The Real Ra Family (Ancestors, Descendants, Distant Cousins and So on) by Reiner Knizia
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As Reiner Knizia likes experimenting with mechanism ideas, it's no wonder that his most beloved games have clear relatives, predecessors and descendants that were the result of different development methods - and by the time the classic appeared, many of its ideas were already present in earlier, less successful Knizias.

This list does not really focus on one mechanism (although in most of the games here players reveal a few tiles amd collect them in bunches, mostly via auctions, for a complex endgame scoring) but on the games that lead up to Ra (currently the 2nd highest rated Knizia that left BGG top 100 only at the beginning of this year) and those that followed in its footsteps.
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1. Board Game: Ra [Average Rating:7.47 Overall Rank:171]
Board Game: Ra
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Our main hero, the most successful member of the family:

Let's start with Ra, even if it's not the earliest game in this list. Still, it's probably the greatest one, the one that just left the BGG top 100 after spending more than a decade there, and the one that had an influence on most of the later games in this list. Also, maybe by listing the main features we get closer to the purpose of this list - having a clearer view on what mechanism elements define a Ra-like game.

Collecting tiles:
The game lasts 3 'epochs' (rounds) and in each epoch you have 3 possibilities (or, in a 2-3-player game, 4 possibilities) to collect tiles. As tiles are revealed one by one, there are three instances when auctions happen:
- when a Ra symbol is drawn
- when a player decides they don't want to draw a tile but have an auction for all the tiles revealed in the middle right now
- or when the auction track is full (the maximum number of tiles for auction has been drawn).
These are one-round auctions with the active player having the final word. For this, they can't freely choose the amount to bid - they have 3 'suns' with different values in front of them (tokens 1 to 13/16 evenly distributed among players and one on the table). For bidding (on the tiles visible and the sun in the middle, to be used in the next epoch) you choose one of your suns still available; highest bid wins.
Tiles collected are placed in front of you on the table, forming a display (except from disaster tiles that force the player to discard two tiles from its category).
An extra possibility for collecting tiles is provided by God tiles - they may score points for you at the end of the epoch, or you can use then to pick a tile from a bunch of face-up tiles in the middle of the table whenever you want, without taking part in any auction.

Board Game: Ra

image by Kazoom
End of the round/game:
The round ends either when each player has used all their suns (ie when they took three groups of tiles) or when a given number of Ra tiles (depending on the number of players) are drawn. End-of-round scoring occurs. After the third end-of-round scoring the game ends and there is also an end-of-game scoring.

Scoring:
This game is an artful collection of scoring possibilities.

End of round scoring:
- face value (2/3 points for gods/gold)
- majority scoring, started from scratch each turn (5 points for most Pharaohs, -2 for fewest; discarded at end of the scoring)
- punishment for lack of a certain type (-5 points for no civilization)
- scoring for sets (5/10/15 points for 3/4/5 different civilizations)
- conditional scoring, but cumulative for the game (1 point for each Nile and Flood tiles but only if there is at least 1 Flood tile; floods are discarded but nile tiles remain at the player)

End of game scoring:
- 'matrix' scoring: scoring both for sets of similar and different tiles (5/10/15 points for 3/4/5 of the same monument; 1-6, 10, 15 points for 1-6, 7, 8 different monuments)
- and another Pharaoh-like majority scoring for the Sun tiles at the players (+5/-5 points for highest/lowest total, as an initiative to collect higher-numbered sun tiles even in the last epoch).
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2. Board Game: Razzia! [Average Rating:6.81 Overall Rank:1618]
Board Game: Razzia!
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The most successful member in disguise (or is it a dark twin?)

Razzia! is a 2004 title that is a rethemed and only slightly reworked Ra in a more handy cardgame form. The mechanism itself is the same and card distribution is also only slightly changed, mainly because of only one reason: the game lacks (the bite of) catastrophe tiles.

It would be redundant to go into detail as the game is the same otherwise.

Board Game: Razzia!

image by EndersGame
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3. Board Game: Priests of Ra [Average Rating:6.83 Overall Rank:2014]
Board Game: Priests of Ra
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KIDS:

In the end of the 2000s Knizia was reworking and re-imagining most of his classics. In 2009 there were two new games published for Ra fans. What makes Ra Ra? Mainly the unique mechanism and the special combination of scoring possibilities. So one game changed the scoring and the other one changed the mechanism. This is the first one.

