Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Import / Export
45m - 90m
2 - 5 Players
Ages 8+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
In-game money is bet on different commodities in hope that that particular commodity will become the most valuable as the game progresses. Often the values of the commodities are continually changing throughout the game, and the players buy and sell the commodities to make money off of their investment.
Commodity Speculation
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Nautical
36.50
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
gashlycrumb
A dry take on Glory to Rome. Doesn't click as well thematically in comparison. The graphic design is nice and sparse, but that only adds to how dry the game is for me. Also, it's hard to read the greyed-out iconography on the cards.
cbazler
Really fun, streamlined version of Glory to Rome. I like the theme and graphic design of this far more than any version of GtR, and this was much easier to understand and teach. There is still a little crazy swinginess in the random card draws and special powers, but overall this seemed more balanced. We have found the game can stall for a bit if all players have unloaded their ships and there is nothing left to take on Supply Island: we've had five or six turns go by that end up feeling like "Go fish." I'm hoping that's not too common of an occurrence, but it does prevent me from rating this higher.
aquariankate
I am so sad to say that I don't enjoy this - but I've played it twice now, and I want to like it. Just feels like it has so much potential that just doesn't work for me (or those I've played it with) .... It feels like it stalls out so quickly and just becomes completely unfun. The card distribution feels off. I LOVE games w/ multiple uses for the cards - and so wanted to love this one, but ---- nope. ***Update after the third play*** SO - first I must say, there are some very great points to this game. The cards themselves are fun. - ie the contracts that you're fulfilling - more than one bring out a lot of levity. Second the designer has great communication and follow through - pointed out a rule we got wrong (two cards of same color can always be used for any action) - which does definitely improve it from a grind to a game that isn't awful. Unfortunately, in the end, it is still not something that is for my group. I want it to be more of an engine builder than it is I think. - the idea that the goods you import and contracts you fill to give you better actions and tech don't impact the play enough to make it a true engine builder in my opinion.