Hand Management

Alexandros

Alexandros is an abstract strategy by Leo Colovini, thematically inspired by the military expansion of Alexander the Great. It includes the "triggered scoring for all" mechanism, which can be considered a trademark of the designer, implemented in many of his games. It forces players to evaluate their actions in relation to what other players can earn.

The goal of the game is to have more points than other players when the trail/border markers are depleted or someone scores 100 points first.

Gameplay is driven by cards, used for all actions. Clockwise, players are first obliged to move the figure representing Alexandros across a triangular grid. They do this by playing cards with symbols matching those on destination spots. This is the core concept of the game - when the figure of Alexandros is moved, it leaves a trail of borders behind it. Soon, these borders begin to form provinces composed of triangular spaces: either with symbols or empty.

After moving Alexandros, players either build their hand of cards by drawing them, take over provinces or trigger scorings if the situation on the board suits them.

Players can occupy provinces by playing cards from their hand and placing tokens representing their leaders on spaces with corresponding symbols. When a scoring is triggered, provinces earn points equal to the number of empty spaces in them. Players can take over empty provinces and/or those occupied by other players. Each player has only four generals and placing them costs valuable cards - the game requires careful hand management and point-to-point movement - to create worthy provinces for scoring.

Awarded title of "Best Family Strategy Game" by Games Magazine in 2005.

Descent: Journeys in the Dark (2nd Edition)

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.

With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character's abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you'll need every advantage you can take...

Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.

Compared to the first edition of Descent: Journeys in the Dark, this game features:

Simpler rules for determining line of sight
Faster setup of each encounter
Defense dice to mitigate the tendency to "math out" attacks
Shorter quests with plenty of natural stopping points
Cards that list necessary statistics, conditions, and effects
A new mechanism for controlling the overlord powers
Enhanced hero selection and creation process
Experience system to allow for hero growth and development
Out-of-the-box campaign system

Reimplements

Descent: Journeys in the Dark

Descent 1st edition Conversion Kit

Descent: Journeys in the Dark (second edition) - Conversion Kit

Infiltration

It is the future, and beneath the flickering glow of the sprawling New Angeles skyline, immense corporations seek every advantage in the burgeoning field of synthetic humanoid technology. On the brink of a revolutionary innovation, CyberSolutions Inc. is poised to become the next global powerhouse, threatening the profits of well-established conglomerates Haas-Bioroid and Jinteki – but unfortunately for CyberSolutions, security at their New Angeles branch has just been compromised.

Set in the dystopian future of Android, Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves, competing to steal valuable secrets from a highly secured corporate facility.

The most vital information lies deep within the complex, but each step inward takes you farther from escape. Worse yet, corporate mercenaries are closing in! How long will you push your luck as you avoid security patrols, surpass rival thieves, and try to download the most data before the building is locked down?

Game description above from the publisher

The layout of the complex is different every game, choosing 6 of the possible 18 first floor cards, 6 of the 18 second floor cards, and 1 of the 3 secret room cards. These rooms are revealed to the players over the course of the game, usually by one of the players entering the room. The rooms contain traps, NPCs, valuable data and items, and even secret exits.

Each turn, players secretly choose actions they will take, then in turn reveal and resolve their actions. Advancing into the complex or retreating towards the exit, downloading valuable data, interfacing with the current room, or using an item are the actions available to players. After the players have had their turn, any active NPCs have a turn, then the proximity dial is increased. Once the dial reaches 99, or all players have left the complex, the game ends. The players who have escaped the complex add up the value of the data they have extracted; the highest value wins!

Cosmic Encounter: Cosmic Alliance

Game description from the publisher:

Cosmic Alliance, the third expansion set for the Fantasy Flight Games version of Cosmic Encounter, brings 20 alien races, both original and classic, exploding onto your tabletop. Players will now stand petrified by the hideous Gorgon, be baffled by the puzzle of the Schizoid, and feel obsolete before the bionics of the Cyborg.

Cosmic Alliance also makes the Cosmos even bigger, adding another player (white) as well as rules for large eight-player games (if you own all three expansions). Finally, Cosmic Alliance introduces a new variant – team rules, which allow steadfast allies to dominate the Cosmos together!

This optional Team Cosmic variant places players in randomly determined teams of two, in which they'll attempt to conquer the Cosmos cooperatively. Without discussing their race selection in advance, partners sit opposite each other at the table, where they can occasionally offer a helping hand; whenever a player gains a new foreign colony, he can choose to instead gift that colony to his partner.

Age of Industry

Martin Wallace's streamlined redesign of Brass.

Players are tycoons in the early days of the Industrial Revolution; a time when traditional craftsman were being rapidly replaced with steam-powered machines. Players invest in the production of raw materials, the manufacture of goods, and the transportation networks needed to connect them to their markets.

Like Brass, the strategic space is vast, and player decisions are limited by cards. In Age of Industry, however, cards are color-coded to regions rather than specific cities, allowing the players to be more flexible with their plans, while at the same time continuing to limit the decisions available. The color-coded region cards will also support expansion maps.

In addition, the original Brass rules were simplified by eliminating the canal period; there is only one period, the railway era. There is also a new, non-specific industry, which will change with each map.

According to Wallace, "You can now play something with the depth of Brass, but in half the time. The game will have a double-sided map, with Germany on one side and southern New England on the other."