Dice Rolling

Black Orchestra

As Hitler's grasp on Germany tightens and his maniacal fervor is unmasked, men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler's ambitions grow, these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail, calling these conspirators "Schwarze Kapelle", the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?

Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).

But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.

On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling "Conspire" action allows players to make bold moves when most needed.

After the actions have been taken, an event card is drawn. The game is played over seven stages of World War 2, represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board, cause Hitler and his deputies to interact with the Conspirators, and present various opportunities or threats. During the final stage, many board spaces become off-limits, as the Allies move closer to Germany.

To win, players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items--detonator & fuse, etc.). The active player may then attempt the plot by rolling the indicated dice, including all additional modifiers and helpful Action cards. The total of number of "Target" symbols needed to kill Hitler is based on Hitler's military support, but a Conspirator's security level decides if any "Eagles" rolled will see them detected, and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.

Players will need to work together and agree on the wisest course of action, as well as have a little luck, to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties, and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail, but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested, and fails to resist interrogation, then they will need to make a big decision all by themselves, without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.

Battlestar Galactica: The Board Game – Daybreak Expansion

Game description from the publisher:

The Battlestar Galactica, humanity's last beacon of hope, falters and crumbles. A tenuous solidarity between human and Cylon wavers under overwhelming desperation and doubt. For those seeking the promise of peace, a single vessel guards the future. The Demetrius, guided by unknown forces, plots a course through the stars – a course for home. Many would oppose this vision of the future. In this desperate time, both human and Cylon are driven to take matters into their own hands. For some, this means risking everything. For others, this means mutiny.

Battlestar Galactica: Daybreak Expansion brings humanity's plight to its gripping climax. With two supplemental game boards, twelve new character sheets, thirty new Crisis cards, twenty-five new Skill cards, and much more, Daybreak invites players to undertake desperate missions, struggle under the constant threat of mutiny (through the addition of a Mutineer card in the Loyalty deck that can affect either human or Cylon), and bargain with Cylon Leaders driven by motives of their own!

Daybreak also includes rules and components for an optional Battlestar Galactica experience titled "The Search for Home", featuring a new endgame and a new game board for the Demetrius, the sewage processing ship that becomes the fleet's best hope of salvation.

Rajas of the Ganges

Through tactics and karma to wealth and fame...

In 16th century India, the powerful empire of the Great Moguls rises between the Indus and the Ganges rivers. Taking on the role of rajas and ranis – the country's influential nobles – players in Rajas of the Ganges race against each other in support of the empire by developing their estates into wealthy and magnificent provinces. Players must use their dice wisely and carefully plot where to place their workers, while never underestimating the benefits of good karma. Success will bring them great riches and fame in their quest to become legendary rulers.

Professor Evil and The Citadel of Time

Professor Evil owns a time machine, and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time, so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secrete four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion, but simply scoot you out the front door where he'll forget about you immediately.

On a turn, you first draw and reveal two cards from your tiny deck, then keep one of the cards based on what you think will help you this turn. You then take three actions, such as open a door in the room you're in, move from a room (or outside) to another room (assuming the door is open), disable a trap, or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed, but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures!

After you finish your turn, Prof. Evil now moves, but again he's not all there, so he doesn't necessarily move in a logical manner. To move him, you roll three dice: One die advances the secondary Prof. Evil figure on the clock on the board either five or ten minutes; the other two determine where Prof. Evil moves and how far. What's more, as he walks through rooms, he closes the doors through which he travels and reactivates any inactive traps he encounters. If you roll a blue and a 1, for example, he moves through the blue doorway into the next adjacent room; a red and a 3 will move him through three rooms, walking through the red doorway each time. A color and a particular signal will teleport him immediately to the treasure bearing the same colored marker.

Let's look at these treasures in more detail: Each treasure shows a time value and one or more traps on it. Three treasures are placed on the board, then a blue, red and green token are placed on the treasures, with a matching blue, red and green token placed on the game board clock on the time matching what's on the treasure. The Magna Carta might say 45 minutes, for example, and after placing a blue token on the Magna Carta, you place a blue token on the clock 45 minutes away from where the Prof. Evil figure is located. If Prof. Evil moves onto this token on the clock, then that treasure is lost — and if you lose four treasures, then you've lost the game. Remove it from play and replace it with a new treasure, marking the proper time on the clock.

Note that you can't just grab a treasure, however. Professor Evil can't be in the same room (of course), but you also must ensure that all the traps shown on the treasure are currently deactivated. The game board starts with eight traps on it — half active, half not — and you'll play tug-of-war with Professor Evil over keeping them in this status. Collect a treasure, and a new one will be added to the game board; collect four treasures before Prof. Evil does, and you all win Professor Evil and The Citadel of Time.

Orchard: Memo Card Game

Publisher website: "Watch out! The cheeky raven wants to snatch lots of tidbits. Try to save all the fruit by turning over fruit tiles that match the color on the die. The aim of the game is to collect the fruit before the raven snatches everything. A co-operative memory game for 2-4 players ages 3 to 99. Includes a competitive variation."

A co-operative memory game in which players collect fruit
before the raven can take it. Fruit tiles lie face-down on a path. Each turn you roll a die and try to find the two tokens that match the color on the die. If you roll the raven symbol, it hops one space down the path, eating whatever it lands on. Save more fruit than the raven eats, and you win.