Adlungland
Silvano Sorrentino; Adlung; 2-4; 30-40
Tile placement using cards.
Quite wild and in a bad way: someone can steal your entire
hand at which point any planning you were doing goes
completely out the window.
Another penalty is losing a turn, usually more than one, which
is never a fun feature and ought to be retired.
[more]
L'Aventure c'est dur
Ludovic Chapelière; Le Joueur; 2-6; 30
A
"take that" card game,
but in a fantasy setting complete with a dragon. Players need
to accumulate enough land cards to make the journey to the
dragon and then enough combat cards to defeat it.
[more]
Boomerang
Dominique Ehrhard & Michel Lalet; Asmodee; 3-5; 30
Auction and bluffing game set in Australia and somewhat
similar to
You're Bluffing
in that you're trying to collect the most of a particular
animal type and thus score their printed value.
What's new are the presence of five hunting areas and
players deciding each turn which one they wish to visit.
Then there is the tradeoff of trying to get a lot of
boomerangs, which is equal to the number of animals you'll
collect, and go last or only a few and hunt first.
[more]
Bugs
Keith Meyers; Intrafin Games/Valley Games; 3-6; 30
A climbing and shedding game.
Cards range from 1 to 9 in declining quantities (1 card
numbered 9, 9 numbered 1), plus there are a few special
action cards. Cards still in the hand at the end
count against score.
[more]
Captain Jack's Gold
Christian Fiore; Noris Spiele; 2-4; 30
Players are
pirates
trying to capture Caribbean
merchants. The procedure is to turn up a card of their choice from the
deck of their choice. They thus may take sails or cannons. A good set
of sails gives access to more targets while a good set of cannon gives
a better chance of actually taking them.
[more]
Caravelas
Gil dŽOrey; MESAboardgames; 2-4; 60
Game about the Portuguese discoveries of the 15th-16th
centuries and also the 5% tax used to build the
Jerónimos Monastery, the completion of which ends the
game.
The map shows 32 ports or destinations
(Americas, Africa, Asia and India). Eight of them offer
merchandise. To get there the board depicts actual currents
that were used, showing how the fastest way is not the
shortest.
Each player captains 3 ships which are rated for
navigational ability and capacity.
Travel on currents is free, but moving off them to get
somewhere useful requires expenditure of a navigation disk.
First to arrive in a port marks it, earns points and
collects merchandise. But the board also contains some
event spaces and crossing them requires the player to play
one of five cards in hand which come in three types: storms,
becalmed and good winds. Thus they can be positive or
negative, but they also have positive effects for others.
Passing over a pirate space loses a disk and passing over a
sink space gives a 50-50 chance of sinking a ship via the dice.
When back in Portugal the player turns in merchandise for
points and pepper can be traded for monastery construction.
It's also possible to cash in points to buy another ship.
In addition players have secret objective cards that gain
extra points if they manage to visit the ports named.
[more]
Crows
Tyler Sigman; Valley Games; 2-4; 45
Tile placement in which players represent shiny objects
trying to attract the most crows. Tiles have a stark,
attractive monochromatic look. The system is arranged
so that sometimes its best to be the first player, sometimes the
last. For another game on the subject of crows, see
Unter Geiern (below).
[more]
Derringer
Michael Nietzer & Oliver Wolf; GameHeads; 2-7; 30-60
Poker variant where the cards are quite large and each
depicts one to three of the usual sort of card. The player
holds five cards and must decide which subset of these to use
to form their Poker hand. It is generally
played following the "5 card draw" scheme, but playing a set
the constitutes 6 cards, or using the same card more than
once, is treated as cheating, in which case opponents can
play cards to resolve a shoot out. There are also power cards
that permit special actions.
[more]
Famiglia
Friedemann Friese; 2F-Spiele/Rio Grande; 2; 30
Card game of mafia bosses recruiting members. These gangsters come
from four different types of families, each of which has its own
features. The main mechanism is using two identical gangsters to gain
the one of the same type at the next higher level (shades of
Uruk). Or a special ability
can be used, which, however, costs more. Includes sixty cards.
