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Res Arcana
20m - 60m
2 - 4 Players
Ages 12+
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
32.00
€
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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adel9591
Seems fairly tight. The closed engine can be a little restrictive and you're really relying on the synergy of the dealt cards. This could be improved by a draft or dealing 12 cards and the players picking 8. But it was fun to play.
Akado
Played turn-based online, the game takes far too long for what it is. In person, I could see playing this as a step up from Race For the Galaxy if it could finish in 30-45 minutes, but longer than that would be too much for me. The game, to me, is drafting to make a deck. The actual playing out of the decks is just seeing if flipluck can mess up whoever has the strongest engine, but all the meaningful choices have already been made by that point. The flipluck in what you get for your initial deck causes too many issues for me if it is a longer game, and the "take that" seems like it just extends the game's playtime without adding meaningful decisions about building an engine vs breaking others. Perhaps if passing were encouraged or racing for things was more important, but attacks are free and hit everyone else, so...yeah.
Againsto
First Impression: After two back-to-back plays, this feels like a tight and well-integrated game. Fun, too, even if the interaction is limited. I actually enjoyed the small card set - while it seems obvious that the expansion content is all ready to go, it was nice to play a game where in the second run-through, you basically knew most of the cards and didn't have to squint across the table all the time. (Alas: The Druid is not competitive.) Played the game a lot by now, and I really really like it, still. UPDATE: This game really encapsulates my personal ideal decision space. Only getting better every time I play. (The game AND me.)