60m - 120m
1 - 4 Players
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.
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.
1 play / 3 players LIKE: Good connection of decisions and choices, set upon a beautiful board. I liked building and deciding how to manipulate the costs from the rubble available. I liked how the location that you choose to build in could effect current and future scoring, which created some interesting tension between players. To me, this aspect should have been accentuated more in the game design. DISLIKE: One of the worst things was the small numbers on the powerful clergy tiles. The iconography was terrible, and yet the numbers could barely be seen to look up what each tile did. Some parts of the game felt tacked on and somewhat useless. The treasury track may have modifies action costs, but it was largely ignorable, as was the influence track (easily circumvented by unlocking the money for influence skill). Aside from the building grid, I felt little player tension. OVERALL: Some specific parts of the game really shone for me, such as the building grid and manipulation of the goods market (it's a euro!). Unfortunately, the whole sum of the game felt mediocre with its extraneous elements, creating a bit of a fiddly and messy experience. I think BGG overrates this game significantly because of the artwork, but it's not a bad game by any means. Comparable to Zhanguo in gameplay feel, play a card, get some bonuses after building, but Zhanguo feels more streamlined.
Haven't played it as much as I want to cause its a really tough game to teach, to groc and worst of all to relearn. Greatly benefits from repeat plays and the elegance for such a complex game is remarkable. I still think Kanban is my favourite Lacerda game but if I was only allowed to own one this might be the one I'd pick because it feels like it has the most depth and is the more unique compared to games by other designers.
Played 4 handed - OK game with the usual victory point salad giving multiple options to score points - not sure it adds anything new although it is very pretty