One of Ra's kids who shows half of the main personality threads:

Collecting tiles:
Collecting tiles happens exactly the same way as it happens in Ra, with the addition* that most tiles have two sides and when you draw the tiles you decide which side of them to place on the board.

an addition that is suspiciously the same as that of Granada which was a reworked version of Alhambra the very same year)...

Board Game: Priests of Ra


End of the round/game:
Is also the same as in Ra.

Scoring:
Now this is where things are different, especially as all the tiles are different from Ra as well.

End of round scoring:
- conditional scoring for majorities in sets started from scratch each turn (5 points for most people in 4 color each if player has at least 2 of given colors)
- ...which is also scored in a 'matrix' (as you don't only score for same color as above, but also 1/2 ankhs for 3/4 unique colors).
- conditional scoring, but cumulative for the whole game (for buildings: 2 for pairs of the same type)
- ...also in a 'matrix' (3/4 unique building pairs score 5/10 points).
- face value (2 points for priests but after scoring, more or less like gods, they can have another function - a plague tile may be discarded for 3 priests)
- punishment for having a certain type (-1/-3/-6/-10/-15/-20 points for 1/2/3/4/5/6+ plague tiles - triangular scoring to fit the theme)

End of game scoring:
- scoring for sets of a certain number of tiles (5/10/15 points for 3/6/10 pyramid tiles, also 5/10 points for 3/4+ pyramid tiles in the same color)
- also for sets of ankhs (5/10/20 points for 2/3/4+ of them)
- and the usual majority scoring for the Sun tiles at the players (+5/-5 points for highest/lowest total, as an initiative to collect higher-numbered sun tiles even in the last epoch).
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4. Board Game: Ra: The Dice Game [Average Rating:6.78 Overall Rank:1388]
Board Game: Ra: The Dice Game
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The other kid showing the other half:

This is the other 2009 design that has the same scoring but different mechanism.

Collecting tiles:
Well, collecting tiles happens in a way that is so different from Ra that each other game in this list (save for the extras in the end) is more related to Ra in this aspect. Well, first of all, you don't even collect tiles but place or move wooden cubes but that's just a technical difference - it doesn't really make a difference in mechanism if you take a tile or just mark a space that is the symbol of the tile with a marker. But what's more important is you roll the special dice for this, with different features having different rules on how to place your cubes there (e.g. Nile moves the Nile marker forward, but you can place a flood marker only for 3 Nile markers rolled; you need 3/4/5 Civilizations rolled to place 1/2/3 civilization markers and so on).
Also, push your luck is still present, albeit in a different form: when you roll Ra symbols it's like drawing Ra tiles - the end of the round is closer, and you must place them even if you reroll the rest (2 rerolls allowed). If you roll 1 or 2 Ra symbols the Ra marker (mini-Ra) will move forward in the end of your turn. But if you roll 3 Ra symbols, then you score 3 points and don't move Ra; if more, you choose one disaster that affects all other players but you amd still don't move Ra.

Board Game: Ra: The Dice Game


End of the round/game:
Is almost the same as in Ra - the round ends when the Ra marker is moved a certain number of times (depending on the number of players). End-of-round scoring occurs. After the third end-of-round scoring the game ends and there is also an end-of-game scoring.

Scoring:
Is practically the same as in Ra (exception: nothing like the endgame sun scoring - you have mid-game sun scoring instead, see above). Also, during game, 2 ankhs (wilds) can be used for scoring 2 points instead uf using them as wilds.
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5. Board Game: It's Mine! [Average Rating:5.94 Overall Rank:6970]
Board Game: It's Mine!
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ANCESTORS I: THE IT'S MINE! LINEAGE

A game where you have real-time slapping on the cards instead of auctions which has been called something like "Ra-lite", "Ra simplified to a silly reaction game" many times which is just hiding the fact that this game (well, the first edition published) is one year older than Ra, so probably there would be no Ra without It's Mine!...

Collecting cards:
Cards are revealed one by one. At any time, any player may decide they want to claim the offer by slapping the table. The first player to do this claims the loot - all the face-up cards - and becomes the dealer. Each player may collect 3 stacks of cards in a round (just like you may collect 3 stacks of cards in Ra).

