Hand Management

Rumis

In the game Rumis, the players construct an Inca building with their stones. All players receive three-dimensional pieces made of wood, which they will try to position adjacent to their already placed pieces of their own color. All of their own pieces are of different shapes, which is a challenge to the three-dimensional imagination.

Cubic, wedge-shaped, or pyramidal volumes are different building limitations, which are imposed by the various building scenarios. Playing RUMIS, you will find that no game is similar to any previous one. Once your mind has mastered the puzzling shapes of the RUMIS pieces, you will explore the depth of tactical and strategic possibilities offered.

The rebrand by Educational Insights is labelled 1 to 4 players on the box, adding solitaire puzzles such as building a 3x3 cube with one color and building the various shapes using all the colors, following the rules of the multiplayer games while leaving no gaps in the structure.

Expanded by:

Rumis+

Brass

In Brass the players represent industrialists in northern England during the hay-day of the industrial revolution. Each player needs to build an economic engine that surpasses the other by the time railways are established and the foreign markets have been saturated with English cotton.

The goal of the game is to have the most points at the end of the game. These are obtained in three ways:
1) Building industries and having them successfully utilized
2) Building canal or rail connections to cities that have many successfully utilized industries
3) money at the end of the game (very inefficient).

Game play is divided into two phases - the Canal Phase and the Rail Phase. At the beginning of each phase players are dealt a hand of cards that represent a mix of the cities and the available industries.

On his turn, a player has two actions (except first turn of the game where there is only one action) and must spend a card for each one. Available actions include:
1) building an industry
2) building a connection [either canals or rails based on phase of the game]
3) develop their own industries which removes lower victory point industries from a player's board in favor of higher victory point ones
4) sell cotton
5) take a loan (absolutely necessary a few times a game.

At the end of a player's turn they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn - from lowest spent first to highest spent. This turn order mechanic opens some strategic options for players going later in the turn order allowing possibility of back-to-back turns.

After all the cards have been played the first time (deck size adjusted for number of players) the Canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, new cards are dealt and the Rail Phase begins. Rail phase is identical to Canal Phase except players may now occupy more than one location in a city and a double connection build (though expensive) is possible. At the end of the Rail Phase there is another scoring round and a winner is crowned.

The use of the cards limit where you can build your industries but any card can be used for the develop, sell cotton or building connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source which may be an opponent's coal mine which gets that coal mine closer to scoring (i.e. being utilized).

[Side Note]
Brass provides a game of timing and positioning yourself to have your opponents propel you victory. The rule book is notorious for being difficult to understand (though has been significantly fixed in the most recent edition). After a few turns the game reveals itself to being far more simple than the rules suggest. A teacher or viewing a how to play video is definitely worth the time.

Red November

Red November is a cooperative game in a gnomish attack submarine where everything is going wrong. The sub is descending and the water pressure increasing, the nuclear reactor is overheating, the nuclear missile launchers are pre-igniting, fires and water leaks are everywhere, there's a giant Kraken looming nearby and there’s very little oxygen and vodka left. While the storyline feels more and more like a disaster movie, the players must get organized to solve the problems, divide the tasks among themselves to minimize the risks, and sometimes accept to sacrifice themselves for the common cause.

The game is played on the map of the submarine. The conditions in the submarine are represented by three disaster tracks: Asphyxiation, Heat and Pressure. During the game, these conditions get worse, and if anyone of them reaches its maximum value, the submarine is lost. In addition, various emergencies can occur which have to be dealt with swiftly, or they'll also lead to the loss of the submarine.

Each turn, a player can move to a new location, and perform some action there. Such an action can be repairs (which will improve conditions on the sub and/or fix emergencies), removing obstacles (unblocking hatches, removing flooding or extinguishing fires) or stocking up on equipment (which will help with later actions). Each action is paid for with time. The more time a player spends on an action, the greater the chance of success. After each player's turn, a number of events will happen; the more time was spent, the more events will occur. Such events will be the worsening of conditions in the submarine, or the triggering of emergencies.

If the Gnomes can keep alive long enough, rescue will arrive and the game is won.

10 Days in Asia

From the back of the box:

You have 10 DAYS in ASIA - touring by train, airplane, ship, or on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outmaneuver your fellow travelers. The first traveler to make connections for a ten day journey wins the game.

In this fourth installment of the 10 Days in series, the players are touring Asia, arranging their tiles on the ten days (open spots) of their trays to create a string of consecutive steps that, once completed, creates one consecutive journey. Tiles of neighboring countries may be placed side-by-side on the tray, with trains, ships and airplanes connecting distant countries depending on where they are located. Tiles cannot be rearranged in a tray, but must be replaced one at a time from the few face-up tiles available to all players, or from a random draw.

This installment introduces railroads which allow players to connect any countries that have stops along a selected rail line. These work in addition to the now-familiar airlines (connecting countries of the same color), and ocean liners (although now you have two oceans to contend with).

10 Days in Africa

You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections for a ten-day journey wins the game.

Tiles are arranged on a player's tray, then a new tile is drawn. It can be used to replace a tile on one of the "days." Then that tile or the drawn tile are discarded face-up to one of three discard piles. Tiles may not be rearranged, only replaced.

You must complete your journey correctly, connecting by
foot - bordering country tiles set side-by-side,
air - countries of the same color with a same-colored airplane between them, or
automobile - a car can drive between two countries and a third country which borders them.

Whoever is the first to connect all 10 days wins the game.

This is the second installment in the 10 Days in series.