Tag: Take That

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

Star Realms

Star Realms

Star Realms

Star Realms is a fast-paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios. Also, in the newest version, there are new ways to play that allow up to 6 players with modes like Boss, Hunter, and Free for All. You can also add Star Realms Colony Wars to the deck to make it 4 players. This is the first game of the Star Realms series. When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting
  • Take That

Game Specifications:

  • 1 – 4 Players
  • ~20 Minutes
  • Difficulty Weight 2.00

Spies & Lies

Spies & Lies

Spies & Lies

The head-to-head game of deployment, deduction and deception

Break the deadlock in the final days of war. Victory will hinge on the actions of a handful of men – and we women spies… Go head-to-head as you secretly select soldiers with different abilities to engage the enemy.

Each of you will have the opportunity to sabotage your opponent’s missions – using careful deployment, clever deduction and surprising deception. With every enemy soldier you identify, with every advance you rebuff, you’ll tighten the noose, infiltrating further into the enemy camp and taking the Double Agent a step closer to capturing the enemy flag!

Spies & Lies is played in 3 rounds. Each round consists of 3 phases (Deploy, Intel and Mission) which will determine which player can move the Double Agent into enemy territory on the game board. The first player to land on the enemy’s flag with the Double Agent wins (or the player who is closest to doing so when the third round ends).

Game Mechanics:

  • Bluffing
  • Deduction
  • Take That

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 2.00

Sons of Anarchy: Men of Mayhem

Sons of Anarchy: Men of Mayhem

Sons of Anarchy: Men of Mayhem

Based on the hit TV series, in Sons of Anarchy: Men of Mayhem players take the role of rival gangs out to control territory, accumulate contraband and reap the monetary rewards of illegal enterprise.

With each turn gangs must attempt to control a range of sites by assigning gang members and resources to claiming, defending and fighting for money, contraband and guns. However, other players can challenge the right for territory, which will lead to conflict! Negotiate, threaten and ally with rival gangs when it serves your needs, but be wary of the inevitable knife in the back. This game is about making and breaking alliances, and only the gang with the most money at the end of six rounds wins.

Game Mechanics:

  • Action Points
  • Area Control
  • Dice Rolling
  • Negotiation
  • Take That
  • Trading
  • Worker Placement

Game Specifications:

  • 3 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 2.56

Smash Up: The Big Geeky Box

Smash Up: The Big Geeky Box

Smash Up: The Big Geeky Box

Smash Up: The Big Geeky Box is a storage case for Smash Up cards that also contains a single faction deck for the game: “The Geeks”, based on the characters and shows on the online Geek and Sundry channel, including TableTop.

Game Mechanics:

  • Area Control
  • Hand Management
  • Take That

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 2.32

Regency

Regency

Regency

Take up the mantle of history’s greatest rulers in this fast-paced, interactive, civilization-themed, set-collection game! Compete against Attila the Hun, Cleopatra, William Wallace, and Queen of Sheba, in your quest to assemble a diverse domain, consisting of six different citizen types. But beware! Rival regents will attract citizens away from your domain, whether by allure, by force, or by treachery.

Set against a historical and multi-cultural backdrop, Regency simulates the struggle of power and control that has marked the rise and fall of the world’s greatest empires. Players use cards out of their hand to exert influence over citizens and to perform various actions and reactions. With the addition of each new caste of citizen (including nobles, religious, military, merchants, commoners, and even brigands), new actions become available, resulting in an ever-escalating dynamic and competitive environment, right up to the crowning moment when one regent emerges supreme.

Game Mechanics:

  • Civilization
  • Hand Management
  • Open Drafting
  • Set Collection
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 2.33

Red Rising

Red Rising

Red Rising

Enter the futuristic universe of Red Rising, based on the book series by Pierce Brown featuring a dystopian society divided into fourteen castes. You represent a house attempting to rise to power as you piece together an assortment of followers (represented by your hand of cards). Will you break the chains of the Society or embrace the dominance of the Golds?

Red Rising is a hand-management, combo-building game for 1-6 players (45-60 minute playing time). You start with a hand of 5 cards, and on your turn you will deploy 1 of those cards to a location on the board, activating that card’s deploy benefit. You will then gain the top card from another location (face up) or the deck (face down), gaining that location’s benefit and adding the card to your hand as you enhance your end-game point total. If at any point you’re really happy with your hand, you can instead use your turn to reveal a card from the top of the deck and place it on a location to gain that location’s benefit.

