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Barker’s Row
25m - 50m
2 - 4 Players
Ages 12+
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
25.00
€
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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drunkcrunkfranken
Feels like it wants to be a light family game but the card effects are a step too far. Player agency also feels kinda not there. You really are just playing the hand you're dealt. Also the whole thing where you keep track of points by placing meeples on individual seats on those miniatures bleachers was tedious. I must've accidentally knocked mine about a half dozen times during my one play (a slight brush is all it takes for them to go flying everywhere). I also played with a group that insisted on everyone doing this, and the whole bit where you read all the titles on the resource cards out loud each time you play a card from your hand is tedious. About halfway through, I just ignored them and kept the meeples off the bleacher and played the cards like a normal person because I wanted it to be over as soon as possible.
glax
The Attraction cards have interesting abilities, but the core Midway mechanism is largely devoid of interesting choice. On top of that, the card value being hidden information adds massive uncertainty and saps the game of any real strategy. Finally, there is no mitigation for another player on their turn using up the cards of the suit you want, so the game devolves into a purely tactical matching exercise without meaningful choice. It might've been interesting for younger players, but the large amount of text on the Attraction cards and somewhat complex resolution would make it tedious.
Hex_Enduction_Hour
Arrived Friday, 3.16.18 Barker's Row Attraction Promo Pack Midway Mat 50 Barker Custom Sleeves 50 Attraction Custom Sleeves