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Tawantinsuyu: The Inca Empire
60m - 120m
1 - 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
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Ancient
35.00
€
30 day low:
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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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BrainBursta
The mechanics are solid but the huge amount of tiny rules constantly break the immersion and prevent you from fully enjoying this game. I feel you need at least two games before you get the flow going smoothly. The problem is you loose the flow if this doesn't get payed often. This is not a game for those who only play this a couple of times a year. The work to pleasure ratio is just too high and it easily ends up gathering dust on the shelf.
ajewo
Complex resource management game by David Turczi (Anachrony). + A lot of potential decisions available. + End of a round is triggered by the players by taking meeples from a two-sided track. + Great player aid. # Rather tactical than strategical. # Rather abstract game. # A little luck. # Quite complex game creates an entry barrier to get into the game.
Arkeas
After Teotihuacan and Tekhenu, I was extremely excited by this one because of Turczi's name. The full page size player aid should have been the first indication that something was amiss. There are a number of niggling rules that just get in the way and none of the decisions in the game are particularly interesting, unlike Tekhenu and Teotihuacan. The choice of which statues to build and which cards to take feels almost meaningless as the symbols don't directly relate to a single action. Scouring the board for the action you want to take next to a symbol you can use in a level and section you can afford the food cost of is tedious rather than enjoyable. Nothing about this experience was enjoyable. Sold as neither of us had any desire to play this again.