[more]
51st State
Ignacy Trzewiczek; Portal Publishing 2-4; 90
Card game of a dystopic future; four groups –
mutants, traders, New Yorkers and Appalachians –
try to take power and re-build the country.
Activities include playing location cards, hiring leaders
and allocating people to buildings to produce resources and
skills. Each card uses one of its three functions. Each
group has a different set of abilities.
[more]
Haflinger & Co.
Keith Meyers; Adlung-Spiele; 2-5; 30
Auction game on the unusual topic horse breeding.
Cards showing different numbers of horses in five breeds
are turned up and auctioned off. Players may decide at any
time to claim a stake in two breeds and only these will score
at the end; the problem is that at most two players can claim
a breed.
[more]
Hey Waiter!
Anthony Rubbo; R&R Games; 2-4; 30
Players are waiters trying to be the first to dish out all
their orders (a stack of colored chips). Cards
are divided in two; a player chooses two and uses just two halves
to deliver food or take a special action if the card shows
one. Trick is that when you deliver a dish, everyone else who
also has the same colored disk atop his stack also cand
deliver it. A strategic possibility is to divide into smaller
stacks to enhance this, but then there's the penalty that
hand size goes down.
Also has a partnerhip version and is expandable to eight
players if an extra set is available.
[more]
High Five
Nils van Teijlingen; Kosmos; 2-4; 30
Placing traditional cards which are, however, square into a
a black, plastic 8x8 grid trying to make the best Poker hands.
The side of the grid forms a nice rack to hold a hand of four
cards plus won prizes.
[more]
Im Bann der Mumie
Henning Poehl; Sphinx Spieleverlag; 3-5; 90
Most of the players hunt for the treasure of a cursed pharaoh while
one player acts as the mummy. Players represent different characters
– archaeologist, thief, occultist, spy –
and the value of a treasure can differ depending on who has collected it.
Players win if they can dig up the sarcophagus, for which they must
work together and spend money, despite their preference to save it so
as to act independently. If they
are successful, however, the mummy becomes ever weakened.
Fifty-six large and 110 small cards display
arresting monochromatic artwork.
[more]
King's Vineyard
David Haslam & Sandeep Kharkar; Mayday Games; 2-4; 45
A card management game of competing in a number of different areas,
e.g. grapes (their color, sweetness, vine uniformity), goblets, bottles
and barrels. The player doing the overall best is chosen by the king
to manage his vineyards.
[More Wine games]
[more]
Mai-Star
Seiji Kanai; Japon Brand, Kanai Factory; 3-6; 30
Players try to become the best geisha by increasing
both money, by attracting guests, and popularity, using
surrounding characters. Mechanism is dual use cards
which players must decide how to use.
[more]
Papayoo
unknown; Gigamic; 3-8; 30
The card deck is missing its face cards, but has a fifth
suit called Payoo and some unusual dice. The goal is to
score the least number of points possible; especially avoid
Payoos and the Papayoo. Other wrinkles are that the suit
of the 7 changes with each new hand. If you don't like
your hand, just give it to the player on your left.
You'll be getting the hand of the player on your right.
[more]
R-Eco Recycle
Susumu Kawasaki; Japon Brand/Kawasaki Factory; 2-4; 10-20
This is follow-on from the maker of
R-Eco,
but which plays quite quite differently.
Now play is about putting different types of recyclables in
the correct receptacles. They come in four types and on a
turn a player either plays one in the correct type face up
to become the environmental manager or as many as they like
face down, but the total of these limited by the number that are
up for that category. Playing in this second way makes on
the manager for the category. When each of the three rounds
is over, the face down cards are revealed. Proper color
cards count +1 while wrong color cards are -2. If the net is
positive, a points award card is gained by the category
manager. If at least 3 of the 4 categories were positive, a
points award is gained by the overall manager. Each player
can only keep one award in each color. Overall probably not
as novel or fun as the original,
but with intriguing bluffing and groupthink elements.
[more]
Rockband Manager
Antoine Bauza; Edge Entertainment; 3-6; 30-60
Card game of pulling together a rock group and getting critical
acclaim with your concerts and crazy albums. The three phases of play
are group creation, debut and breakthrough. Includes very colorful
cards and also six plastic mini-guitars.
