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Strategy Games

A strategy board game is one where the players have autonomous decision-making skills and determine their own outcome. Almost all strategy games require internal decision tree style thinking, and high situational awareness.


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  1. Ticket To Ride

    Ticket To Ride

    1 Review(s)

    With elegantly simple gameplay, Ticket to Ride can be learned in under 15 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets ヨ goal cards that connect distant cities; and to the player who builds the longest continuous route.

    "The rules are simple enough to write on a train ticket ヨ each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed ヨ adding more cards to your hand, and fear ヨ losing a critical route to a competitor."

    Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.

    Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.

    Part of the Ticket to Ride series.

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  2. Kingdom Builder

    Kingdom Builder

    In Kingdom Builder, the players create their own kingdoms by skillfully building their settlements, aiming to earn the most gold at the end of the game.

    Nine different kinds of terrain are on the variable game board, including locations and castles. During his turn, a player plays his terrain card and builds three settlements on three hexes of this kind. If possible, a new settlement must be built next to one of that playerメs existing settlements. When building next to a location, the player may seize an extra action tile that he may use from his next turn on. These extra actions allow extraordinary actions such as moving your settlements.

    By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board.

    Each game, players will use a random set of Kingdom Builder cards (3 of 10), special actions (4 of 8), and terrain sectors to build the map (4 of 8), ensuring you won't play the same game twice!

    Kingdom Builder FAQ - please read before posting questions in the forum.

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  3. The Mines of Zavandor

    The Mines of Zavandor

    In this third game in Lookout's Zavandor fantasy setting, it's all about dwarves. And mining. And gemstones. And other enhancements for the mines that need to get developed further during the game to have full effect.

    4 different gems are the currencies in this game. However, when collecting income you draw cards from 4 different mines (card stacks) with each having its own distribution! The number of gems you earn depends on the upgrade level of your dwarves. Gems are used to either win new objects for their mine through simultaneous 4-way auctions, or to enhance their mines, objects, and victory point count. Another innovative part is that each object has to be upgraded to fully use its benefits, e.g. a level 1 dwarf only gives you 1 income per round, some level 3 dwarves give you 3 income.

    On the King's way through the mountain, the requirements for upgrading some special cards always change, and only the player who wins the sapphire auction knows where the next turn will lead to. There are shorter and longer paths to the Coronation Chamber, where the game ends. The game lasts between 10 to 12 rounds.

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  4. Miserian Wars

    Miserian Wars

    2 or 4 players take on the roles of up to 4 different kings. Each king is armed with an army of 4 different guilds; the beggars, merchants, thieves and knights.

    The goal is for each king to position his guilds throughout the Land of Miseria. Miseria's old king has passed on and left no heir, this is where the new kings come in. Your guilds must attempt to occupy the 5 sectors of Miseria; the slums, lower and upper cities, the towers and the castle.
    Through a series of attacks and maneuvers, players must strategically position their pieces, all while Miseria deteriorates during game play.

    Each guild piece has a strength and move value determining its power, while certain sanctions are put in place enabling choice pieces to attack other choice pieces in descending order; knights, thieves, merchants and beggars.
    Each sector also gives the defending guild a defense bonus during battle.

    Occupy the 5 sectors of Miseria or simply eliminate the other players. And beware of the occasional Chaos Riot that could break out over the entire land! Good Luck!

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  5. Modern Art

    Modern Art

    Buying and selling paintings is a very lucrative business, at least that's what Hollywood's led us to believe, and that's the premise of this game. Five different artists have produced a bunch of paintings, and it's the player's task to be both the buyer and the seller, hopefully making a profit in both roles. He does this by putting a painting from his hand up for auction each turn. He gets the money if some other player buys it, but must pay the bank if he buys it for himself. After each round, paintings are valued by the number of paintings of that type that were sold. The broker with the most cash after four rounds is the winner.

    Part of the Knizia auction trilogy.

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  6. Middle Kingdom

    Middle Kingdom

    A fast card game where players blind bid for dynasty cards such as warriors, nobles, bureaucrats, peasants, and merchants. You must balance your claims to score well at the end. There are special cards gotten from having the most in a category that give you a bonus, often affecting the bidding process. For example, the Palace lets you see all bids before placing yours and the Heir lets you claim an unclaimed dynasty card.

    From back of the box:

    Following the collapse of the Han Dynasty, warlords backed rival claimants to the Chinese Throne, while others sought influence among the merchants, nobles, farmers, and bureaucrats.

