Blood Rage

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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game

Introduction

Blood rage is an area control and card drafting game. Players take control of Viking clans and fight each other to increase their player stats, complete quests, and to die in glorious death. These action will earn you glory points, which is required to win the game. The game ends at the end of 3 Ages, at which point the player with the most glory points wins.

Set Up

Board set up

  • Set the game board in the middle of the table
  • Place the green bordered pillage token on Yggdrasil
  • Place the other pillage tokens randomly face up on the 8 outer provinces.
  • Randomly take 3 Ragnarok tokens and place them on the Age track
  • Place the Doom token on the province indicated by the first Ragnarok token
  • Draw a number of Ragnarok tokens as determined by player number and destroy those provinces, placing the token destroyed side up
  • Place the Saga token on the God’s gift spot of Age 1
  • Give a player a first player token. The token will be passed to the left at the end of each age

Deck set up

  • Separate the decks into the 3 Ages
  • Remove any cards where you don’t meet the minimum required players
  • Shuffle and place the 3 decks on the God’s gift area of the Age track

Player set up

  • Take your clan sheet and matching warriors, leader, ship and extra bases
  • Place clan tokens on the first spot of each stat track
  • Place the last clan token on the 6 of the rage track as indicated by your rage stat.

Gameplay

The game is played over 3 Ages, and each Age has 6 phases. Each phase must be completed before the next. use the Saga token to keep track

  1. God’s Gifts
  2. Action
  3. Discard
  4. Quest
  5. Ragnarok
  6. Release Valhalla

God’s Gifts

This is the drafting phase of the game. Deal 8 cards from current age deck to each player. Each player will take a card and pass the remainder to the player on their left. This continues until there are 2 cards left to pass, which are discarded instead.

Card types

  • Green border – Quest cards, play face down during action phase, resolved during quest phase
  • Black border – Upgrade cards, play during action phase. Apply effect immediately. If it is a warrior, ship or leader upgrade you may invade with that unit for free.
  • Red border – Combat cards, play during a battle in the action phase. Adds strength and other effects to the battle

Action

This is the main part of the game. It uses an action point system. Players take turns performing one action each, until their rage points are exhausted or they choose to pass. The phase ends when all players have passed, or all provinces not destroyed have been pillaged. Starting from the first player going clockwise, choose an action listed on the bottom of the player sheet, playing the cost in rage points. The 5 actions are

Invade

Choose a figure from reserve and pay rage equal to figure’s strength. Place figure in empty vilage. Place is Fjord if it is a ship. You cannot have more units on the board than indicated by your horn stat.

March

Pay one rage to march any number of units from one province to any other province

Upgrade

Choose an upgrade card from your hand, and pay rage equal to the card strength. Place the card in the appropriate slot on your player board. If the slot already contains a card, discard the old card. Upgrades grant permanent effects. Anytime you upgrade a unit, you may immediately invade with that unit for free. If you upgrade a monster, attach your clan base to the monster and you may immediately invade with that monster for free.

Quest

Commit to a Quest card by placing it face down on your player board. You may commit up to 2 quests of the same type. There is no rage cost.

Pillage

Choose a province with at least one of your figure that has not been succesfully pillaged this phase. Pillage is taken in 3 steps

  1. Call to Battle
  2. Play cards
  3. Resolution

Pillage rewards

  • Rage – Increase rage stat one step
  • Axe – Incrase axes stat one step
  • Horns – Increase horn stat one step
  • 5 – Increase Glory by 5
  • Yggdrasil – Increase all 3 clan stats by one step

Discard

If there are cards left in hand, players may keep one for the next age by setting it aside

Quest

Players now reveal all quests they have committed to. If the requirements are fulfilled, you may gain glory as indicated and increase any clan stat by one. Discard all revealed quest. For quests that involve strength in a province, ties in strength are fails.

Ragnarok

Take the token on the Ragnarok phase and place it on corresponding province. All units in province and adjacent fjords are destroyed. When unit is destroyed in such a way, gain glory as indicated on age track. This province is permanently out of the game. Place the doom token on the next province to be destroyed by Ragnarok.

Release Valhalla

At the end of each age, all figures in Valhalla are returned to their owners. Before starting a new age, flip all pillage tokens on undestroyed provinces back to their reward side. Pass the first player marker to the left. Move the saga token to the God’s gift of the next age.

End Game

Add glory points from the player sheet for reach thresholds for each stat. The player with the most glory wins

7 Wonders

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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual

Introduction

7 Wonders is a card drafting game where players pick the cards they want to build up their civilization. There are multiple paths to score victory points. The game is played over three ages, each containing more powerful cards. The player with the most victory points at the end of the third age wins. This reference is only for 3 players and up.

Set Up

Set up the decks according to player number, adding the indicated number of guild cards to age III.

Player # Cards removed Guild cards added
3 4+, 5+, 6+, 7 5
4 5+, 6+, 7 6
5 6+, 7 7
6 7 8
7 use all cards 9
  • Each player will take a Wonder
  • Take 3 coins

Gameplay

The game is played over 3 ages. At the beginning of each age, deal 7 cards from the designated deck to each player. The players will simultaneously pick a card from their hand and place it face down, take one action, then pass the card to the adjacent player in the direction indicated on the back of the cards. This continues until the players have only 2 cards in hand. One last card is chosen and the action performed. The left over card is discarded. At the end of each round, score the military cards.

Military card scoring

Compare the number of shield icons on your tableau with your neighbors. The player with more shields gains either 1, 3, or 5 victory points depending on age. The player with fewer gains -1 VP. Keep track with military tokens. No effect if tied.

