A player starts his turn by rolling seven dice, the six sides of which show archery, cavalry, daimyo, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.
Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional daimyo line in the process. If a player owns all the castles of one clan, however, those castles are secure and cannot be stolen. What's more, these castles are now worth more points because you've united the clan under one ruler (you) and strengthened your hold over Japan.
When the last card is claimed, players tally their points, and whoever has the highest score wins.
• Designer John Clowdus has posted a visual spoiler (PDF) for his game collection The Nile Runs Red on the Small Box Games website.
• In April 2014, U.S. publisher Z-Man Games is rereleasing the six Carcassonne mini expansions, which collectively include tiles for a seventh expansion and which were the final Carcassonne releases in English from Rio Grande Games.
• In one of the many Spielwarenmesse 2014 reports on BGGN, the 2014 release Hospital Rush from eggertspiele and Pegasus Spiele was shown for an instant. In that game, players are hospital interns who compete against one another to try to land a position of doctor.
Blogger Chris Norwood has a different take on the subject matter, one driven by personal experience. As he writes on his blog, "I'm a registered nurse, and healthcare in general seems to be a very underrepresented theme in modern board games. Plus, the general public has a rather woeful understanding of what exactly nurses actually do, so I thought it would be pretty much virgin territory to cover." The result from his design effort, which started in 2011 is Acute Care, coming from Game Salute most likely in 2015. Here's an overview of the game:
Acute Care is a co-operative board game in which players take on the role of nurses staffing a busy medical/surgical unit in a hospital setting. Through one 12-hour shift, they must work together to provide care for their patients and deal with emergencies and complications as they arise — ideally achieving a high level of quality while doing so.
The most precious and limited resource for real-life nurses is their time, so in Acute Care time — in the form of "time cubes" — is exactly what you must spend in order to complete tasks and care for patients. Each hour, you have six times cubes (each representing ten minutes of real time) to allocate to various tasks; cards that require you to spend time cubes have little boxes on which to place the cubes to indicate that you're performing that action.
Since the players are all working together, the Challenge Deck provides the opposition to the players throughout the game. Each card drawn from it represents some challenge or opportunity that the nurses must face in order to care for their patients and manage the unit.
Gauging success in a healthcare setting can be difficult. Having patients get better and discharging them home are the main goals, but the quality of care provided is also important, regardless of the outcome. Quality care includes patient satisfaction, staff cooperation, timeliness, performance improvement, and effective patient and family education, so in Acute Care, success is measured on a scale of quality points earned or lost, eventually leading to either Commendations (for high quality) or Deficiencies (for low quality).
In his initial design post, Norwood writes, "I'm one of the coordinators of our New Graduate Nurse program at my hospital, and I was wondering if a game like this might be beneficial for my New Grads, nursing students, and maybe even experienced nurses to play a game like this to explore the need for teamwork and cooperation." That's a possibility, and designers should possibly consider potential markets like that when thinking about subject matter for future designs.