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New Frontiers
45m - 75m
2 - 5 Players
Ages 14+
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
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
66.00
€
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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bmidget
I like it better than Race, and I think it's technically a better game than Roll, but I think Roll is more fun. This is definitely a keeper, and I think it's the easiest to explain to newcomers for Race/Roll.
Badger on the move
As a fan of RftG, which has been neglected recently, this was like visiting a long lost relative. All very familiar but now also different. As turns are not simultaneous there is more down time than in RftG, and more AP asa consequence as all players' tableaus are visible and the effect of your choices on other players is determinable. The choice of worlds and the choosers bonus reminded of Puerto Rico. Rules could have been fuller, particularly regarding the goal tiles: Exploration - can you discard a world if your empire mat is not full? (Seems a bit easy if you can.) We had a debate as to whether Chart Galactic Goals could be monopolised by players at the top of the turn order, even with Send Diplomatic Envoys. The box is too large, especially as shelf space is at a premium. Why 8 empire mats - so much easier if the home worlds could have been cut outs and the same size the other worlds and then dropped into a circular space - instead of the home world printed on the board. Then unused home worlds could then be placed in the bag (similar to RftG) and expansions made easier. Having been used to RftG with expansions, the choices in NF felt familiar after just three games. Hopefully more tiles on the way. A little like playing Caverna after Agricola. More plastic bags would have been useful. Icons not consistent with text on at least one tile - Galactic Trendsetters. Happy to have both NF and RftG (not to mention Roll RftG). NF less luck dependant than RftG, easier to plan, but will benefit from some expansions which will surely come.
ajax013
+ Extremely polished gameplay... taking turns is quick and engaging for all players; Being able to see all of your development options from the start allows for more long-term planning than with some of the other RftG games. - I'm hoping that there's enough variety to keep this game as an interesting puzzle from play to play (maybe an expansion would help with this?). Why it's previously-owned: The set up for this game is rather annoying which apparently is a bigger deal for me than I thought it was. Add on to that the fact that the game was already feeling samey after just a few plays and I was okay with moving this game on to a new house.