Hand Management

Road to Canterbury

Game description from the publisher:

Greed, Pride, Gluttony, Wrath, Luxury, Idleness, and Envy – the infamous "Seven Deadly Sins". For the faithful, they instill horror. For you, on the other hand, they present a wonderful business opportunity!

In The Road to Canterbury, you play a medieval pardoner who sells certificates delivering sinners from the eternal penalties brought on by these Seven Deadly Sins. You make your money by peddling these counterfeit pardons to Pilgrims traveling the road to Canterbury. Perhaps you can persuade the Knight that his pride must be forgiven? Surely the Friar's greed will net you a few coins? The Miller's wrath and the Monk's gluttony are on full public display and demand pardoning! The Wife of Bath regales herself in luxury, the Man-of-Law languishes in idleness, and that Prioress has envy written all over her broad forehead. And the naughty stories these Pilgrims tell each other are so full of iniquity they would make a barkeep blush! Pardoning such wickedness should be easy money, right?

Not quite. For you to succeed as a pardoner, you'll need to do more than just sell forged pardons for quick cash. To keep your services in demand, you will actually need to lead these Pilgrims into temptation yourself! Perhaps some phony relics might help? There is also one big catch. The Seven Deadly Sins live up to their name: each sin that a Pilgrim commits brings Death one step nearer, and a dead Pilgrim pays no pardoners!

So much to forgive, so little time. Will you be able to outwit your opponents by pardoning more of these Pilgrims' sins before they die or finish their pilgrimage to Canterbury?

Rocket Jockey

Game description from the publisher:

"When you launch a rocket, you're not really flying that rocket. You're just sort of hanging on." Michael P. Anderson

It's 150 years in the future and mankind has spread throughout the solar system. To supply far-flung colonies, they look to the Rocket Jockeys! The planets depend on timely cargo arrivals – but this is not enough for the rocket jockeys. They compete with one another to see who can complete the fanciest maneuvers, transport the most important cargo, and visit the most planets.

In Rocket Jockey, you must be daring and you must be quick. You must also be tough, for first contact with alien life is near at hand. Deliver your cargo with the most flair and speed and you will win the game!

Rabbit Hunt

Constantly wandering around the warehouse, the rabbits are always ready to snatch away the carrots piled up inside. The farmers cherish their own dear little pet bunnies, but they are furious when other farmers' bunnies come to eat all the carrots they have grown.
Now, the farmers have had enough of it, and have decided to seize all the others' rabbits! But considering that every one of them wants to hide away his own bunnies, will it be that simple to catch others' bunnies? Your goal in this game is to hide away your own bunnies from the other players, and to hunt out the other players' rabbits.

This is a tile placement game with an interesting theme from a Chinese idiom - A cunning rabbit has three warrens. In this game you need to hide your rabbit cards into the farmyard and find out other players' rabbits. However, every turn you need to place a card to the farmyard. Then you can execute two actions. If you use too much actions to trace rabbits, your hand will reduce quickly, but catch others' rabbits is the only way to win.

Home Page: http://embedded.cs.ccu.edu.tw/~mellow/rabbithunt/

Trains

In the 19th century, shortly after the industrial revolution, railways quickly spread over the world. Japan, importing Western culture and eager to become one of the Grand Nations, saw the birth of many private railway companies and entered the Golden Age of railways. Eventually, as a result of the actions of powerful people and capitalists, many of these smaller companies gradually merged into larger ones.

In Trains, the players are such capitalists, managing private railways companies and striving to become bigger and better than the competition. The game takes place during the 19th and 20th century in the 2012 OKAZU Brand edition, whereas the 2013 AEG/Pegasus edition is set in modern times, with bullet trains, freight trains and more. You will start with a small set of cards, but by building a more effective deck throughout the game, you will be able to place stations and lay rails over the maps of Osaka, Tokyo or other locations. The trick is to purchase the cards you want to use, then use them as effectively as possible. Gain enough points from your railways and you will ultimately manage the most powerful railroads in modern Japan!

Kairo

In the bustling market of Cairo, traders build their stalls and try to entice customers with attractive goods, with each customer bringing money that the trader can then use to expand that stall or establish new stalls.

To set up Kairo, players first take turns placing three colored stalls (out of six) on the game board. They also take three stall cards (which highlight one or more sections on the game board) and one coin of each of the six colors. Five colored customers start at particular locations on the game board, with the sixth customer placed to the side. On a turn, a player either:

Draws two cards (face-up or face-down stall cards or market barker cards).
Moves a customer to a stall of that customer's color.
Plays a stall card; then builds a new stall, expands an existing stall, or moves a blocked-off stall.

The active player can choose to move any customer, and that customer will move to the closest stall (measured on orthogonal paths) of the same color. Additionally, this player can choose to play one or more market barker cards to "call" the customer past one or more stalls, presumably to bring the customer to that player's own stall. If the active player owns the visited stall, he receives one coin of the stall's color for each tile in that stall; if not, the active player receives a one coin commission while the owner receives the normal payout. This customer is then swapped with the customer off the board.

When building a new stall, a player cannot place it in the same region as another stall of the same color. Regulations! Restaurants must be placed in an area designated for them, while all other stalls must go in the market area. When expanding an existing stall, the player must pay one coin of the same color for each tile in the enlarged stall. By expanding, you can earn more coins when customers visit, create longer paths to opponents' stalls, reserve area in which to expand further, and (most importantly) earn victory points. You score VPs each time you expand, and if your stall is the largest (or tied for the largest) of that color, you'll take one or two medals that provide a VP bonus.

Once the expansions run low in one or two colors, players can only build or expand. Once everyone has finished building, the game ends, with players earning VPs for the medals and money they have in hand. The player with the most points wins.