Board Game: It's Mine!

image by Freddy_Katch

End of the game/round:
The round ends either when each player has taken three groups of tiles or when the drawing deck is exhausted. End-of-round scoring occurs. Although I haven't found the rules it's quite probably suggested to play 3 rounds; after the third end-of-round scoring the game ends.

Scoring:
- face value (+/-) for certain cards
- face value for pairs in a kind of conditional scoring(+/-) (half of the cards are like this!)
- zapper cards - the more you own the more they are worth, along the lines of a not-really-triangular scoring (0/1/2/5/10/... points for 1/2/3/4/5/...) of sets
- Majority scoring, Swat or not cards: 10 for having the most, -10 as a punishment for lack of it.
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6. Board Game: Take It! [Average Rating:5.78 Overall Rank:15061]
Board Game: Take It!
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I'm not sure all the versions listed at the above game (It's Mine!) have the very same rules or card distribution, but this is a 2007 game which has a different entry at BGG so it is worth a mention here. According to the game page,

Quote:
This is a reworked version of Her Damit/It's Mine!, with a slightly different card assortment and no "jackpot" cards.
Board Game: Take It!
Board Game: Take It!

images by jtakagi
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7. Board Game: SWAT! [Average Rating:6.00 Overall Rank:9561]
Board Game: SWAT!
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After checking I can say this 2010 game is still mostly the same game as It's mine!, with the two differences being it accomodates up to 7 players so it has more cards (110 vs 78) and that you can win or lose only 7 points instead of 10 for majority (or having the least) of the majority card.

Collecting tiles:
Tiles (cards) are drawn one by one and a player can take them whenever they want by slapping them. But only 3 times in a round - the gameplay is the same as It's Mine!

Board Game: SWAT!

image by EndersGame

End of the round/game:
The round ends either when each player has taken three groups of tiles or when the drawing deck is exhausted. End-of-round scoring occurs. It is suggested to play 3 rounds; after the third end-of-round scoring the game ends.

Scoring:
- face value (+/-) for certain cards
- face value for pairs in a kind of conditional scoring(+/-) (half of the cards are like this!)
- zapper cards - the more you own the more they are worth, along the lines of a not-really-triangular scoring (0/1/2/5/10/... points for 1/2/3/4/5/...) of sets
- Majority scoring, Swat or not cards: 7 for having the most, -7 as a punishment for lack of it.
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8. Board Game: Star Wars: Allianz der Rebellen [Average Rating:5.45 Unranked]
Board Game: Star Wars: Allianz der Rebellen
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The youngest kid in the It's Mine! family line is a fast little tile collection game published in 2016.

Collecting tiles:
Tiles are revealed one by one. At any time, any player may decide they want to claim the offer by slapping the rebel symbol on the table. The first player to do this claims the loot - all the face-up cards - and becomes the dealer. Each player may collect 3/4/6 stacks of tiles (in a 4/3/2-player game) in a round (just like you may collect 3/4 stacks of cards in Ra).

Board Game: Star Wars: Allianz der Rebellen


End of round/game
The round ends either when all the players' planets are occupied (they have taken stacks the max. number of times) or or when the drawing deck is exhausted. After an immediate end-of-round scoring (see below) a second round is played using the same set of tiles, then the game ends in the end of the second round.

Scoring
Rebel (9) and Kylo Ren (1) characters are awarded for collecting (clear) majorities in each of the corresponding 10 tile types. In case of ties (which happen often, since there are 4 of each types and 8 of the Kylo Ren ones) the character remains in the middle of the table.
After the second round, characters are won again, but in case of ties they remain at their previous owners. So practically the first round only serves as a tiebreaker for the second one (thereby making a difference in players' preferences in the second round). The 10 characters score their face value (1 to 5 for rebels, -5 for Kylo Ren)*

* actually, this scoring reminds me of Katzenjammer Blues (see a few items below) a lot - while there you score the face value (1 to 5) of cards for quartets of cards of same value and -5 for majority of jokers, here you score the face value (1 to 5) of cards for majority in quarters of tiles of same value and -5 for majority of Kylo Rens...
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9. Board Game: Medici [Average Rating:7.14 Overall Rank:524]
Board Game: Medici
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ANCESTORS II: THE MEDICI LINEAGE

I didn't want to include this family first (Medici was another one of the so-called auction trilogy which also included Ra and Modern Art) but for all the differences (tiles reshuffled at the end of each age, no given #of auctions you are allowed to win etc.) it is still considered a forerunner of Ra by many, and indeed the third part of the family blurs the thin line between the two even more.

