2 - 5 Players
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.
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
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.
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Variable Player Powers
This is more or less purely a gambling game, without much actual gamble involved. I’ll keep this because it was a present from one of my best friends, but I would not otherwise. If it had more possibility for catastrophic fail, and a few real nasty “screw your opponent” cards, I think it would be vastly improved. It is a gateway-level game, perhaps suitable for the one game non-gamers had on their coffee table. Note: we are considering a house-rule of "two pair is a Farkle" to improve it!
A Yahtzee variant with higher value dice combos providing rising numbers of troops. Build an army of 5000 and then go slay the dragon, thereby ending everyone's misery at playing this dim-witted luck-fest.
The rulebook possesses some of the most fun tongue in cheek writing I've run across. The gameplay is good ol' fashioned push your luck fun and the player powers and extra veneer of theme add a bit more to the experience. The one drawback is that the game can run long for what the experience offers. If every game ended after 1/2 an hour this would be a perfect filler. When the game crosses the hour mark it can start to feel a bit punishing.