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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
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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afatpigeon
Interesting card game. Finding ways to chain cool combos is fun, the civilisations feel very different, which is nice. Can be luck of the draw-ish but it *is* a card game, and it can very much be mitigated by drawing more cards. Takes a bit long with more than two people for my liking, but still enjoy it.
alenen
1st play: Quite a cool game, different race powers, shared pool of cards, drafting some buildings and getting an engine going. The art is appealing and the mechanics are interesting. The game could really use a solid player aid to help learning. Also, first plays can be swingy, more plays may help mitigate this, or it might come down to card draw. 2nd play: I played a different race this time and figuring out how to combo the cards of the race was fun. Avoiding the pitfalls and trying to build an engine was cool, but it was a little frustrating working to put it all together only to have a critical building killed at the wrong time. Two of the people at the table felt like their powers were very boring, and that level of disparity between races ends up making the game not as fun for me. I am interested to try those factions, but I have a feeling they're right about those factions.
A skinned math nerd
Nothing really new here, but the gameplay is tried and tested and interesting. Becomes quite fiddly after a while though, AP prone, no wonder you stop after five rounds. It really makes sense to employ a time-keeping device so the players don't take too long for their turns. Lots of fun! Very interesting is that there are multiple races that play differently. This gives substance to subsequent plays.