Collecting tiles:
You try to collect 5 tiles for your ship in each of the 3 rounds. You may collect them in 2 to 5 auctions (each round) as it's the auctioning player who decides how many (1, 2 or 3) tiles to draw for auction, revealing them one by one and stopping when they decide the tiles are enough for an auction.

Board Game: Medici


End of the round/game:
A round ends when all players have bought their 5 tiles (that fit on their ship) or when the tile deck is depleted. The game ends after 3 rounds.

Scoring:
There is no endgame scoring, only End of Round scoring, however the tiles you have already collected in previous rounds do matter in later scorings.
- majority scoring started from scratch each turn (5/10/15 to 30 points for having the second lowest to highest value loaded on players' ships which is practically like a punishment for the lowest value)
- majority scoring that is cumulative for the game (collected wares scored separately in the 5 ware types, moving a marker forward for each tile showing the given ware - 10/5 points for highest/second highest position at each ware)
- special achievement award (5/10/20 points for moving the marker to the 6th/7th/8th space, which means collecting 6/7/8 tile sets of the given ware type during the game, quite similar to the monuments in Ra actually!).
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10. Board Game: Medici vs Strozzi [Average Rating:6.50 Overall Rank:2262]
Board Game: Medici vs Strozzi
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This 2-player Medici variant is largely the same as the original with some important differences:

Collecting tiles
- while wares are auctioned and bought the same way, now you have to decide which ship to put it in (there are 3 ships with 3/4/5 spaces for wares instead of one with 5 spaces) and which harbor to go to with the given ware, as each ware can be taken to two harbors but no harbor takes all the wares.

Board Game: Medici vs Strozzi

image by frouvne

Scoring
Just like in Medici but more cruel:
- ships are compared separately for different harbors: player with a higher total value of wares at a harbor scores 20 points
- wares are scored separately for different harbors: c
majority of a ware in a harbor is worth 20 points
- but you get the 10/20-point special bonus for them only if you have 3 or 4 more of them than the opponent does (tug of war (see here) scoring).
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11. Board Game: Strozzi [Average Rating:6.74 Overall Rank:2176]
Board Game: Strozzi
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While in Strozzi only single cards are 'auctioned', the special auction system made it inevitable that the third gamr on this Meeici lineage is often called 'Ra-like' by reviewers.
Collecting tiles:
Even though you get a fixed number of three single ships each "epoch" (round) (and there are 3 rounds), all these ships carry a 'portfolio' of things to score, so each of them are like a bunch of tiles, actually. There are 3 to 5 wares, possibly some extra features and a value ('speed') shown on each ship card. As a result you don't really take tiles but will move markers just like in a game of Medici where you move the markers because of the tiles.
Also, you have three 'Flags' (much like Suns in Ra) for the one-round 'auction': with one you can instantly take the ship currently auctioned while the other two can be 'overbid' by other players' instant-take Flags. So you collect a ship and assign it to one of the three ports, each of your ships to different ports in a round just like in Medici vs Strozzi, but now each port takes only one ware type so only the given ware type is worth anything at the given port. (The '+1" flag adds one to the speed value; the 'ware flag' adds one to the ware type at the port.)
When a ship card shows one or two scrolls, players' markers are moved upward on the Florence track as well. And if a promotion tile is shown you take one of three face-up promotion tiles (values 1 or 2). Value 1 promotion tiles also show a ware - another move in the port associated with the given ware type.

Board Game: Strozzi

image by EndersGame

End of the round/game:
The round ends when all players have used their 3 flags (just like in Ra) or when all ship cards have been drawn and placed or set aside (just like in Medici). The game ends after the third round.

