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Aquatica
30m - 60m
1 - 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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Nautical
37.00
€
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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Plunder boxes
Marvel: Crisis Protocol
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agentpatman
I feel like I am playing somewhat of a polished prototype or a beta test. The rulebook and gameplay have the makings of something awesome but it just isn't quite there. If published right now they are going to end up reprinting a second edition or revising the rulebook, hopefully before publishing. There is some ambiguities regarding overpaying, when and how much, intentional or not. It is also confusing regarding resources on whether or not those have to combo with resource main actions or whether you can combo them on other actions as well. They also saying things like Recruiting is an effect but the only way to recruit is through a main action. They also name things like the mantas are tired or ready and that depends on their symbol and whether its belly is shown. Both sides of the manta has symbols and I am not familiar enough with their anatomy as depicted by this plastic piece on which is the belly. Maybe it is more clear in person and you easily pick this up later but this is just an example of how they name things and explain this with ambiguities. They also explain in one of the examples some core rules like you can't raise the same card that caused the original raise effect. If you started reading the example which was for raising, thought you understood it, skipped it, you'd miss critical rules. Combine this with the fact the rules are 32 pages long and have detailed examples of simple things and no examples for complex things like resource purchasing, multiple combos triggering other combos. I personally enjoyed this more than Abyss once I understood it but it is missing a layer of polish around the rules and gameplay. Secondly why the disconnected goals. Hold 8 cards in your hand, get 2 wilds, some of these will happen naturally over the game anyway and some put you on a quest to essentially play the game in a strange way to pickup points. You don't want 8 cards in your hand unless you are not doing something correctly. You will most likely pickup 2 wild mantas. You will most certainly get at least 3 completed locations. I get you can mix and match in the advanced mode but it is not something that adds to the gameplay experience or rewards you for pulling off different feats, its just there and sometimes half your points. It would have been better if they were something you had to cater your strategy to during the game and you were the only one that could pull them off. Pulling it off first when everyone is going to be on the board for 3 points just doesn't make sense. The game itself is definitely some engine building with the unique aspect of cards having multiple abilities that are essentially one time use and slide away. I love the idea of that and character cards essentially be one time use until you can retrieve one is great as well. This gives a nice flow of getting new characters since retrieving old ones is expensive. It also combines nicely with the locations which give you abilities to help you acquire more cards or cycle through the locations you have to eventually get them to the scoring pile. A few things that could use improvements. The cards costing more is generally not worth it unless you have nothing else to spend your money on, so why not. There are two of each card in the deck, which is unfortunate as you never really need that specific one. The 6 that come out are pretty similar that getting 2 power vs 3 isn't that big of deal because you can cash in the manta to cover the difference or just pick up a less expensive card. You never NEED that one item so going out of your way never makes sense. I wish the deck was larger or each card was unique so getting it really mattered and there was a race to grab it before it was gone. In a two player game it feels a bit off as well because you have to discard the cheapest one which really forces the game to end on the game's terms rather than ours because the deck runs out much faster. Unless you play for the strange objectives only then it essentially becomes a game timer which makes sense but also rather frustrating in that towards the end of the game you are running low on cards and need to retrieve them and thats also what triggers it. So each person kind of plays that card around the same time which cycles through the last 3-4 and triggers end game. Just feels a little unatural as that wouldn't happen at any other player count as 4 people are not going to buy one new person each on the last round of the game. I would still probably by this but I am really hoping for a second version or a reprint first. I can't imagine no one else experiences any of this and it all seems like a pretty each fix with any play testing. It seems unlikely they did much of that and typos in the rulebook even.... cmon. Great potential and I hope they have time to fix it up before retail.
ajewo
Fast, combo building engine building card game. Great production. See also: * Concordia: similar hand management: play cards until you play the card to pick all your played cards up again.
AbyssinianSon
A solid combo game that feels fun when it all clicks. Doesn't usually work out the way you'd like though and can feel rather samey after repeat plays.