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Inis
60m - 90m
2 - 4 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
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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Ancient
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Mythology
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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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143245
The draft of 7 Wonders/Sushi Go (to get your actions for the round) mixed with the dudes on a map of El Grande or Tammany Hall (which determines victory), and absolutely beautiful. The victory conditions are both interesting and one of the things that I think reminds me of something like Illuminati, Vast, or Munchkin; the first person to achieve them just isn't going to win cause the rest of us will kick you down. That's not necessarily bad, but it does require a certain sub-optimal play to ensure that you lag behind enough to exhaust everyone else first. Some folks dig that (I sort of do), others don't. I wish it took a little less time; the better we get at the game, the more ties between rounds we get, and the longer the game runs. Curious if after 5 or 10 plays with the game group, how that might change. Also not sure how the commitment element works in terms of strategy yet, need more plays... If a friend hadn't bought it, I probably would have knowing what I know now. edit: After 5 games, we had one that lasted 8 rounds, with 5 ties in a row and the winner finally taking it on all 3 conditions and becoming the Bren. I actually think the suboptimal assumption of "ok, I'll get setup for no conditions, and then swoop in and score two conditions in a single round, late in the round" is how you prevent it. The Epic Tales are less than... Still really enjoy it, strong 7. edit2: years later and a couple more games. I still think the Epic Tales are less than, but they make it possible to surge in the late game which is an interesting effect. I think I prefer it at 3p to 4 though, and I'm glad someone else in my group has it because I don't think it's high enough on my list to warrant a purchase at this point. Weak 7. edit 3: after three consecutive (4p) games of being boxed out of placing clans during the draft, I suspect my group has honed in on "you can't cause us problems if you can't get on the board" as a strategy. When that happens (and I'd argue that's a valid strategy in the same way that eliminating players in Container is by overpricing with a conspirator), it becomes a 90min slog cause without dudes on the map, you don't have much to do and you start to pick at the various mechanical problems (cards say "place where you are" so you end up being put in a containment as it takes two cards to effectively drop a dude somewhere else)... The particularly nefarious folks have also figured out that they don't want to eliminate you (as you get to drop two anywhere then) but just keep you at 1 or 2 so you can't make much progress. Downgraded to a strong 4, I'm not sure I'd play it at 4p anymore, 3p exhibits that effect less IMHO. Brent Celmins is right (on the earlier note of ties a few edits prior); "the expansion doesn't solve the tie problem, it just acknowledges that it's baked into the core design." That's the game; you'll try and bubble up enough to win on various tie breakers and make it unsustainable for someone to pull you back.
Akado
I liked this Dudes On A Map game, as the diverse victory conditions allow for a very tense atmosphere, albeit with a munchkin-esque "beat the leader" gameplay near the end. Players need to be aware of what others are doing, and knowing what cards are available for drafting is important with experienced players. Liked it better than Kemet, since not every win condition revolves around combat. Subtlety is rewarded, not just brute force or better power combos.
AAAlone
Retail therapy after 2016 presidential election. Finally got a play in and really enjoyed it. Lots of subtle player interaction in the draft-- it's not only the cards you take, but the cards you pass.