Scoring:
End of round scoring:
- 'majority' scoring started from scratch each turn (just like ware values are compared in Medici vs Strozzi, ship speeds are compared in each port, scoring 15/10/5 points for 1st/2nd/3rd place).
- and another Medici-like 'majority' scoring that is cumulative for the game (highest positioned markers scored separately in the 3 ware types=ports AND in Florence - 15/10/5 points for highest/second/third highest position at each port)

End of game scoring:
(Endgame scoring is also something not present in Medici but in Ra...)
- a third 'majority' scoring (for promotional tiles - 30/20/10 points to the player with the highest/second/third highest total value in each of the three categories arts, sciences and architecture).
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12. Board Game: Medici: The Card Game [Average Rating:6.77 Overall Rank:2297]
Board Game: Medici: The Card Game
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2017

This card game moves even further from the auction concept - just like Ra: The Dice Game it has no auctions. On the other hand, it does have a kind of common pool, not really Keltis: Der Weg der Steine Mitbringspiel-style, more like in a Circus Flohcati/Cat Blues/Lost Cities: Rivals style variant of the Medici rules: you turn cards and then can take the last one card and also one or both of the previous two cards drawn. So the cards you reveal but don't take are placed in the middle and are available for other players. The rest of the game is pretty much the same as that of Medici, with some special cards, 5-card "ships" (7 in a 2-player game) and a very similar scoring to that of Medici.

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13. Board Game: Unpublished Prototype [Average Rating:6.95 Overall Rank:2719]
Board Game: Unpublished Prototype
Laszlo Molnar
Hungary
Budapest
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2020 (?)

Medici Dice Game

This November, 2019 kickstarter game will be a roll and write game (which is not a mechanism; it probably means dice replace tiles hopefully in a creative way) probably with a rating very similar to the other Medici variants.
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14. Board Game: Neue Spiele im alten Rom [Average Rating:6.80 Overall Rank:5501]
Board Game: Neue Spiele im alten Rom
Laszlo Molnar
Hungary
Budapest
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By the way, this branch of the family tree has a few older ancestors, one of them in this collection of games. Unfortunately I have never seen the rulebook (Does anyone have it in some kind of file format? Can you upload it or send it to me in any way?) but the BGG entry is clear about
Merkator,
one of the games:

Quote:
This game is Medici's ancestor. It is a simplified version of Medici, with the chief differences being you can hold six cards on your ship, and you are competing for highest value totals only. The number of each suit taken is meaningless, except in a variant where you get paid a bonus if you get one of each. The game lasts only one round.
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15. Board Game: Blazing Aces! A Fistful of Family Card Games [Average Rating:6.76 Unranked] [Average Rating:6.76 Unranked]
Board Game: Blazing Aces! A Fistful of Family Card Games
Laszlo Molnar
Hungary
Budapest
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And another old member (as old as Medici actually) of the Medici lineage. This book is a collection of card games (using a traditional deck) where scores are counted according to the scoring of one of the older well-known point salad games: Poker, a game offering several ways to score your cards. Inevitably there are a few games in the book that are about collecting the cards for a good poker hand, and this one is a clear relative of Medici.

Greenhorn

In this game for 3 to 7 players, the common drawing deck is constructed of 7 randomly drawn cards for each player (so, 21 to 49 cards). Everyone gets a card that they keep face-down during the game.

Collecting tiles:
The active player reveals a card and may stop or reveal another one, one by one as long as a card that they reveal does fit any kind of poker series. When the card revealed does not fit in the series (e.g. 7,8,9 of different colors, then a King) they must stop.

Then a bidding begins for the loot revealed, just like in Medici, starting with the next player and ending at the active player. The winner pays to the pot and gets the cards that they keep face-up. No one can hold more than 5 face-up cards (aha, so Poker is the original reason why you have 5-tile ships in Medici...) so if they get more, they must discard down to 5.

End of the game and scoring:
When the deck runs out of cards the game ends, face-down cards are revealed and players' cards are compared for the most valuable poker combinations using 5 cards of the 6, always including the face-down one. The pot is distributed among players based on the place they finished at (e.g. with 4 or 5 players, the pot is divided into 6 equal parts and the winner gets 3, the player who finished second gets 2 and 1 part is given for third place). Any number of rounds can be played.
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16. Board Game: High Society [Average Rating:7.04 Overall Rank:584]
Board Game: High Society
Laszlo Molnar
Hungary
Budapest
Hungary
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ANCESTORS III: HIGH SOCIETY

Released in the same year (1995) as Medici, this one already featured negative and positive tiles cards, auctions with a fixed set of suns cards and also an endgame condition that is very similar to that of Ra so I think it should be featured here even if there is always only 1 card auctioned at the same time.