[more]
Le Roi des Nains
Bruno Faidutti; IELLO; 3-5; 30
"The Dwarf King" is a
trick-taking game played with 80 cards:
three suits of 13 dwarves, goblins and humans
each, plus 25 specials and 16 contracts.
Every round, in addition to regular cards, each gets
two contracts and picks one which he tries to
fulfill that round. He also draws one special card
whose type (dragon, mummy, sorcerer, troll,
wizard) is visible. The most successful contract
filler after 7 rounds wins.
[more]
1655 - Habemus Papam
Christoph Bauer; DDD-Verlag; 3-4; 30-45
A voting game about chososing a new pope in 1655.
Each player represents a candidate and must be willing to employ
bribery and tactics to see the white smoke. In addition to 120 cards
includes 52 gem pieces and 4 screens.
[more]
Sobek
Bruno Cathala; Asmod&eeacute;e/GameWorks SàRL; 2-4; 40
Card drafting and set collection game. Each turn take a goods card,
play a character with a special power or reveal a set of matching
goods cards. Taking some cards earns corruption points. Having the
most of these at the wrong time cuts the owner's income in half.
[more]
Stich-Meister
Friedemann Friese; Amigo; 3-6; 30-45
Crazy trick-taking game in which each hand each player contributes
one of 60 rules cards warping normal play.
[rules translation]
[review]
[more]
Toledo 1085
Javier Jesús Domínguez Cruz; Ulisses Spiele; 2-4; 45
Card game of nobles in the named time and place who try to
develop the city in its science, culture and trade.
The main mechanism is repeated auctions of cards.
Players always receive a fixed amount of money at the start
of each round.
[more]
Trollland
Bruno Cathala; Ludocortex; 2-4; 30
Players are governors of troll states trying to get
rid of unwanted aliens, i.e. humans, goblins,
dwarves and elves by sending them away in carriages
and dragon charters which are shared by all players.
Cards you can't send away count against your score.
Extra points are given for filling the last place in
a vehicle. Certain cards have extra bonuses and
others give special abilities, like being able to
swap or play extra cards.
[more]
2010 Swedish Parliament
Harald Enoksson; Mondainai Strategy Games; 1-10; 120
Parties which can be played include Socialists,
Conservatives, Farmers, Liberals, Christians, Communists,
Greens, Nationalists, Pirates or Feminists. Each has the goal
of achieving an improvement over its 2006 results.
Besides negotiation, much of the game revolves around
card drafting and play, which affects a party's position
on ten different issues. Also in the game are various
demographic groups such as young, old, men, women, rural,
urban, etc. If two parties are closely related they have an
alliance; players must choose between the greater chances
of success that this offers vs. the potential loss of party
identity and with it, the core voters.
[more]
Unter Geiern
Michael Nietzer; Gameheads/Heidelberger Spieleverlag; 2-6; 30
"Among Vultures".
Players are vultures looking for food in the desert
before the opponents find it. But once a vulture finds
something they all join in. But beware the rattlers.
Features 6 vulture cards, which must be folded,
49 cards showing desert landscapes to form the map
and 96 other cards, mostly carrion, but including
two types of specials: rattlers and "I was already
there" cards. Vultures move by hopping to an
adjacent card and then revealing it. Then the player
can invest any number of cards from his supply and
move that number of spaces, possibly revealing
another map card. Some terrains indicate thermals
which let vultures fly a ways for free. A revealed
card may feature carrion, represented by one or
more cards. Vultures present consume one of these a turn.
[more]
Yamy
Max Gerchambeau; Gigamic; 2-5; 30
Yahtzee
as a card game. There are 96 square cards numbered
1 to 6 and in four different suits.
Each player has a hand of five cards and swaps one
card a turn, trying to get combination
not yet on his score sheet, e.g. two pairs, three of a
kind, four of a kind, full house, straight,
flush, etc. Unlike
Yahtzee,
opponents can get in the way by holding back cards,
provided they can figure out what you are attempting
to collect.
[more]
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