Dice Rolling

King of New York

There's always something happening in the city that never sleeps. Maybe it's the lights, maybe it's the energy, or maybe it's the giant monsters trying to demolish the place!

King of New York is a standalone game from designer Richard Garfield that keeps the core ideas of King of Tokyo while introducing new ways to play. As in KoT, your goal is to be the first monster to collect 20 victory points (VPs) or to be the last monster standing. On your turn, you roll six dice up to three times, then carry out the actions on those dice. Claws cause damage to other monsters, hearts heal damage to yourself, and energy is stored up so that you can purchase power cards that provide unique effects not available to anyone else.

What's new in King of New York is that you can now try to become a star in the big city; more specifically, you can achieve "Fame", which nets you VPs, but superstar status is fleeting, so enjoy your time in the spotlight.

The game board for King of New York is larger than in KoT with each monster occupying a district in the city and everyone trying to shine in Manhattan. When you attack, you can displace a monster in another district, whether to escape military forces or to find new smashing opportunities. Yes, smashing because you can now destroy buildings and get bonuses for doing so, but the more destruction you cause, the more intense the military response.

The monsters from King of New York can be used in KoT and vice versa, but the power cards are specific to this game.

Istanbul

There's hustle and bustle at Istanbul's grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.

In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything...

In more detail, on a turn you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant at that location or collect an assistant left earlier, then perform the action. If you meet other merchants or certain individuals at the location, you might be able to take a small extra action. Possible actions include:

Paying to increase your wheelbarrow capacity, which starts the game with a capacity of only two for each good.
Filling your wheelbarrow with a specified good to its limit.
Acquiring a special ability, and the earlier you come, the easier they are to collect.
Buying rubies or trading goods for rubies.
Selling special combinations of goods to make the money you need to do everything else.

When a merchant has collected five rubies in his wheelbarrow, players complete that round, then the game ends. If this player is the only one who's reached this goal, he wins immediately; otherwise ties are broken by money in hand.

Goblins, Inc.

Goblins, Inc. is a corporation dedicated to building unstoppable giant doomsday robots, and it's looking for a new Boss. Do you have what it takes?

Team up with your greed-driven fellow goblins and build the ultimate doomsday robot. Meet other teams in epic battles and blow them up, but always remember, only one goblin can win because there is no "G" in team work!

The game plays over two rounds in which you partner up with each of your fellow players to try to build the ultimate giant doomsday robot – but the other players don't know which hidden agendas you must complete to impress the Boss! During the four phases of the round, the teams take turns designing, building and piloting their robots in order to destroy the other team and get one step closer to becoming the next Boss of Goblins, Inc.

Glen More

Each player represents the leadership of a 17th century Scottish clan looking to expand its territory and its wealth. The success of your clan depends on your ability to make the correct decision at the opportune time, be it by establishing a new pasture for your livestock, growing grain for the production of whisky, selling your goods on the various markets, or investing in the cultivation of special places such as lochs and castles.

Glen More offers a unique turn mechanism. Players take territory tiles from a rondell. Picking a tile has not only influence on the actions you get by the surrounding tiles in your territory, it also determines when you'll have your next turn (and how many turns you will have in the game). But having a lot of turns is not always the best strategy for a successful chieftain.

Glen More is 6 in the Alea medium box series, and is rated a 4 on the alea complexity level.

Note: This game is available by request only and requires having a membership to play.
See game associate for details.

Deadwood

Game description from the publisher:

Scofflaws are brawling in the streets of Deadwood. The railroad is being built, and to you and the other gangs in the badlands of South Dakota, this means one thing: cold, hard cash. As a cowboy on the wrong side of the law you know just how to take control of this shanty-town: threaten, fight, and kill off your rivals.

Deadwood is a wild-and-wooly board game with a quick and deadly twist on classic worker placement games. Your gang consists of three different classes of cowboys with different strengths: greenhorns, gunslingers, and trail bosses. Cowboys ride into town to gain control of (annex) buildings and fight other gangs' cowboys in shootouts.

At the beginning of the game, the town of Deadwood consists of the Town Hall, the Church, the Sheriff's Office, the Saloon, and four other randomly drawn buildings. Additional buildings are constructed whenever a cowboy annexes the Town Hall. Each building has at least one unique ability that is used immediately, with some buildings offering more long-term advantages.

A cowboy accesses these advantages by controlling the building. To gain control a player simply places one of his gang on a building tile, "annexing" it. Other gang leaders can try to gain control of your buildings through shootouts. The player that instigates the shootout receives a Wanted Poster token; the more cowboys you try to kill off, the more Wanted Poster tokens you collect, and the higher the fine you must pay at the end of the game.

Deadwood can end one of three ways: the Train Station is placed on the board once the railroad is built and completed, there are no more Wanted Poster tokens in the Crime Pool, or any player has no more cowboys alive. The player with the most cash at the end of the game is the winner!