Collecting cards:
Cards are revealed and auctioned from a common 16-card deck one by one. For this, each player has a similar set of 11 suns money cards, playing them as or adding them to their bids during auctions (and taking them back in hand if they did not win). In case of good cards it's the player who is not overbid who takes the card, while in case of bad cards it's the player who can't (or doesn't want to) overbid the previous player (in this case they don't pay at all while all other players pay the money they offered to avoid the card).

Board Game: High Society

image by EndersGame

End of the game:
It is a clear predecessor of Ra: as soon as the fourth red-bordered card is drawn, the game ends.

Scoring:
There is only End game scoring here.
First, as a punishment the player with lowest amount of money left is out of the game. Then
- face value (luxury cards)
- negative value (lose 5 points for scandal misfortune card)
- double score (for each recognition card)
- finally ½ of the total value lost (for the ‘Mansion Fire Misfortune’ card)
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17. Board Game: Kajko i Kokosz: Przygody Wojów [Average Rating:6.21 Overall Rank:15240]
Board Game: Kajko i Kokosz: Przygody Wojów
Laszlo Molnar
Hungary
Budapest
Hungary
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DESCENDANTS

I don't know more about this 2015 game (themed after an old Polish comic book series strongly inspired by Asterix) than the BGG description so I try to quote everything from there.

"In this game players try to collect as many treasures as they can and avoid fighting with brigands and other ruffians."

Collecting tiles (cards):
"At the beginning of the game there are formed 10 stacks (differed by color and number) of cards (with treasures and brigands) in the middle of the table. Each player receives 2 or 3 characters.

On every player's turn the player has to choose one of the two following actions:
1. She can take one card from one of the stacks and place it face up in front of her.
2. She can send all previously gathered cards to the castle using one of her characters.

Players try to gather as many cards as they can, but the more they have the more they fear to lose it all. What's more action 2 can be performed only 2 or 3 times per game (each character can be sent once). The players also try to remember in which stack the bad cards were taken, because every stack contains the same set of cards."

Board Game: Kajko i Kokosz: Przygody Wojów

image by Lukasz D

End of the game:
"The game ends when all of the players have sent all their characters" (a very Ra-like option) "or when nobody has anything more to send and there are no cards to draw" (a familiar idea from many games here).

Scoring:
There is only End of game scoring here.
- It seems basic scoring is only about face values: "The treasures have different values, which players count. The players who scored the most is the winner."
- Also there can be a bonus for majority: "There is also an advanced variant, which present the 10 bonus point card, which is given at the end of the game to the player who gathered most coins amongst his treasures."
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18. Board Game: Amphipolis [Average Rating:6.19 Overall Rank:9609]
Board Game: Amphipolis
Laszlo Molnar
Hungary
Budapest
Hungary
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Even without any auctions and with only one 'epoch', this game, published by a Greek publisher and having a theme of the (actually) newly discovered Amphipolis (a tomb which is a rare archeological finding) certainly belongs to the 'Ra family' with tiles drawn, made available, being collected by players and scored in several ways.

Collecting tiles:
Collecting tiles is, in a way, a lot simpler than in Ra. You take two tiles each turn. But it's a very Knizian way to twist things by adding choice: in the Schotten-Totten family you may cards to a few different tricks that are played at the same time, in Taj Mahal you participate in 6 auctions at the same time, and here, tiles are revealed for 4 loots at the same time.
When it's your turn, draw 4 tiles, place them to their corresponding area (mosaics, vases, skeletons, statues, stone - to the 16 spaces of the tomb's exit) and then you may draw 2 tiles - from any one of these areas (but the exit).
To make things more interesting, you also have 4 one-time-use character cards that let you draw 1 or 2 more tiles (2 from the same area, 2 from a different area, 1 from each other area, 1 from any area) in addition. Their timing is, in a way, as important as timing the auctions in Ra, or if you like, they are like the God tiles of Ra, taking some extra tiles during the game.

Board Game: Amphipolis


End of the game:
Just like in Ra, end of the game is triggered when a specific number of a certain tile type is drawn (depending on the number of players). These are stone tiles that, according to the theme, fall to the exit to block it in the end.

