Hand Management

Ricochet Rock Jockeys

Greetings Semi-Intelligence: 221-B, and welcome to sentience. Upon completion of your training download, you will commence operation of Mining and Delivery Probe 4. Your task is to extract valuable materials from extrasolar planetoids and deliver the appropriate amounts of each to their target locations. It is imperative that these deliveries be made at any cost.

In the uncertain days leading up to the destructive Cataclysm of Earth, humans have settled other worlds and created robotic vessels to perform manual labor throughout their civilization. You will take on the role of one of these artificial intelligences tasked with mining asteroids for rare minerals and ice water, and delivering them to the colonies of humanity.

The goal of Ricochet Rock Jockeys is to retrieve goods from the Asteroid Fields between Earth and its colonies, and deliver them. You will explore the space surrounding Earth, mine asteroids, and make deliveries – all while vying for position with other players attempting to mine those same asteroids and make those same deliveries. Ricochet Rock Jockeys is an extremely fast-paced game of chance, delivery, and crashing spaceships.

Players start with a ship on Earth, then move that ship to explore, mine, and deliver mined goods. Players can bump into other players' ships, taking or losing goods based upon the strength of the impact. Players gain victory points for each successful delivery. Once the pool of victory points is exhausted, the player with the most VPs wins!

Neuroshima Hex!

Neuroshima Hex! is a strategy game set in the post-apocalyptic world of Neuroshima, a Polish role-playing game. Each player leads one of four armies: Borgo, Hegemonia (Hegemony), Moloch, and Posterunek (Outpost). Each army deck consists of 34 tiles: soldiers, support tiles, and special actions. You win when all enemy headquarters are destroyed or when your headquarters is the least damaged at the end of the game.

The second edition of Neuroshima Hex!, released at Spiel 2007, had updated graphics and a new, larger board; a special expansion pack sold at the same time included the Neuroshima Hex! Doomsday Machine, a fifth army that could be used against any of the other ones.

The first French edition of Neuroshima Hex!, released in 2008, included an additional four Mercenary tiles. The first English edition from Z-Man Games that same year includes the Mercenary tiles and the Mad Bomber tile.

Neuroshima Hex! 3.0, released in 2013, includes rule corrections, the Doomsday Machine army (for five armies in the NH base game), a solo variant with 55 puzzle cards that present you with challenging situations, and new three-player variants: Deathmatch; Deathmatch with scores; one player vs. a team; and a team match (with one player playing two armies).

The game is also expanded by Unofficial Neuroshima Hex! expansions, available here on BGG.

Integrates with

Neuroshima Hex! Duel

Catan: Cities & Knights; 5-6 Player Extension

Now up to six players can muster their knights against the scourge threatening Catan! The 5-6 Player Expansion for The Cities and Knights of Catan allows you to expand and inject more excitement into your games without sacrificing ease of play. Designed for five or six players, it adds even more drama to the award-winning game of culture, politics, and warfare.

Belongs to the Catan Series.

Expands (all are required):

The Settlers of Catan
The Settlers of Catan: 5-6 Player Extension
Catan: Cities & Knights

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Agricola

Description from BoardgameNews

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.

Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over.
Problem: Each action can be taken by one player each round, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.