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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
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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
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ako_ay_bisaya
My families first engine building game that we still enjoy to this day. The artwork is cute and the various expansions add something new to each game.
143245
Two things stand out; it's an engine builder and it's (somewhat) asymmetrical in it's strategy. The later (in particular) salvages the game IMHO as it prevents players from just cracking the engine formulas and running the game into the ground. Still possible, but less likely. Driven by cards, each side will ultimately build a slightly different engine that is tailored to their faction's strength and to counter the other faction. In particular, that what the opponents faction is helps (in some way) determine what you should do to counter them; "do they produce lots of gold by require workers? Time to raze their worker production and hamper them." That sort of stuff help gives the game some staying power as each faction will have a weakness and counter that you will need to work on. The cards really save it as it's not a rote execution of each factions strategy; the initial lookout draft and what cards comes up also keeps the game fresh. The solo game is no slouch, and if you're into that sort of thing works really well, but the game shines at 2p. Above that, and I find it drags and it's tough to keep track of what everyone else is doing (although, that's only necessary when razing as there is only so much one can do to stop people outside of that). I think the three dings I have against it are that it's basically an engine builder (which I find aren't particularly interesting or interactive). It solves the later by asymmetry and ability to break sections of their engine which is nice. Second, while it's interactive in the draft (passively) and razing (actively), that's about it. I get the appeal, it's just not something that turns me on. Last, passing sort of blows (although the exploration tile promos *do* help solve that problem). Still, an ok game and I do enjoy my plays (even the solo mode was interesting and deserving of praise), but it only gets so many plays before it just gets old, for instance, Lewis & Clark has a much more interesting and opaque decision tree, which holds it together, but L&C less interactive which is a trade off.
aldrichb
w/ Expansions -All w/ Promos - Armorer & Barracks (2019) - Council Promo (2016) - Storage Tiles (2015) - Expedition Tokens (2015) w/ Upgrades - Folded Space Insert - BGG GeekupBits - Wooden Swords & Shields - 2x Playmat - Storage Box