Hand Management

Origin

Starting from the heart of Africa, players in Origin will determine the course of mankind's expansion on our planet, with the tribes gradually growing more diversified over time while still maintaining links to their ancestors and to all inhabitants of Earth.

The game tokens in Origin come in three colors, three heights, and three thicknesses, and at the start of the game one of the smallest, skinniest pieces is placed in the center of Africa. In addition, you place three technology tiles at random on the tan, orange and violet sections of the tech chart and six random tiles on the brown section; the tech tiles show 1-5 arrows. You also shuffle tan, orange and violet decks of cards and place them in the appropriate places. Tan cards provide an one-shot effect, orange cards give you a permanent power, and violet cards present you with an objective you must meet; if you do so, you can play the objective card on your turn, and immediately draw another. You can play at most one card of each color each turn.

On a turn, a player takes one of three actions:

Place a new piece on a region of the game board, with this piece sharing two of the three characteristics of a piece in a neighboring region; the new piece cannot be shorter than the original piece. Mark this piece with a token of your player color.
Move one of your pieces on the board to an empty region, with short pieces moving only one space, medium height pieces moving up to two spaces, and tall pieces up to three.
Take over a region controlled by an opponent by moving one of your pieces into this region and relocating the opponent's piece to the region your piece left. You can do this only if the attacking piece is thicker than the opponent's piece.

When you place a new piece on the board or move an existing piece, you're rewarded based on the color of the space you occupy. If you place in or move into a tan, orange or violet region, either you take a tile and the top card of this color or you draw three cards of this color and keep one of them. For a brown region, you either draw two tiles from the brown section of the tech board or draw one tile from anywhere. The technology tiles must be acquired from low to high – so you can't acquire a 4 unless you have a 3 – but you can have multiple tech stacks. You must meet a certain technology threshold in order to play the orange cards and acquire their special power.

In addition, you can score points during the game by occupying a grassland on a continent or the two regions on opposite sides of a waterway strait.

Players take turns until either all of the pieces are on the game board or all the tiles have been acquired or all the cards of one color have been drawn. Once this happens, players tally their points for objectives, grasslands, straits, tech tiles, and cards still in hand to see who wins!

UNO

Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit.

UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards.

This entry includes all themed versions of UNO that do not include new cards.

Shadows over Camelot

Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.

On each knight's turn, the knight takes a "heroic action", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.

Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...

But enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

Memoir '44

Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units -- infantry, paratrooper, tank, artillery, and even resistance fighters -- to their greatest strength.

"By design, the game is not overly complex", says Memoir '44 designer, Richard Borg. "The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory." In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice.

Memoir '44 is designed for 2 players but easily accommodates team play. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.

The Memoir '44 series consists of the base game and a number of expansions.

This game is based upon Richard Borg's Command and Colors system.

Mage Knight Board Game

The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..