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Imperial Settlers
45m - 90m
1 - 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
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Ancient
29.99
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Family and Children
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Thematic
Ελληνικα Παιχνιδια
LCG
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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AlbeitarD
Mecánica:7.5 Temática:7 Aspecto/Presencia:7.5 Rejugabilidad:8 Duración: 8 Nota: 7.6 Nanoreseña: me lo paso en grande con este juego. Muy divertida la manera de crecer e interactuar...tengo pendiente el modo campaña Viabilidad en solitario:7.6 (Opinión tras 5 partidas o más)
Achire
This game is a huge disappointment for me because it has the potential to be amazing. Great components, nice engine-building mechanics, elegant simple-to-grasp rules.. there is so much to like. Oh, and I wanted to love this game, but by the end of the second round of my 3-player game, I already knew the winner of the game - and it was all luck of the draw. We watched as that initial great draw was then compounded... and suddenly, a player who rarely ever wins our games came away with a runaway victory. We razed, but as he was playing barbarians, most of his buildings were faction buildings. Another player attacked to disable a building, with the one such card he drew. I drew no offensive cards, but I did make an effort to draft a card that would have increased his lead. And, despite playing Romans, I only drew a couple of production cards. Sadly, due to the way the game is designed, there is both a firm limit on draw opportunities (...we managed not to have a single card in the draft that gave those until the very last round) and very little opportunity to shift strategy. Certain decks demand certain play strategies and if you can't draw the cards, it's a disaster. Still, it was an enjoyable experience and I'm glad that player got a chance to win a game, but I can't see myself choosing to play this over engine-builders with better balance: Viticulture (with Tuscany), Roll for the Galaxy, Scythe... and so forth. I may reconsider if an expansion that fixes this issue comes out.
adamredwoods
1 play / 4 players LIKE: Lots of powers and combos to explore. Fun to plan out your production cycle. Cards graphics are well done. DISLIKE: Small text on cards, bleh! High conflict (eye-for-an-eye attacks) is a big minus, especially for the Japanese faction. Some downtime for the players who passed in the round. OVERALL: Felt a little bit like Nations, but I enjoy the player interaction in Nations better. In Imperial Settlers, I felt the razing to be too confrontational, "eye for an eye", which I cannot stand. Without that conflict, it is too hard to slow down leaders, making some combo engines ominously powerful. Not bad, but I'd rather play something else. Maybe a couple more plays would help.