variable player powers

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition is an engine-building game in which players control interplanetary corporations with the goal of making Mars habitable (and profitable). You will do this by investing mega credits (MC) into project cards that will directly or indirectly contribute to the terraforming process. In order to win, you will want to accumulate a high terraform rating (TR) and as many victory points (VP) as you can. Players raise their TR by increasing global parameters: oceans, oxygen, and temperature. TR also determines each corporation's basic income, and, at the end of the game TR counts as VP. Additional VP and production capabilities are awarded for building project cards and other actions taken during the game.

The game is played in rounds, and each round the players will choose one of five phases, which determines which activities will take place during that round. This means every round is different, but can consist of building new project cards, taking general and project-specific actions, producing income and resources (plants and heat), or researching to draw more project cards. Every player will take all the phases selected for the round, and will receive a special bonus during the phase that they selected. To speed up the game, within each phase, players can act simultaneously without waiting for each other!

The game board has tracks for oxygen, temperature, and terraform rating, as well as a place for all of the ocean tiles that will be flipped over the course of the game. The game ends when there is enough oxygen to breath (14%), oceans enough to allow Earth-like weather (9), and the temperature is well above freezing (+8°C). It will then be possible, if not comfortable, to live on the surface of Mars!

The winner is the player with the most VP at the end of the game.

Healthy Heart Hospital

Welcome to Anytown, U.S.A. where people grumble about the quality of their health care but still show up at Healthy Heart Hospital hoping they made a smart decision. Much has been said (and even more has been written) about the previous administration’s haphazard management of Healthy Heart. In an effort to save the Hospital, you and your allies among its leading Physicians have staged a recent “Clinical Coup” and taken over the Hospital to restore its prestige. However, actually managing things from the inside is never as easy as it appears from the outside, and juggling the responsibilities at Healthy Heart Hospital can quickly turn even the noblest healer into a money-grubbing pragmatist cynically looking for a place to hide the victims of your “care.”
Does your team have what it takes to bring Healthy Heart Hospital back to its former glory without becoming Hard Hearted in the process?
Healthy Heart Hospital is a cooperative game for 1 to 5 players, played in rounds, with each player spending actions to treat and (hopefully) cure the various patients that come pouring into the hospital each round. Patients are represented by a number of cubes of various colors. Color represents the type of illness, while the number of cubes represents the severity of the illness.

Everdell: Bellfaire

The king is throwing an unprecedented year-long event to commemorate the 100th year since Everdell's founding. Come one, come all, to the Bellfaire!

Bellfaire is a new expansion for Everdell that offers several different gameplay modules, including:

Components and rules for 5-6 players
Player powers and resource boards
A Bellfaire board with a new Market location
Garland Awards, which are shared endgame goals
New Special Event cards

—description from the publisher

Beast

Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish.

The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold.

Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike.

In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late.

—description from the designer

First Ascent

First Ascent is a rock climbing-themed strategic board game. The goal in this medium weight, competitive game is to gain the most points by climbing the best route up the mountain and becoming the most skilled climber! Each player assumes the role of a unique asymmetric character, and throughout the game they will be building their route up the mountain, managing resources, achieving objectives, and increasing their efficiency by accumulating skills and gear! This game is for 2-5 players and takes 45-90 minutes to play.

Gameplay overview:
In First Ascent, the goal is to gain the most points by creating the best route! Points are gained in four ways:
1) Climbing pitches — use your climbing skills, gear, water, and psych to pay the requirements to move on to a tile "climb the pitch". Draw a climbing card and resolve the events that may involve resource management, board manipulation, or selfish vs altruistic decisions. Each tile is worth 1-5 points with higher point value tiles requiring more resources.

2) Objectives — achieve shared and personal objectives that relate to the path of your route. Plan carefully and manage resources to execute the path that will contribute towards achieving your objectives.

3) Technique bonuses — the climbing skills and gear cards contain symbols representing climbing techniques of precision, power, balance, and pain tolerance. Match three technique symbols on the cards you play to climb a tile and earn +2 bonus points. These can add up significantly, so choose your resources wisely.

4) Summit — reaching the top of the mountain is great, but climbing is about the journey. Gain +1 summit bonus point for reaching a peak.

If you don't have the required resources to climb, you can "risk it" by rolling the risk dice to climb a tile for one less resource. You may get away with a check mark and succeed without consequence, roll minus two cards and give them to another player, or roll minus one card and one psych which you give to another player. As long as you have the assets to lose, you will climb the tile, but at a price.

When you begin to ascend the mountain start in any tile on the first row. Next climb to any adjacent tile and leave your rope behind to mark the route you've climbed. Two climbers can not occupy the same tile, except for a summit, so you may compete with other climbers on the mountain for the prime locations.

As you climb the mountain you will practice your skills and become a more efficient climber. The engine building component of this game grants you an "earned asset" after you play four cards of a specific skill type or gear. These tokens stay on your climber asset board and count towards fulfilling the required assets of future tiles.

This isn't a race to the top, its about creating a strategic route that will reward your cunning and planning. The game ends when a player has used all seven rope lengths and climbed their eighth tile.

Do you have what it takes to create the greatest First Ascent?