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Carpe Diem
45m - 75m
2 - 4 Players
Ages 10+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Ancient
38.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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agentpatman
I gotta say that tile placement is one of my least mechanisms but it was pretty enjoyable here. I think what I like most is the sort of rondell tile selection system which I haven't seen before. That puzzle is the most interesting aspect of this game. The tile placement itself is pretty standard of only being able to join them in certain ways and in this case completing a set of tiles unlocks a resource or ability to help you throughout the game. I also really enjoy the scoring aspect as you get to essentially select your scoring condition while also blocking your opponents based on where you are on one of the tracks. This means it can be pretty rewarding or punishing based on how well you did. It also means you need to constantly adapt your strategy to respond to the dwindling amount scoring conditions remaining. The rules were simple to learn, although the rules could be a little more clear in places like lacking a card glossary. You have to basically guess on some of the iconography and while you can work it out after a bit, it would be nicer if each card was numbered and explained to clear up any potential issues with different gamer interpretations. There is a certain beauty in the simplicity of move, take a tile, repeat 7 times, then score. The point cards are a little strange choice but not the worst thing in the world. I think ultimately this ends up as a pass for us because we have other tile placement games already and although this is interesting I think I prefer tile placement as a mechanism in a list of other mechanisms rather than the main focus of the game. Something like forum trajan for example I enjoyed a little more because it is a piece in a bigger puzzle rather than the puzzle itself. I gotta admit this is about 50% tile placement and 50% that rondel but it just is a little much for me. That said it was definitely enjoyable first play and I would gladly play it if someone wanted to, I just wouldn't be the one to pull it off the shelf. I also wish there was some extra modules or something else to layer in later when you want to change things up like some of Feld's other works. In games like this, the longevity depends on variety of the puzzle and I think that might be lacking long term with this one.
andshar
Fairly quick and easy with many choices. It's best attribute is replayability due to having so many different tiles, scoring cards and frames. The biggest negative is that the game tends to peter out of options toward the end rather than ramping up.
ajewo
Abstract: Tile laying on a 6x6 grid game by Stefan Feld. Lighter than other Stefan Feld games (medium-light). The tile selection is done in a market where all areas are connected by star-shaped paths. Second Edition: Small rule change due to redesign the player boards (orbital selection) that give less options than the previous first edition. (see https://www.youtube.com/watch?v=svhyB6DMHu0) Actions: * Move patrician meeple (via bouncing) * Take a tile (1x1 pieces) * Place tile on player board * Optional: take resources or a bonus tile when finishing landscape or building tiles * End of a round: place marker between scoring objective cards Pros: + Banderole track is used for end game victory point scoring and turn order for scoring + Players move their patricians (meeple) to obtain tiles by bouncing over to the opposite side in a roundel-like tile market (no "worker" blocking) + Plenty of public scoring objectives (60 cards) included that offer a lot of combinations (different each game). Scoring cards either require to spend codes or certain completed tiles on the player's board (replayability, variability). + Spatial puzzle for scoring objective cards (3x4 grid). A player places his markers between two cards to claim these objectives and also to block this spot for other players. However, players may loose points, if they do not meet the requirements of the scoring objective card. + Fountain cards as hidden end game objectives to score victory points for certain achievements + Frame tiles are placed at the 2 edges of each player board and provide special scoring boni when the player builds certain tiles in the given row or column + Different type of tiles: single tiles or multiple "single" tiles that can be extended and finished by other tiles of the same type. Some particular tiles are very rare. * Landscapes tiles produce goods: chicken, fish, grapes, and herbs. * Buildings tiles provide different effects: baker tile (produces bread), administration, craftsman, villas (victory points), and merchant (converts goods into wild card coins). * Single tiles: markets (provide a gold coin), fountain (draw 2 choose 1 fountain card) + Spatial puzzle and restricted placement rules: new tiles have to be placed adjacent to an existing tile and has to match. Tiles that could not be placed are worth still victory point at the end of the game. + Coins are wildcards and can be used as any good (flexibility) + Bread adds flexibility: it allows to bypass certain rules, e.g., movement restrictions, fulfill requirements of 1 scoring objective card + Kind of deck building with fountain cards: if a player draws new fountain cards, he can choose which one to keep and discard any from his existing cards (optimization progress) + Completed landscapes or buildings provide an instant, one-time benefit which may lead into cascades (e.g., the newly gained bonus tile completes another building) + Scales well with all player counts + Simple turns: move patrician meeple, take tile, and place tile (includes a lot of choices which may be prone to analysis paralysis) + Quick playing time + Player aids with good iconography (however, some colors are very similar) Neutrals: # Theme is okay (boring, pasted on) # Luck of the draw: fountain cards (deck building), available tiles, available scoring objective cards and placement in the grid # No hidden information except secret objective cards # Hate tile drafting (take a tile that an opponent player needs especially in 2 player games) # Point salad game Cons: - Not that easy to teach due to all the different kind of tiles and scoring possibilities - Artwork and components (by Alea). Thin cards. Dry artwork is okay but it looks like a traditional old-fashioned, euro-style beige-type game. Some tiles and colors are hard to distinguish. - Extra victory point cards to count victory cards are a bit cumbersome (need to be exchanged and why not just use a victory point track?) Thoughts: TODO Player: 2-4 | Time: 60m