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Concordia
100m
2 - 5 Players
Ages 13+
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
Deck building/Pool building refers to a collection of related mechanisms. Players have a personal pool, or collection, of cards or tokens, that provide different actions and/or resources. A subset of those cards/tokens are randomly drawn each turn.
Deck / Pool Building
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
Strategy
Ancient
Nautical
43.50
€
30 day low:
Out of stock
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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
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Marvel: Crisis Protocol
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adamredwoods
15+ plays / 2,3,4,5 players (2h-2.5h) LIKE: Good decision tree, between obtaining cards for actions or points. Some fun elements of engine building. Smaller maps are better as they create more tension for building (Italy was good w/3 & 4). Variable setup, but the mix of strategies is well balanced. Easy to learn because the players's actions are on the cards. DISLIKE: Dry. Difficult to get to the table, until people are familiar with how enjoyable the game is. OVERALL: I love it. You really have to balance your resource engine, but it seems there aren't any bad moves, only moves that are more efficient. A very forgiving game, but one of the reasons I love it is that it gives a wholesome feeling of achievement, without removing the achievements of others. Tighter maps lead to better interaction. Point deduction on the rating because the game has a dry theme, but otherwise a fun game (NOTE: This was true when the game was first released, now people are more open to playing it). IMPERIUM BOARD: I usually play this with 4-5 players, but with 3 skilled players it's not bad. The long distance forces players to plan a bit more early on, great use of boats, and the battle for cards gets fiercer. EGYPTUS: Great with 3 and 4. BRITANNIA: My favorite, great with 3 and very tight with 4. I've also played with the fish market, which seems to make the game a touch faster. I've played with the alternate card market board (with the wine costs) and this added a nice effect to where wine was much more valuable, so all players were jockeying for a wine city during production.
4Corners
A non-rondel game from the rondel master. This time he cleverly and seamlessly slipped the rondel feel into a hand of action cards with Ancient Rome exploration and building as the backdrop. Gameplay involves selecting an action card and executing it each turn, with one if the actions being to get your hand of cards back again. Everyone starts with the same hand but during the course of the game your deck will grow and change. The rules and gameplay are relatively simple but the strategy and decisions are not. The goal is to get the most points and these are obtained through multipliers on the cards and payout similar to Navegador. The actions are as follows: 1) move (optional) and build in a city/region (this is a coveted action as presence in regions/built cities key off of many of the point multipliers), 2) purchase new cards (the more cards the more options and the more points), 3) generate resources from a region or take money, 4) copy an action played by another player, 5) buy and/or sell resources which is very important for cash generation and resource flexibility, and 6) retrieve your cards, while generating a small amount of cash and having an opportunity for generating more colonists. There are more of the same, different, and similar cards that you can acquire through option 2. The game goes into end phase when either the last card has been purchased or when a player has built his last house (these are built in cities). Points are scored at the end, are scored for several different categories, and can be huge IF you focus on meshing your card collection with your actions taken (example creating a lot if new colonists and purchasing cards with colonist cards- the temptation is simply to card grab). The game board is double-sided for different number of players and the game seems to scale well for 3-5 players (I have not tried 2er yet). The components are excellent as always for a Gerdts game. This is a very solid, professional design. Own the [boardgame=165023]Britannia & Germania[/boardgame], [boardgame=181084]Salsa[/boardgame], [boardgame=208364]Galia/Corsica[/boardgame], [boardgame=232917]Aegyptus /Creta[/boardgame], [boardgame=262711]Venus[/boardgame] and [boardgame=283177]Balearica/Cyprus[/boardgame] expansions as well as the [boardgame=209574]Forum cards[/boardgame] promo.
12thManStanding
One of my favorite games right now, and it's a game I don't even own. Most of my plays have been online, but always wanting to have a chance to play in person. The mechanics of this game is great and love the game play.