variable player powers

Rock Hard: 1977

It's 1977. You're an up-and-coming musician, dreaming of making it big with your band. Over the next few months you'll rehearse, play gigs, write songs, and promote your band. With careful planning and a little luck, you'll earn the most fame and become the best new artist of the year.

Designed by Jackie Fox (member of the 1970s rock band "The Runaways", four-time Jeopardy! champion, and designer of the narrative adventure trilogy The Adventures of the Chubby Slugz) and illustrated by Jennifer Giner, Rock Hard: 1977 allows games for groups of between 2 and 5 players, from 14 years old, in games lasting about 45-90 minutes.

Rock Hard: 1977 is played over a maximum of nine rounds, each representing a typical day of one month in 1977, from April to December. You win the game by accruing the most fame. How? Increasing reputation, chops and songs; achieving production, performance, and publicity bonuses; getting record deals and earning royalties; playing concerts; and hanging out at the hottest after-hours spot. Ready to live like a rock star?

—description from the publisher

Ovation

Become one of the greatest classical composers of all time! You'll use inspiration, seek fortune and hobnob with aristocrats to perform musical masterpieces and achieve your legacy in this engine building game for 1-4 players. Get inspired by your rivals' performances to create your own works of genius as the game builds to a crescendo.

Each turn, players choose one of four actions: Seek Inspiration, Seek Fortune, Seek Patronage, or Perform. Inspiration is your primary resource and it comes in three tones - Joy, Passion and Sorrow. Seeking inspiration allows you to gain your resource while all of the other actions will have players spend inspiration to acquire cards. Fortune cards help build your engine, which can allow you to gain bonus actions on your turn. Patron cards can also help build your engine or can give you bonus legacy points for end game scoring. Chamber Music and Concert Music cards give you lots of legacy points, but every time you perform, your opponents can attend your performance and gain inspiration. You will not only have a special ability as your specific composer, but you are also the only person who can compose your very own Magnum Opus. Complete specific goals to gain Maestro cards and end the game.

Compose your masterpiece. Secure your legacy.

—description from the designer

Reef Project

Despite covering less than 1% of the ocean floor, coral reefs are estimated to be home to about 25% of all marine species. Unfortunately, these vibrant underwater cities are dying. Climate change and its effect of rising sea temperatures is devastating the colorful algae that give coral reefs their brilliant hues, resulting in coral bleaching. Furthermore, other threats like pollution—in its various insidious forms—and overfishing are disrupting the delicate balance of reef ecosystems.

And so, scientists from various fields, along with the researchers studying the ecological complexity and significance of the reefs, are collaborating to address the myriad challenges facing these ecosystems. Your assignment is to take command of a scientific vessel and embark on a journey of reef conservation. Hire the best crew, clean the ocean, and restore the reefs to their former glory.

During the game, players take on the role of researchers and saviors of the oceans. You will sail the seas, hire crew, explore the coral reef, clean the ocean sectors of any pollution, and try to accomplish as many missions as possible.

On their turn players may choose to RECHARGE or TRAVEL. If they RECHARGE, they gain the rewards from the VP track. If they TRAVEL, they may deploy Reef Balls, move their Ship, play Mission cards, and perform various actions. The game is played for a variable number of rounds. When a player has crossed the 45 VP threshold, the end of the game is triggered. After an additional round the final scoring takes place and the player with the most victory points is the winner.

—description from the publisher

Dom Pierre

At the end of the 17th century, a French Benedictine monk in charge of the cellar at Hautvillers Abbey made an important contribution to differentiate wines from that region. As a result, it became possible to produce wines of superior quality, particularly in white wines made from black grape varieties. While Dom Pierre Pérignon initially felt the sparkling of the wine was a negative feature, the consequent increase in both quality and quantity created the path that lead to the appreciation and recognition of champagne.

Throughout the 18th century, several "champagne houses" — or Champagne Maisons — were founded, and a new business dynamic grew in the region. These houses replaced small farm and monastery production in leading the evolutionary process of champagne, and by planting more vineyards or buying grapes from other producers or both, they mastered the specialization. To promote their product, the houses hired sales agents to take samples of their champagne wines to the Royal Courts of Europe, a crucial factor in generating the glamorous fashion of drinking champagne.

Despite production growth, improved quality, and increasing popularity, trade did not reach spectacular rates during the 19th century — which is why the game Dom Pierre is much more about winning prestige than earning money. In the game, you are responsible for one of the oldest Champagne Maisons, producing and selling wine all over Europe, not to mention the other side of the Atlantic. The local economy will be boosted, employment increased, and your brand will become universally recognized.

To make all this happen will require a chain of actions that starts in your vineyard. You will need to look for continuous improvement, constantly react to your opponents, and optimize your choices to build the most prestigious Champagne Maison. In game terms, on a turn you move up a disc on the winery game board and perform an action, with the actions become more powerful as the game progresses. You will plant in the vineyards, harvest crops, buy grapes from neighbors, make wines in your cellar (some more valuable than others), allocate salespeople on four market routes and workers in the vineyard and cellar, and acquire the necessary accessories to improve production.

TRICKTAKERs

TRICKTAKERs is a...trick-taking game featuring role selection. After being dealt a hand of cards, the players choose from various characters (such as King or Gambler) that change how they will participate in the game.

The basic game consists of three rounds of trick-taking, and the winner will be the person that wins the most tricks in two of the three rounds. Alternatively, if no one achieves that condition, if a player has taken no tricks in all three rounds, they will be the winner.

Not mentioned above, the game also has a higher priority victory condition and a lower one. Each character in the game grants the player holding it a special "immediate victory" condition that could be achieved. The characters also give the players ways to earn points, and this is the lowest tier of victory determination: who has the most points.

To illustrate some of the character abilities, the Gambler can discard cards from the initial hand to draw replacements, and will bid for how many tricks they take, possibly granting them extra points if successful. The Resistance has the potential to cause a "revolution" which reverses the strength of the ranks, and earns more points if they can win tricks with what would normally be the "high" cards.