Forged in Steel is a card-driven, city-building strategy game where players take on the role of a prominent family in a burgeoning Colorado county in 1900 as turbulent social and technological changes are about to reshape the way they live. Each family seeks to control one of four sectors (mining, industry, city, or commercial) while also striving to be Mayor to control the appointment of other players to offices.
The game takes place over three eras (turns/decades) in which players are dealt cards (all with historic black-and-white photos from Colorado) that they can use to either to build, buy, or seize structures, or used for the ?event? listed on every card. Cards can also be used to set yearly ?Headlines? or ?Themes? which evoke a movement in American society or technology and change VP awards or other variables in the game. Finally, players can build parks, civic buildings, hospitals, and police stations. These buildings in turn affect further play and cause neighborhoods to have more political votes at turn?s end, increase VPs for proximity, or protect against certain negative cards.
Forged in Steel is an organic building game in that all builds change the landscape and players may build only adjacent to where others have built ?the grid/network?. At turn?s end, the game decides how many immigrants come seeking jobs based on how many factories and commercial buildings were built that turn. Too many? Unrest grows and there could be a riot, undermining all of your recent city-building efforts. The National Guard will step in to help you, of course, but they are usually outnumbered, and there?s often fighting in the streets, so be wary of not contributing to the ?Unrest Track?.
Can your family negotiate the turbulent changes of the early 1900s and become the local political and economic powerhouse? From the New Deal, Women?s Suffrage, City Beautiful and Spanish Flu, to sidewalks and paved streets, all aspects of a 1900s western American city are incorporated, and players will learn about the rise of those developments that changed cities, labor, industry, and society forever.
Hands in the Sea is a two-player deck building wargame on the First Punic War, between Rome and Carthage, 264?241 BC.
Each player has a starting deck of cards they use to perform various actions, up to two per round. Actions range from colonization, to naval movement, to battle, with most activity centered in and around Sicily and Sardinia/Corsica. Players may also purchase additional cards from their own custom decks, or from a set of neutral cards that either player may purchase. There are also Strategy cards that each player can purchase that give the owning player some special advantage.
The game is played over the course of several turns, up to a maximum of twelve. At the end of each turn, players resolve random events, collect income and score victory points. There are several paths to victory, ranging from simply having the highest score at the end of the game, to capturing the opposing player's capital.
Inspired by A Few Acres of Snow, this game features several new elements, including navies, naval battles, cavalry superiority, mercenaries, field battles, sieges, manpower, strategy cards, random events, turn based scoring, bribery and tactical bonuses.
The name of the game is based on a quote from a Carthaginian commander, who claimed at the outbreak of hostilities that the Carthaginian control of the seas was such that the Romans would not even dare wash their hands in the sea.
The 2nd edition game has a revised rule book and player aid sheets as well as several component upgrades:
This pack features high quality metal coins created for the Hands In The Sea 2nd Edition Board Game but suitable for any ancient european themed game or roleplay system.
The pack contains 10x 29mm gold coins and 20x 23mm silver coins.