    Each round, players play Bid Cards to claim Dynasty Cards and take control of the Emperor, Heir, Palace, Market, and Harvest. However, the heavens in the guise of a Celestial Dragon, can disrupt the best laid plans. The game ends as the Emperor dies and whoever gains the most influence will ascen the throne.

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  7. Metropolys

    Metropolys

    Talented Urban planners and architects rival each other to construct luxury, elegant buildings of glass and steel, defying the laws of balance. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands!

    The players are urban planners in quest of prestige. Over the course of the game, players will try to construct their buildings in the best locations. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.

    Each turn a player will pick a space on the board and place one of their buildings (bidding markers) into the space, with the bidding number shown. Each following player can then either pass or raise the bid by placing a higher numbered building into an adjacent space. The eventual winner of the bid flips his building number side down and all losing bids are returned to players. A new round commences.

    Spaces on the board are differentiated by Metro spaces, which are worth points and reward the player with the most at game end; archaeological sites, which are worth minus points and penalize the player who most recently built on one; and fashionable locations, which are just worth extra points. In addition, each player has up to two hidden agendas that they are secretly trying to achieve, such as trying to surround water fountains or occupy both sides of bridges.

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  8. Message to the Czar

    Message to the Czar

    The governors have important messages that must reach the czar as quickly as possible. Because the governors live in provinces in the far reaches of his empire, a governor must be clever and a little lucky to be the first to get his message to the czar, winning the game and the favor of the czar.

    The players each send several couriers on the long and convoluted trip to the czarメs palace. Along the way, the couriers travel from village to village through swamps, forests, and mountains. In each village, the couriers check in to one of the inns and spend the night. But only the early risers will be able to move on to the next village in the morning. Those who sleep late must remain in the village for another night, hoping the new day will provide better opportunities.

    Re-implements:

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  9. Lords of Vegas

    Lords Of Vegas

    You and your opponents represent powerful developers in a burgeoning Nevada city. You will earn money and prestige by building the biggest and most profitable casinos on "The Strip," the town's backbone of dust and sin. You start with nothing but parking lots and dreams, but from there you build, sprawl, reorganize and gamble your way to victory. Score the most points investing in the most profitable development companies and putting the best bosses in control of the richest casinos. Put your dollars on the line . . . it's time to roll!

    The game board is broken into 8 different areas, each consisting of a number of empty 'lots'. Players build lots by paying money and placing a die of the value matching the one shown on the lot's space onto the lot, along with a casino tile of one of 7 colors. Adjoining lots of the same color are considered a single casino. The casino's boss is the player whose die value is higher than any other in the casino. On each players turn, players turn over a new card representing a new lot they get. The card also is one of the casino colors. Any built casinos of the matching color will score both money and VP. Money is earned for each lot in the casino, where each lot may be owned by a different player. VP goes only to the casino's owner. Players can expand their casinos; try to take over casinos owned by other players; make deals to trade lots, casinos and money; or gamble in opponents' casinos to make more money. Ultimately, though, only victory points matter, and that means making yourself boss of the biggest casinos.

    Lords of Vegas contains:

    • Snazzy game board
    • 4 turn summaries
    • 55 cards
    • 40 chips in 4 colors
    • 48 dice in 4 colors
    • 4 poker chips
    • Lots of money
    • 45 casino blocks
    • Rules
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  10. Luna

    Luna

    "The end of her regency is nigh. It's time to clear the way for a new bearer of the burden. She will keep a wary eye on the novices representing their Orders and trying to win her favor. Eventually, she will have to come to a decision. Which Order will prove itself worthy to decide on her successor? There will be a new Moon Priestess and she will bear the title: LUNA."

    "LUNA" is the title of the Moon Priestess, and before her very eyes, each of the up to four Orders competes for the right to decide on her successor. The players are the heads of the Orders who try to convince the Priestess of themselves. Over the course of six rounds, they need to collect as many influence points as possible by skillfully placing their novices to achieve that goal.

    The players move their novices over seven islands surrounding a temple island. The novices are placed according to the "worker movement" principle, i.e. they aren't placed at the beginning of a round, but instead start where they ended the round before. Thus, novice movement is an important part of a round: Only if you're in the right place at the right time, you'll gain the deciding influence points. You'll have to build new shrines, work at the temple, and participate in the Priestess' divine services. But don't forget to recruit additional novices or win the favor of the local Priests; these are vital means to prepare and combine the diverse actions.

    LUNA: In the Domain of the Moon Priestess is a challenging tactical game with strategic and interactive elements that takes about 20-25 minutes per player. The different placement of the islands and novices at the beginning of the game creates a different feeling each time you play and opens up new strategies.

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