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Prêt-à-Porter
90m - 90m
2 - 4 Players
Ages 10+
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
46.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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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
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bankzzzgtr
A (new) twist to theme in board games. This is easy to teach, but hard to fully master the game. Most of the meat is in the engine building aspect. Overall, a nice game to have and try, Would suggest and always enjoy playing. The cons was that this is quite a snowball game. If you build an engine good enough, you will just leave everyone behind.
Alan Stern
Very much not a fan. It *feels* like an Ignacy game, where the card powers are kind of crazy and unbalanced (among themselves). At its core, this is an engine-building game. ...except it PUNISHES you for building your engine! You pay upkeep for it EVERY SINGLE ROUND. So my reward for hiring people and purchasing buildings, both of which form the cornerstone of an engine, is to pay RIDICULOUSLY more money EVERY SINGLE ROUND. In the first quarter, the winner was the player who ignored the engine elements! She put on a collection of 3 items, earned a mess of ribbons, and ended the quarter with +60 cash. Meanwhile, the other two of us were struggling with upkeep costs in excess of 7! In other words, she paid 9 upkeep in the first quarter while we paid more than 20! AND IT GOT WORSE FROM THERE! The game doesn't *feel* great. I want to build an engine to build up to bigger and better collections but the game actively disincentives you from doing this. The money you gain for your collections (vs. thread costs) is pretty minimal. The upkeep is high compared to those costs. The limited worker placement spots mean you can be pushed into certain plays. I see what the game is trying to do, what it looks like I should be doing, but then it kneecaps me. And I try again only for the game to go "Okay, fine, the other knee then!" Then the upkeep hits and it's "here let me kneecap you again!" followed by "MORE KNEECAPS!" There's no way out! The only answer is to NOT build an engine (certainly not a large or involved one) until you can afford the overhead... which means playing swaths of the game WITHOUT caring about the engine elements! UGH!!!!
ajewo
Puzzly worker placement economic game by Ignacy Trzewiczek (Robinson Crusoe, Imperial Settlers) about the fashion world. where players first place all their 3 workers and then use them in a specific order. There are different areas on the main board (bank, contracts, buildings, models, designs). Each area contains cards that players gain in certain order. What makes it special? * Unusual theme (fashion) * Sequenced worker placement and worker evaluation Pros: + Artwork (bright, vibrant, colorful) + Theme (fashion, business) + Engine building: hire models, build buildings, get contracts, new designs (set collection). They can also be upgraded. (contracts have been buffed in the 3rd edition) + The next cards are face-up so you see at least one card that is coming in the next round + Random fashion shows each game that are used for what is scored + Resource management (different cloth colors) - needed for a show + Upkeep and money management (models). Money is also victory points at the end of the game. + Scales well with all player counts Neutrals: # Language dependent: clarifying ability text on contract and building cards instead of icons (new in 3rd edition) # Low player interaction: worker placement (first come, first serve) # Tight worker placement: only 3 workers each round # Very thinky, may be to heavy for some players # Some mistakes are difficult to recover from (especially happens to beginners) # The maintenance phase requires attention and some time # Game length can be about 2-3 hours with 4 players Cons: - Vague rules (see FAQ) Similar games: * The Manhattan Project: Energy Empire (thematic worker placement, card-based engine building, no worker placement blocking, resource management)