Scoring:
Just like in Ra, tile types and scoring are based on theme, as it is quite obvious from the skeleton and mosaic tiles.
There is only End of game scoring here.
3 different tile types are scored for sets, 3 different ways but always conditional (1 tile never scores anything in itself):
E4 different/same colored tiles (score 2/4 points for 4-tile sets of mosaics)
Escore for different-colored sets (score 1/2/4/6 for sets of 3/4/5/6 different vases)
Escore for 2-tile sets and sets of sets(!) (score 1 for 2-tile skeletons and 6 for 2 adult and 1 child)
The fourth tile type (area) is two different types, scored separately:
- majority scoring in a Pharaoh-like way (6 points for most Pharaohs, 0 for fewest, 3 for the rest).
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19. Board Game: Palazzo [Average Rating:6.55 Overall Rank:1831]
Board Game: Palazzo
Laszlo Molnar
Hungary
Budapest
Hungary
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'Hey', you might say, 'if Amphipolis fits this list the Palazzo does as well', and you may be right, even if we're stretching it by now.

Collecting tiles:
It surely has the auctioning of a bunch of tiles drawn semi-randomly (never more than 3 which sounds like Medici), but from 4 different lots like Amphipolis (also from a fifth one - tiles from the middle aren't auctioned but can be bought without auctions (a feature present in many games here, even in Ra you can get tiles without auctions, using god tiles). Timing of your actions is crucial as all tiles are lost from lots where more than three tiles are placed.

Board Game: Palazzo

image by GeoMan

End of the round/game:
It happens just like in Ra - the game wnds immediately as soon as the fifth tile of a certain tile type with no value is revealed. To make things somewhat more controlled, these tiles are all part of the last stack of tiles.

Scoring:
Even though there are a few different decks of tiles that you have to draw from consecutively, there is only Endgame scoring here.
- Sets of (floors) tiles are scored like civilizations in Ra.
- If these are of the same color, score extra.
- Also, score for "face value" (number of doors/windows on your tiles).
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20. Board Game: Cat Blues [Average Rating:5.90 Overall Rank:6169]
Board Game: Cat Blues
Laszlo Molnar
Hungary
Budapest
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FINALLY, THREE GROUPS OF VERY DISTANT RELATIVES

As usual, borders are blurred. So, again, what game can be called Ra-like?
E Collecting tiles (more than one at the same time)...
E ...that were revealed randomly, one by one,
E auctions or other possibilities to grab the loot a limited number of times,
E possibly more than one epochs (rounds),
E special endgame conditions (revealing a number of certain tiles/cards),
E special scoring options.
Most games above lack one or more of these features.

So what kind of games miss the list but should be mentioned at least? The games listed in this and the following item each have something common with Ra, but, in my opinion, not enough.

The first set is about simple card games where a little or more hand management element gets an important role. Each of these are from the year before or after Ra was published.

Cat Blues
Board Game: Cat Blues

In this game, cards are revealed one by one, and you keep doing this until the second card showing the same number appears - then an auction takes place. While you don't have a choice on the timing of the auction, this aspect is not conpletely missing from Ra which also forces auctions when certain (sun) tiles appear. Also, for the auctions you use cards from your hand, collected during previous rounds. The highest bidder takes the loot and may discard quartets (sets of 4 cards of the same value) from hand for the number of points (face value) shown on the cards, or jokers for zero points. Oh yes, because the game ends as soon as (the drawing deck is depleted, or) a certain number of points were awarded in total, and the player who has the most jokers loses 5 points.

It is worth only a short mention that
Circus Flohcati,
Board Game: Circus Flohcati

published also on 1998, is clearly a relative of Katzenjammer Blues but not really a relative of Ra anymore.
You score for trios (sets of 3 card with the same value) during game here, and not face value but 10 points for each. Cards are revealed one by one and you have to stop when two of the same value appears, but here you might stop earlier (this is the only feature closer to Ra than to KB) and take a card (yes, only one). The game ends once the deck runs out or a player with all 10 colors in hand decides to end it, scoring 10 points for the set. Also the highest face value of each color in a player's hand is scored.


