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Assault of the Giants (Premium Edition)
60m - 150m
2 - 5 Players
Ages 14+
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
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.
Dice Rolling
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
In games with a trading mechanic, the players can exchange game items between each other.
Trading
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
119.00
€
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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Ezel
2017-03-20: Yes, it is a bit eurolized and the mechanic of 'some cards give bonus for playing early and some for playing late' is a very interesting one. But in the end this is basically a "I attack and roll dice to see if I win" game. It also drags on a bit too long, but not terribly so. The more I play these the more I'm convinced that I've grown out of it. The 'excitement' of rolling a critical die is almost 100% irritation nowdays. Other things excite me in boardgames now like the "oh! oh! oh! I see an engine opportunity!" and "Hope he doesn't take that tile before me. . hope! hope!" and "Hmm, If I place here, he doesn't get to use his special building. muahah". Initial rating: 5 (the interesting card-mechanic lifts it a bit, would very much like to see it in another game)
Albatrocity
This was a fun game. I love the command cards mechanics, although it's an ugly game. The board is ugly, and the few minis each army has are mediocure. I'm also not a fan of having my army split between a few large minis and a handful of cardboard discs. I don't see this game getting a board or components upgrade any time soon, so I'm hoping someone else takes this game's command card mechanics and throws them into a beautiful game someday. Hasbro, you suck. (Update: Yes! I discovered Concordia, Century: Spice Road, Nemesis & Gloomhaven use command cards!)
dervich
The game has, of course, some interesting points, like the hand managment of cards relationated with the available actions, the particular goals of each monster race, etc. However, the outcome of each combat always takes some time because it´s not so easy to calculate and often is the origin of doubts in gameplay. The game is also a little fiddy so, especially when playing with 6, there is great downturn. Assymteric powers are normal in a game like this but when a player gets a power (a spell) that, out of the blue, overrides a nuclear rule, it can be somewhat frustrating. On the other hand, there is somewhat more dependence on dice than it was supposed and the board is no more than an excuse to physical put the players in contact, since there is no much advantage in fighting for area control. Also the game drags for several hours (some 3 or 4, with inexperienced players) and the theme doesn´t quite appeal to me, so i might well skip this one. For this kind of game i rather play Blood Rage.