In game terms, each player starts play with ten cards in hand; cards come in eight types, with six of them being races that have an advantage when played against a specific race. On a turn, you must play a card that beats the value of the top card currently in play, play a mercenary (which automatically beats the top card), or play a battleground (which has an effect like "the next player loses a turn" or "change the direction of play"). Heroes, for example, gain +2 when played on Beasts, but are otherwise worth their normal value. Some races have the power to play a second card at the same time as the first or give an opponent a card from the player's hand. If you can't play, then you must draw a card instead.
The aim of the game is to have no cards left in your hand, so players will have to think strategically about which races they take to battle at each opportunity.
Corner the market on goods like machine parts or bottled demons. Research steam-age technology and recruit mercenaries to control the continent. Build sea-going schooners or cloud-cutting airships to reach faraway lands and flying islands. Your cities have limited capacity, so you’ll have to decide what to keep and what to demolish when building advanced structures.
The future of a nation is in your hands. Build unbreakable foundations for an empire or disappear into the dusty pages of history.
Heroes of Metro City uses dynamic deck-building combined with unique Energy Source slots to create a power management mechanism (using your Hero Placard) that lets you decide which powers and abilities are most important for each turn. The Hero Placard also helps to guide you through the six phases of each turn.
To succeed, the Heroes must do battle with hordes of Minions, diabolical Villains, and the Archenemy who leads them! The more Energy and Powers a Hero develops, the closer he gets to defeating their Archenemy. The first player to defeat the Archenemy wins the game...unless the Archenemy destroys so much of Metro City that there's nothing left to save!
Either way, there's something magical about blowing up cows.
Unexploded Cow is a money game in which players are trying to collect enough points to win the pot. On every turn, you will buy cows and pay for special effects by putting money in the pot, then try to discover bombs with your own cows in an effort to take money out of the pot. All along, you will be earning points from the French as you liberate town after town from the terrors of unexploded bombs, and the player who scores the most points gets whatever's left in the pot.
Unexploded Cow is best played as a series of short games, each of which takes about thirty minutes. The game is quite simple and very chaotic: You'll have a blast.
Scurvy Dogs: Pirates and Privateers – starting to ship to KS backers, U.S. publisher Scallywags International and designer Darren J. Gendron are headed back to KS with another project: 3v3: The Commissioned Comic Card Game. (KS link) While that title might sound pulled from a randomized bag of words, the description makes the game play pretty clear:
Based on the webcomic Commissioned, 3v3: The Commissioned Comic Card Game is a rapid-paced game in which players build a thirty-card deck and battle by drawing three cards a hand. Each card has an attack value, a defense value, and a special ability. The twist is that you play one card for attack, one for defense, and one for special ability.
For every point your opponent scores on you, you must remove a card from your deck and send it to the scoreboard. The first person to 10 points wins the game.