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Set Collection
  • Take That

Game Specifications:

  • 1 – 6 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.27

Raptor

Raptor

Raptor

Mamma Raptor has escaped from her run and laid her eggs in the park. A team of scientists must neutralize her and capture the baby raptors before they run wild into the forest.

Raptor is a card-driven board game with tactical play and some double guessing. Players use their cards to move their pawns — with the scientists on one side, Mother and baby raptors on the other — on the board. Every round, the player who played the lowest ranked card can use the corresponding action, while their opponent has movement or attack points equal to the difference between the values of the two cards. The scientists can use fire, can move by jeep on the tracks, and can even call for reinforcements, while the mamma raptor can hide in the bushes, yell to frighten the scientists, and call for her babies.

Game Mechanics:

  • Action Points
  • Grid Movement
  • Hand Management
  • Take That

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 2.07

Psycho Killer

Psycho Killer

Psycho Killer

In the deck, there are 5 cards for the psycho killer and cards for the weapons he uses to attack you.

Your turn consists of playing as many cards as you like from your hand but must end by you drawing a card from the top of the deck. However, you do not need to play a card to draw from the deck.

If someone draws a Psycho Killer card they must play it on the table in front of them, unless they can evade the Psycho Killer. If they cannot, every player with a weapon card in their hand gets attacked.

When attacked, players must place their Weapon cards face up on the table in front of them. These are called Injury Piles.

Each Psycho Killer and Weapon card is worth a certain amount of points. When they are added to your injury pile they become Injury Points. The game ends when the last Psycho Killer card is drawn and the player with the lowest amount of injury points wins.

Psycho Killer satirises your favourite retro horror and slasher films. Use every cliche in the book to screw over your friends and survive the Psycho Killer!

Game Mechanics:

  • Hand Management
  • Party Game
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 15 – 30 Minutes
  • Difficulty Weight 2.00

Plague Inc.

Plague Inc.

Plague Inc.

Each player is a deadly disease and they must battle against each other to spread their plagues, develop new symptoms and ultimately wipe out humanity.

Starting with Patient Zero, you spread your infection across the world by placing tokens in cities – earning DNA points and preventing other players from becoming dominant. Players choose which countries are placed on the board but you must be both climate resistant and connected to a country before you can infect it. Eventually, as countries become fully infected – you try to kill them using the Death Dice.

Each player’s unique pathogen can be upgraded by evolving trait cards onto an evolution slide (with DNA points). At the start, your disease is weak and unspecialised, so you will need to add new symptoms to make it stronger. Choose carefully and plan ahead in order to react to the changing world and exploit opportunities created by other player’s actions.

A simple nosebleed could accelerate things early on, whilst diarrhea will help you thrive in hot countries. Sneezing can infect new continents by air but Total Organ Failure would allow you wipe out multiple countries each turn.

As countries start to fall, use powerful event cards to alter the balance of power. You might try to eradicate a dominant player by bombing their diseased cities, or hold the Olympics to cause huge numbers of infected people to travel to a healthy continent.

When the world collapses, who will be the ultimate plague?

Game Mechanics:

  • Area Control
  • Hand Management
  • Network Building
  • Take That
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.15

On the Rocks

On the Rocks

On the Rocks

Welcome to “On The Rocks” cocktail lounge, where the city’s best mixologists expertly prepare cocktails that the patrons are craving.

In this competitive bartending game, players complete cocktails for money and additional tips. But beware of rival mixologists removing and spilling ingredients from your cocktails.

Players will select 3 or 4 cocktail recipes to prepare and serve in each of the three rounds. Roll the dice to draft your ingredient marbles from the shaker bag. Place the marbles in the centralized mixing area jiggers one at a time clockwise, then select one bowl. Fill up your cocktails with those ingredients, collecting a tip card for every completed drink.

The first player to complete all three rounds of orders will proclaim “Last Call.” Players score their completed drinks and tips earned, with an additional tip for completing all orders. Whomever has the most money wins!

On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.

Game Mechanics:

  • Dice Rolling
  • Open Drafting
  • Push Your Luck
  • Set Collection
  • Take That

Game Specifications:

  • 1 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 1.83