Players are encouraged to use any of the devious tricks they have read about in the many books of Fables found throughout the land. Some will have their plans wrecked by that villain of old, the Big Bad Wolf, while others will gain bricks, straw, and wood by the cart load.

Who will brave the dangers, avoid foul monsters, and bring home the victory? There is only one way to find out… get ready to venture into …The Grimm Forest!

Grimm Forest is a 2-4 player strategic game of Hidden Movement, Resource Gathering, and House Building. It is a medium weight game that plays in approximately 45-60 minutes.

During the game, players will play cards secretly to move to various Location boards where they attempt to gather resources. Using their deduction skills and a hand full of Fable cards, players attempt to guess each other’s plans and make the most of their actions while disrupting the other player’s plans.

After resources are collected during the Gather Phase, players will enter a Building Phase where they can use those resources to build Wood, Straw, or Brick Houses. Whenever a player builds a Wall Section on one of their houses, a helpful Friend from the nearby forest comes to lend a hand. Players may choose to accept the help of that Friend, but occasionally it makes more sense to send that Friend to a different player, sometimes discarding their current Friend in the process.

With 16 unique Fable cards and 12 powerful Friend cards, gathering resources in the Grimm Forest can be a difficult and challenging endeavor.

Work hard, deduce correctly, avoid the treachery of the other builders and the sharp teeth of the lurking monsters, and you just might have a chance!

Game Specifications:

  • 2 – 4 Players
  • 45 – 60 Minutes
  • Difficulty Weight 1.93