In the fantasy card-drafting game Enchanters, you create an artifact and upgrade it each turn. Every card you take retains some of its power. As you grow stronger, you can take on more powerful monsters and, if you plan well, even defeat a dragon.
To set up the game, each player takes five crystals, then you shuffle together as many kingdom decks as the number of players, then lay out six cards (either items of enchantments) on the journey track. In the game, players take turns to embark on quests, collecting cards from the journey track by paying with crystals. Acquired cards are placed into adjacent stacks, with something like "Long Sword" going into the item stack and cards like "of Fire" going into the enchantment stack; combined, these cards create the "Long Sword of Fire", and cards grant both temporary bonuses (upper icons and skills) and permanent ones (bottom icons).
Players may attack approaching monsters and defeat them in a simple combat encounter to score points. In combat, you compare your defense against the monster’s strength to determine whether you receive damage. Then, you need to accumulate as much attack as the monster’s health to defeat it. You keep defeated cards as trophies.
From time to time, you rest in the village to gain crystals or heal wounds. If you do, discard the first card from the journey track. At the end of each turn, replenish the journey track to six cards.
The game ends when the last card is taken or discarded.
darquil
Components: Quality, linen-finished cards. Good iconography (though the negative attack/defense could be a bit more obvious). Fantastic art. The weapon and enchantment names are fun, but what really impresses me is the flavor text that forms a sentence from the weapon and enchantments; quality work that provides a lot of fun during the game. Experience: I'm so impressed with this design. It takes everything I love about Thunderstone, but boils it down to the bare essentials. Turns are fast and simple yet fun. That the rest action still removes a card from the adventure track keeps things moving along. I enjoy how the weapons stack, retaining some values but losing others, so that in general I'm growing more powerful but I must be careful about when I upgrade. I also like that any card can be considered an improvement, since I get to keep some benefits of previous cards. Combining four decks to form the adventure path should make for some good replay (though I can already see wanting expansion decks). To draw another parallel to Thunderstone, this game found a way to combine the dungeon with the village; and to combine village cards with monster groups, thus ensuring that certain cards show up together. The locations are fun too, promising to make each game just a little bit different (and tweaking the values of certain cards). Very eager to play again. Last Played: 2018-01-11 Plays (1): 2 players: 1
Demiss
Based on my solo play with the app, I lost and found it really hard and not so many meaningful decisions. I'm very disappointed and need to check the multiplayer aspect of the game.
Cleansweep38
Awesome, easy to learn game for 2 - 4 players! Only complaint was not enough tokens. Bought some plastic gems and glass beads at dollar store to fix that problem.