Hand Management

Days of Steam

Players place track and cities, create routes, and deliver goods. Bonuses are awarded to players who deliver multiple types of goods. This game requires careful management of steam to move your train as well as hand management to thwart other players as well as enable your own route.

500 copies manufactured for Essen 2008.

Days of Steam is #5 in the Valley Games Modern Line

Wiz-War

Game description from the publisher:

In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

Re-implements:

Wiz-War

(This entry is separate from Wiz-War based on reports from the designer that the new edition has expanded components and significant rules changes; it's also easier to merge two games that are the same than split two games in one listing that turn out to be different.)

Dragonheart

Description from BoardgameNews.com:

Dragons, knights, trolls, princesses, dwarves, and other fantasy characters make up the world of Drachenherz. Dragons are searching for treasure, of course, but they're being pursued by dragon hunters, and those are the two sides that face off in this game. On a turn, a player plays one or more cards with the same motif, then refills his hand to five cards. The cards are always played onto the part of the gameboard that has the same motif. By laying out cards, one collects point cards that are already present. This is how a dragon collects treasure cards – but the third dragon hunter defeats the dragon, while a second knight protects the princess. Other combinations await the players, and whoever collects the most points wins.

Drachenherz is part of the Kosmos two-player series.

Online Play

Yucata (turn-based)
Board Game Arena (real-time)
BrettspielWelt (real-time)

Go West

Here's a description of the game from Phalanx Games:

In the late 18th century, the fast growing population of the emerging United States of America showed an increasing interest in the Wild West. Millions of poor immigrants were arriving from Europe, and the population of cities on the East Coast swelled enormously. Endless plains and huge mountain ranges – thinly populated by Native Americans and rich in game, farmland and minerals - started luring large numbers of them. Settlers traveled in wagon trains, and established themselves ever further west until they finally reached California and the Pacific coast.

The players represent shrewd businessmen who benefit from passing wagon trains, continuously moving westward across the North American continent. It is divided into huge vertical tracts of land: New England, the East Coast, the Great Plains, the Midwest, the West and finally, California.

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.