Card actions

Players can choose from 1 of 3 actions

Contruct the card

Reveal the card and place it in your tableau, gaining its effects. You must be able to satisfy the construction cost or prerequisites to build it, otherwise it is discarded. All player boards initially provide a free resource as indicated. You can buy resources from your neighbors for 2 coins to meet requirement. See the the last page of the Manual for detailed card effects.


Build a Wonder stage

Instead of revealing the card, you can place the card under the first available wonder stage to build it. You need to satisfy the cost of constructing the wonder. Follow these rules when building wonders

  • Building the wonder is not a requirement
  • You must build from the first available stage
  • You may construct stages of your wonder at any Age
  • Gain the effect of the wonder when it is constructed

Discard the card for 3 coins

Discard the card face down into a discard pile for 3 coins. Any card that cannot be constructed will be discarded instead.

End Game

The game ends at the end of Age III. Resolve the military cards one last time. Calculate the final score by adding the following scores

  1. Military
  2. Coins
  3. Wonders
  4. Civilian structures
  5. Science
  6. Commercial structures
  7. Guilds

Game Night – Food Chain Magnate

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Alright, I’ve finally got a chance to play Food Chain Magnate. Let me just say this to start, it is every bit as good as it is hyped up to be. Game Night is a segment where I’ll be writing about my experience during that game night, and not meant to be a full comprehensive review of the game.

Set up

I got my wife to come with me to this game night, and when we arrived the game has already been set up for 4.  We spent about 45 minutes learning the game from Aaron. I have to say, the amount of information to take in even for an experienced gamer is overwhelming. My wife, who doesn’t play nearly as many games as I do, was totally lost by the end. There are just so many things going on. What each of the characters do, all the milestones, the tile placement, marketing, getting drinks, and calculating who gets to sell. The first two rounds where pretty much played for us by Aaron, who suggested we go with a trainer to Guru start. Which is exactly what we did.

Gameplay

Once we got a few employees under our management and started marketing to our neighbourhood, everything just clicked. Aaron and Chad had a great little corner where they got permanent marketing of burgers to many homes, but were competing with each other every round. I had my own little dead end area supplying my burgers to a couple homes. Annie also had a little corner of the map where she was relatively undisturbed. Each of us went with a slightly different strategy as well. Aaron and Chad went with a slower start, selling a few burgers and pizzas each turn with their permanent billboards while making barely enough to cover their management salaries. They plan to build up their management quickly and sweep in in the end. With her location, Annie specialized in drinks, and quickly became the go to place for beer. I had a fast expansion strategy and was making a decent amount of money each round with my exclusive access to my upgraded homes with gardens. All was going well until Aaron executed his master plan…

No one had acquired lemonade for the game, as no one bothered with the marketing for a brand new product whose sources are in this cut off road that none of the original shops could get to. At the same time, no one paid attention to the amount of beefed up errand boys that Aaron has slowly acquired. Each of his errand boy can obtain 2 drinks due to a milestone achieved early on in the game. In the second to last turn, Aaron quickly constructed a Radio tower and suddenly almost all homes started wanting lemonade. As Annie and I quickly scramble to get lemonade with our blimps, Aaron began the second portion of his plan, the “Price Cut”. He undercut all our prices with his discount manager and waitress, and during the last round, was able to nag every sale except a couple of Annie’s in the corner.

We broke the bank for the second time, and its finally time for final scoring. Aaron started from less than 20 dollars to 300 in one turn. I only made about 50 dollars the last round thanks to my quick expansion strategy into that dead end road with the lemonade. Chad was less fortunate. He had a similar strategy as Aaron, but never got to execute his plan. He ended the game robbed of all profits and 35 dollars in his pocket. The surprising winner is Annie, who despite claiming she is terrible at games, made about 450 dollars at the end. I guess slow and steady wins the race?

Final thoughts

I had a great time playing Food Chain Magnate for the first time. It is a little tricky to learn mainly because of the huge amount of choices and strategies available. Once you get it though, the game has a nearly perfect mix of strategy, sabotage, and diplomacy. Combine it with a great theme that everyone can relate to, you’ve got a winner of a game.

Sushi Go Party!

Sushi go Party
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF manual

Introduction

Sushi Go Party! is a fast paced card drafting game. Players are creating a menu of sushi and other Japanese foods to score as many points as they can. The game is played over three rounds, and the player with the most points wins.

Set Up

  • Each player choose a color, place pawn at 0 on score track
  • Decide which cards to use using the tiles, make sure there are
    • 1 Nigiri
    • 1 Roll
    • 3 Appetizers
    • 2 Specials
    • 1 Dessert
  • Place corresponding tiles on game board
  • Place dessert cards to the side, shuffle other cards together

Gameplay

The game is played over 3 rounds. Shuffle in a number of desert cards each round and deal cards to each player depending on player number based on this chart.

Player count 2-3 4-5 6-7 8
Dessert
added
Round 1 5 5 7 7
Round 2 3 3 5 5
Round 3 2 2 3 3
Cards dealt 10 9 8 7

Each turn happens simultaneously. All players will choose a card from their hand to play, and reveal them at the same time. The remaining hand is passed clockwise until it is empty. The current round ends and is scored. Score according to instructions on card, track score on tracker. Begin next round by returning all non-dessert cards. Add required desert cards for the round, shuffle and deal cards for the next round. The game ends after 3 rounds. Dessert card points are added to the final score.

End Game

The game ends after 3 rounds have been played. Score the last round as normal. Add on the score for dessert cards. Player with the most points wins. Ties broken by number of dessert cards.