Vampire
Board Game: Vampire

This 2000 design should get a mention as well: it belongs here more than Circus Flohcati and is most closely related to the Palazzo and Amphipolis entries (especially the latter). This time, cards in six colors (plus jokers) and two values (1 or 2) are placed on six different spaces based on their color ('type', see Amphipolis) and when a player chooses a space they take all the cards from there. Still, cards aren't placed completely random. When it's a player's turn they may decide to draw two cards from the middle and place one of the cards in their hand on their corresponding spaces or evoke Ra draw all the cards from one space AND play at least 3 cards (trios, quarters...) of one color in front of them. The game ends when there are no more cards to be drawn OR as soon as one player has card sets in each color in front of them. Scoring is for face values but only after a Knizian twist of a negative majority element: lowest value sets are discarded in each color.
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21. Board Game: Dream Factory [Average Rating:7.06 Overall Rank:707]
Board Game: Dream Factory
Laszlo Molnar
Hungary
Budapest
Hungary
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This set of very distant relatives features games (both from the year after Ra) where a bunch of tiles are auctioned in a row and then scored in various ways, but the order in which tiles will be auctioned is clear from the beginning of the round or the game: players know which tiles will be auctioned in the first, second etc. auctions.

Hollywood Blockbuster/Dream Factory
Board Game: Dream Factory

Why it would fit:
Randomly drawn lots of (mostly 2 or 3) tiles are auctioned in 4 'epochs' for a variety of scoring options after each round and in the end of the game (mostly for best sets in different categories, also, in the end of the game, the worst set).
Why it does not fit:
The order and grouping of most of the tiles (except on party spaces) to be auctioned are already known from the beginning of the round - they are not revealed one by one (nor are the tiles on the party spaces). Also you have a fixed number of auctions in each round and also a fixed number of 'slots' in your display for the tiles you collect - if there is no space for a certain tile type you collected, you must discard it (and you get new available spaces only by collecting complete sets of tile types).

Taj Mahal
Board Game: Taj Mahal

Why it would fit:
It's a game with auctions, collecting tiles and several options for scoring. You might time your auctions (I mean it's advisable not to participate in all of them). Each of the 12 auctions have 6 (7) auctioned items at the same time (although it's quite probable that more than one player wins one or more of the auctioned items). As for scoring options, 4 different ware tile sets are scored separately with triangular scoring, some things score face value (+2, +4) and you also score for # of cards of one color remaining in hand.
Why it does not fit:
Still, it's too different from the Ra concept in every detail. Auctions for 6 items are more like 6 simultaneous auctions for 6 single items than single auctions for a bunch of tiles. All the auctioned items (not even randomized that much) for each auction are known from the beginning of the game and now a strong spatial aspect appears as well (with an important spatial scoring option).
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22. Board Game: Africa [Average Rating:5.99 Overall Rank:4342]
Board Game: Africa
Laszlo Molnar
Hungary
Budapest
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And if we're at games with spatial aspects, one might mention two (three) tile collection games as well, still very far from the Ra concept:

Jäger und Sammler (and Zombiegeddon)
Board Game: Jäger und Sammler
Board Game: Jäger und Sammler
Board Game: Jäger und Sammler

Why it would fit:
Iin each turn (well, in most turns) you collect 2 tiles from the commonly contested ones. You do it in two subsequent 'epochs' (seasons). Scoring of the tiles varies: many tiles are scored for face value (1 to 3), some of them can be collected only if conditions are met (you need another tile type for them - see flood - to score, but these score more), 4 different goods are scored with a triangular scoring. Reaching camps is like a spatial equivalent of collecting suns: in the first season you do it to have good positions for tile collection in the second season; in the second season you do it for 5 points each.
Why it does not fit:
Well, it's still a spatial tile collection game with no auctions and even the layout of tiles is known from the beginning of each season.

Africa (2001)
Board Game: Africa

Why it would fit:
Unlike in the ones above, you do reveal tiles one by one, so the order they come up in is not known from the beginning of the game. Also there is a variety of tiles with different rules and a dozen scoring possibilities, mostly spatial scoring for adjacency, some for moving there, some for turning them over, some for building camps next to them; also some actions allow you take some tiles, and there is even an endgame scoring - majority scoring and something resembling triangular scoring. Oh yes, and the game ends when the 11th piece of a specific tile (monument) is turned over which is very Ra-like.
Why it does not fit:
Well... To be honest, it still does not feel or play like Ra at all; it's a no-auction game with a very strong spatial aspect.
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