Dice Rolling

Jamaica

Setting: In 1675, after a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica, with the explicit order to cleanse the Caribbean of pirates and buccaneers! Instead, he invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner.

Goal: The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner.

Gameplay: The game is played in rounds. Each player always has a hand of three cards, and a personal board depicting the five "holds" of their ship, into which goods can be loaded during the game. Each round, one player is designated as "captain," with the next clockwise player being captain in the following round, and so on. The captain rolls two standard D6 dice, examines her cards, then announces which die will correspond to the "day" and which to the "night." Each player then simultaneously selects a card from their hand and places it face down in front of them. Each card has two symbols on it, one on the left - corresponding to "day" - and one on the right ("night"). The symbols indicate either ship movement (forward or backward) or the loading of a type of good. After every player has selected a card, all cards are revealed simultaneously and then resolved clockwise one by one, starting with the captain's. When it is a player's turn to resolve her card, for first the left symbol on her card and then for the right symbol, the player will load a number of goods or move a number of spaces equal to the number of pips showing on the corresponding day or night die for that round. Thus the main decision each player makes during the game is which of their current three cards would best serve them on a particular turn, given the values of the day and night dice. Finally, during the race, when a player lands on a spot already occupied by another player, there is a battle. Battles are mainly resolved by rolling a "combat" die, but players may improve their chances by using "gunpowder" tokens from their holds, if they loaded any on previous turns. The winner of a battle may steal some goods or treasure from the loser.

In Sum: This is a pirate-themed tactical race game with player interaction and side goals (e.g. detouring for treasure), so that the winner is the player who best balances their position in the race with their success at the side goals.

Touch of Evil: The Supernatural Game

'Tis the dawn of the 19th century; an age of science, superstition, and witchcraft. Howling fills the night as a full moon rises over the small, secluded village of Shadowbrook. Gruesome murders have become a daily occurrence and terror haunts the streets at night. An evil creature has taken up residence here and the countryside is engulfed by a tide of darkness.

But all is not lost… not yet.

A small group of heroic individuals, with the courage and strength to fight, have arrived in town. Some just passing through while others have come with a purpose; but all will be put to the test as they race to save this cursed town from falling into darkness. It will take a cunning mind and strength of spirit to determine who is friend and who is foe… to solve the mysteries and hunt the beast to its lair. But the secrets of Shadowbrook run deep. Gossip and rumors run rampant and these few Heroes may soon discover that they are outsiders here and this town is already so rotten from within there is little left to save.

"A Touch of Evil, The Supernatural Game" is a fast-paced game of fiendish creatures, dashing Heroes, and high-adventure.
Each player takes on the role of a unique monster-hunting Hero, racing against time to stop the forces of darkness from claiming another foothold in the world of man. Only by investigating the town and building your Hero’s strength can you hope to hunt down the Supernatural Villain to his Lair and defeat him in an epic Showdown. Players can race Competitively to be the first to defeat the Villain and save the town, or they can work together Cooperatively to defeat a much stronger Villain.

Featuring a gameboard map of Shadowbrook and its surrounding countryside, eight Heroes to choose from, and four different Supernatural Villains to hunt; each with its own host of unique Minions and powers to drastically change the game. A Touch of Evil is designed to create an adventurous cinematic feel as the story and game unfolds.

So grab up your Wooden Stake, stuff some shot in that Musket, and hold onto your Tri-corn Hat; no one is safe from the creatures of the night and no one can be trusted…for inside everyone lies A Touch of Evil.

Home Page: http://www.flyingfrog.net/atouchofevil/

Merchants & Marauders

Merchants & Marauders lets you live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy. Seek your fortune through trade, rumor hunting, missions, and of course, plundering. Modify your ship, buy impressive vessels, load deadly special ammunition, and hire specialist crew members. Will your captain gain eternal glory and immense wealth - or find his wet grave under the stormy surface of the Caribbean Sea?

In Merchants and Marauders, players take on the role of a captain of a small vessel in the Caribbean. The goal is to be the first to achieve 10 "glory" points through performing daring deeds (through the completion of missions or rumors), crushing your enemies (through defeating opponents and NPCs in combat), amassing gold, performing an epic plunder or pulling off the trade of a lifetime, and buying a grand ship. While some points earned from performing various tasks are permanent, players earn points for amassing gold, which can be stolen or lost (or at least diminished) if their captain is killed. Points due to gold are hidden so there's some uncertainty about when the game will end.

A big component of the game is whether (or when) to turn "pirate" or remain as a trader or neutral party. Both careers are fraught with danger: pirates are hunted by NPCs (and other players) for their bounty and blocked to certain ports while traders are hunted by non-player pirates as well as their opponents and generally have to sacrifice combat capability for cargo capacity. Although players can kill each other, there is no player elimination as players may draw a new captain (with a penalty) so it's possible to come back from defeat.

Scattergories

"The Game of Scattergories," published in 1988 by Milton Bradley, is a great game for any group to play. In the game each player fills out a category list 'with answers that begin with the same letter.' If no other player matches your answers, you score points. The game is played in rounds. After 3 rounds a winner is declared, and a new game can be begun.

Similar to:

Facts in Five

Myrmes

In Myrmes, originally shown under the name ANTerpryse, players control ant colonies and use their ants to explore the land (leaving pheromones in their wake); harvest "crops" like stone, earth and aphids; fight with other ants; complete requests from the Queen; birth new ants; and otherwise dominate their tiny patch of dirt, all in a quest to score points and prove that they belong at the top of the heap, er, anthill. After three seasons of scrabbling and foraging, each ant colony faces a harsh winter that will test its colonial strength.

In game terms, each player has an individual game board to track what's going on inside his colony – that is, whether the nurses are tending to larvae or doing other things, where the larvae are in their growth process, what resources the colony has, which actions are available to workers when they leave the colony, and so on. The shared game board shows the landscape outside the exit tunnel that all colonies share; after exiting this tunnel, workers ants can move over the terrain to place pheromones (which gives them access to resource cubes), clean up empty pheromones (to make space), hunt prey (by discarding soldiers) or place special tiles (but only if they've developed the ant colony).

The game lasts three years, and at the start of each year three season dice are rolled to determine the event for each season: extra larvae or soldiers, more VPs for actions, and so on. Within each season, players can spend larvae to adjust the event for themselves on their personal player board. (Put the kids to work!) After adjusting the event, player allocate nurses to birth larvae, worker or soldier ants or to use them for other actions. The worker ants then do their thing, working within the colony itself (although only one colony level is open initially) or traveling to the outside world to hunt prey (ladybugs, termites, spiders), lay down pheromones (which later lets them claim resources on these spaces), place special tiles (like an aphid farm or sub-colony), or clear out pheromones left by ants from any colony. After harvesting, nurses who didn't tend to births then take additional actions, such as opening a new tunnel that only your colony can use, clearing a new level within your colony, or meeting one of the six objectives (capture a certain number of prey, build special tiles, and so on) laid out at the start of the game.

After three seasons, players must pay food to get their colony through winter, losing points if they can't. Whoever has the most points after three years wins. All hail our new ant overlords!