Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Technology is a double-edged sword. We have grown accustomed to the comforts of civilization, but at the same time we are always creating bigger bloodier methods of destruction.
Core mechanisms
Key systems that shape the decisions players make.
Deck / Bag Building
Add new pieces during play to improve the cards, tokens, or dice drawn later.
Action Retrieval
Previously used actions must be recovered before they can be selected again.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Multi-Use Cards
Use the same card in different ways, making each play a trade-off.
Layering
Place components over earlier pieces so their order and overlap affect play.
Read the full game description
Technology is a double-edged sword. We have grown accustomed to the comforts of civilization, but at the same time we are always creating bigger bloodier methods of destruction. Will you focus on civil developments to speed up production, or will you build powerful armies to lay waste to your enemies? Do you build wonders that leaves a permanent heritage for mankind, or do you want to seize it from those who are not worthy? Guns & Steel combines the variety of hand building with a unique card flipping mechanism, and enables 2-4 players to compete throughout the ages, struggling to build the greatest empire of the world. Enjoy a tightly packed strategy game that will force you to make challenging decisions on every turn, and experience the rise & fall of nations in just an hour's time. Turn Overview Resource Phase Play a card face-down as a resource card. Development Phase Play a card face-up as a development card. Purchase Phase May buy one card from supply. End of Turn Phase 0 or 1 card in hand: Check if you can gain a wonder. Retrieve cards to hand. 2 or more cards in hand: Do nothing. Game ends when all wonders are taken, or when all Space age cards have been bought. The player with most VP on their cards win the game.