Six records, personally selected rather than filed by weight class. Each one
carries its house difficulty rating for when the general archives open, plus a
SysOp note on why it earned a place here. Ratings are logged per-play; none
have been entered yet.
FR
Fantasy Realms
Difficulty
Light
Players
3–6
Mechanisms
Card drafting, hand management, set collection
A fast card game about assembling the strongest hand from a shared, shifting
pool of cards — drawing, discarding and reading which combinations are still
available before someone else takes them.
SYSOP NOTE: Short and sharp enough to open or close an
evening without derailing whatever heavier game came before or after it.
A dice-allocation game built on area majority: each round, players commit
whole sets of same-value dice to competing casinos, and the real skill is
judging which majorities are still winnable before committing, since a set
placed can't be moved. The calculated risk is in the commitment, not the roll.
SYSOP NOTE: Kept in this list for how easily it seats anyone,
experienced or not, without losing real tension over where the dice land.
A tile-and-token puzzle where every player draws from the same shared offer
and builds a private habitat map in parallel — the challenge is scoring
wildlife corridors and clusters well against a hand of shifting objectives.
SYSOP NOTE: A parallel-play puzzle that suits a family table
particularly well — nobody's eliminated, nobody's stuck waiting on a turn.
Auction / bidding (multiple formats), hand management
An auction game where four artists' paintings are sold across four rounds
using several different auction formats — the market price for each artist
depends entirely on what other players are willing to pay, which makes
reading the table as important as valuing the art.
SYSOP NOTE: The exception that proves this list isn't only
quiet economy engines — this one runs on interaction, not solitaire
optimisation, and it earns its place for exactly that reason.
A dice-and-tile optimisation game where two dice each round decide what's
available to buy, and the challenge is matching what you roll to what your
modular board actually needs, round after round.
SYSOP NOTE: Close to the classic Eurogame template this
collection leans toward — quick turns, real planning underneath.
A dense zoo-management engine-builder played across two interacting card
tracks, balancing visitor appeal against conservation projects on a long
dual-track scoring board.
SYSOP NOTE: The kind of long, planning-heavy build this
collection tends to reward — a full evening spent on one engine, not six
short ones.