Hand Management

Keltis

Keltis is a multi-player game based on Lost Cities, with some rules changes, later published with Knizia's original rules and theme as Lost Cities: The Board Game.

Players play cards to move their playing pieces along stone paths. Cards show one of five different colors/symbols, each corresponding to one path; in addition, each card shows a number (0-10, twice each). In each color, each player can play his cards in either ascending or descending order. As in Lost Cities, it's better to concentrate on a few paths since the final spaces on a path grant high points, but ending early gives negative ones.

The active player plays one card (out of a hand of eight) or discards one, then moves the corresponding playing piece on the path. Many of the spaces have a token that grants some bonus: either immediate points (counted on the scoring track), an extra move on a path, or wishing stones that are needed at game end to avoid negative points.

The game ends when five playing pieces (from any combination of players) have reached the seventh (or higher) space on their respective paths. Now, scoring happens:

Pieces that moved only 1-3 steps earn negative points (-4, -3, -2).
Pieces with 4+ steps earn points (1, 2, 3, 6, 7, 10).
One piece of each player twice the height of other pieces scores double, either positive or negative.
Holding fewer than two wish stones earns negative points (-3 / -4), while a collection of five or more stones yields a bonus of 10 points.

All endgame points are added to any scored during the game. The player with the highest score wins!

Primary differences between Lost Cities: The Board Game and Keltis:

1. In LCBG you play 3 rounds, scoring at the end of all 3 for the monuments you collect. (Normal scoring occurs each round.) In Keltis, you only play 1 round, and score everything each round. This is not just a rule difference, as the scoring is different for the monuments/stones based on the number collected.

2. In Keltis, you may play your cards in either order, high to low, or low to high. In LCBG, you must go low to high.

Note: the rules for LCBG have the Keltis rules as variants, and have the board elements necessary for #1 above. Keltis does not have the rules nor board elements to play LCBG.

There are more differences that are non-substantive. (Art, points in LCBG multiplied by 5, etc.)

Ascension: Chronicle of the Godslayer

Ascension is a fast paced deckbuilding game designed by Magic Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee. Ascension is a deck-building game where players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

Integrates with:

Ascension: Return of the Fallen
Ascension: Storm of Souls
Ascension: Immortal Heroes
Ascension: Rise of Vigil
Ascension: Darkness Unleashed
Ascension: Realms Unraveled

Concordia

Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor — all to gain the chance to emerge victorious!

Concordia is a peaceful strategy game of economic development in Roman times for 2-5 players aged 13 and up. Instead of looking to the luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! In the game, colonists are sent out from Rome to settle down in cities which produce bricks, food, tools, wine, and cloth. Each player starts with an identical set of playing cards and acquires more cards during the game. These cards serve two purposes:

They allow a player to choose actions during the game.
They are worth victory points (VPs) at the end of the game.

Concordia is a strategy game which requires advance planning and consideration of your opponent's moves. Every game is different, not only because of the sequence of new cards on sale but also due to the modular layout of cities. (One side of the game board shows the entire Roman Empire with 30 cities for 3-5 players, while the other shows Roman Italy with 25 cities for 2-4 players.) When all cards have been sold, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vulcanus, etc.) wins the game.

Pyramidion

In Pyramidion, each player plays an Egyptian foreman in charge of a resource supply for the gigantic construction site of the Cheops pyramid. On your turn, you activate sites and play cards in order to gain the biggest influence on these sites. Each foreman will use his contacts among merchants, negotiators and torturers (!) to supply boats located in major cities of Egypt. These boats will set sail in the direction of Giza only when full capacity is reached with the resources they require. The foreman who most effectively furnishes the construction site – the one who first obtains ten victory points – will be rewarded by the Pharaoh himself.

Pyramidion is both a strategic and tactical game, with some luck involved and a lot of player interaction. Are you going to thwart others – or focus on your own success?

Gunship: First Strike!

Game description from the publisher:

Gunship: First Strike! is Escape Pod Games' core release in a planned series of tactical space combat games. Players fight to win battles in a futuristic civil war with a variety of ship types. From the agile and speedy Fighters, to lethal Gunships and intimidating Capital Ships, every battle is a well-balanced slugfest that comes right down to the wire. Our new Trinity Mechanic uses boards, cards and dice together in an extremely innovative and easy-to-learn system that lets new players jump right in.

What makes the Gunship series unique are the numerous combinations of ships that the players "build" at the start of each battle. By choosing from an ever-growing selection (through expansions) of available Weapons and Upgrades, players are able to create a custom Gunship that is suited to their particular style of play or battle situation. Some guys are "defensive" minded; they'll choose Heavy Armor, +1 Shield Generators and 4 Blaster Cannons to fend off the enemy Gunship. But another player might prefer to build a "Carrier Killer" complete with wings full of Bombs and an Autoblaster Cannon to shred his way through the enemy Fighter Squadron. While most of the Upgrade cards are geared toward the Gunships (the true star of the show) you can also do some great things to your Fighters and Capital Ships. New kinds of ships will come with every expansion to further add to the possibilities. No two battles are ever the same!

In Gunship: First Strike!, the civil war has just started. Your orders are simple: Command a task force of one Assault Carrier and its Gunship and Fighters on a mission to destroy the enemy's Carrier. Guess what? He has the very same orders! Dogfights will ensue, Torpedoes will strike home and Thruster Bombs are going to pound the Capital Ships mercilessly. If your Gunship takes too much damage for comfort, or if the battle situation changes and you want a different weapon load, land inside your Carrier for a quick "pit stop". Make sure that you defend it with all your might because once your Carrier is gone, the only option left to you is to flee the battlespace and hope to take revenge another day.

As the Gunship universe grows, players will be able to fight bigger and bigger battles. Soon the objectives will include breaking through the enemy picket line to drop troops on the planet below. The Gunships will be called upon to not only assault other ships, but also to go dirtside and give air support to the land battle raging below A free Campaign System is planned where players can keep track of a fleet of ships and territories. Lose your Carrier in today's battle and you might lose a critical Outpost next week. Don't let the enemy find the Shipyard where your damaged Destroyers limped home last time – if he does, they're toast!