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Bluff Jubiläumsausgabe cover
BGG · needs curation

Bluff Jubiläumsausgabe

Arclight Games · 2017

BGG #4632
2–630 min6.8
In Bluff, each player starts the game with five yellow dice. At the start of each round, they roll these dice under a cup, then look at the results without telling anyone else what's there. The dice show the numbers 1-5 and a star, with a star representing all five of those numbers as well as a star. The start player for the round then makes a public bid as to what they think is showing under all players' dice cups, e.g., "eight 1s", "twelve 4s", or "four stars". The next player in clockwise order must raise the bid (following certain rules laid out on the game board), or call the previous person because they don't think the dice under the cups support that bid. Everyone then raises their cups and the result is revealed, with the last bidder or the caller losing dice based on the outcome. If you run out of dice, you're out of the game, and the last player who has dice wins. Bluff Jubiläumsausgabe follows the familiar gameplay of Bluff, but this 25th anniversary edition replaces six of the yellow dice with six orange dice, with each player starting with one orange die. This die counts double when determining the results of a bid, providing an extra challenge for those already familiar with the game.
The Mines of Zavandor cover
BGG · needs curation

The Mines of Zavandor

Hobby Japan · 2010

BGG #4638
2–445–90 min6.5
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.
The Siege of Jerusalem (Third Edition) cover
BGG · needs curation

The Siege of Jerusalem (Third Edition)

The Avalon Hill Game Co · 1989

BGG #4640
2300 min7.2
Published by Avalon Hill in 1989 (for the Third edition). (from MMP's web site:) It is 70 A.D. Dawn breaks on the combined might of four Legions arrayed on the heights of Mount Scopus, starting their methodical advance across the valley to the ancient walled city of Jerusalem. Siege lines have been secured tight about the city. There is no hope of escape. The besieged must persist behind their stout walls or perish before a vengeful Rome. Five grueling years of campaigning in Judea is now culminating in the Siege of Jerusalem. But the fortified city defies even the might of Rome. The thick walls atop the steep slopes literally bristle with natural and manmade fortifications. It will take all of Rome's considerable engineering skills to winch their war machines into position for an assault up the slopes to the city. Only here in the north plain can the city's walls be taken by escalade. The rhythmic approach of the Legions is muted by the rumble of the siege engines as an assortment of towers, rams, and artillery precede the maniples. The distant walls seethe with the frenzied activity of an alerted populace as the antagonists draw near. This majestic view is abruptly halted by the blare of trumpets which soon gives way to the cacophony of the clash of arms and screams of the dying. Morning turns to dusk before the walls are breached and the weary legions exact their vengeance. The sky turns bright again, aglow in the reflection of a thousand fires as the northern outskirts burn. But what price victory? Another day such as this will break the Roman Army and only one of the city's ten walled sections has fallen this day. They will have to find another way. Shafts must be dug to undermine the walls or earthen ramps built with which to scale them. It will be a long campaign. This is The Siege of Jerusalem...An epic battle simulation with all the trappings and majesty of a Cecil B. DeMille film spectacular. Facing the greatest army of antiquity, the Judeans must rely on the stoutness of their walls to halt the unbeatable Roman legions and therein lies the fascination: the immovable object vs the unstoppable force. As Eliezar Ben Yair, leader of the Zealots, you must conduct a skilled defense of the city's ever shrinking perimeter - exacting from the Romans a price so terrible that they will be forced to lift their siege - or break out to continue your struggle for freedom at Massada. As Titus, commander of the Roman army, you must decide when, where and how to renew the assault - gauging your troop needs against the progress of your siege works and the press of time caused by outside threats. More than just conducting tactical combat, the Roman must formulate an overall strategic plan for the conduct of the siege. Vastly revised from its 1st & 2nd edition printing from Historical Perspectives in the 70's, Siege of Jerusalem now boasts two-sided counters, a continuous combat system, a strategic interphase for conducting the entire siege, and the morale / panic rules so important in portraying ancient warfare. An Introductory Scenario depicting the abortive assault of Gallus with the XII Legion three years previous allows players to learn how to handle a legion in a single day's play while training for eventual participation in the conduct of the epic siege.
Lexio cover
BGG · needs curation

Lexio

Dagoy · 2005

BGG #4645
3–520 min6.8
LEXIO is based on the traditional Chinese game system of "Zheng Shangyou" – the climbing game – and is virtually the same game as Big Two (also known as Chinese Poker). Many other card games are based on the same mechanism (The Great Dalmuti, Gang of Four, Tichu, etc.), but LEXIO uses tiles similar to those in Mah Jong instead of cards, and they are of excellent construction. In accordance with Chinese tradition, the number "2" is the strongest number. The suits are named after the sun, the moon, the stars, and the cloud. In the game, a player leads a tile or set of tiles, and the other players must follow by either playing a higher tile or set of tiles or passing. The play continues until all players have passed in succession after the final play, and the player who played the last set leads next. Play continues until one player has played all of his tiles. Then each player pays chips to those players who performed better – that is, the player who went out will get paid by all other players, and the other players pay points to one another based on the difference in the number of tiles each held at the end of the hand. A game lasts five rounds, and the player at the end of the game with the most points wins.