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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
€
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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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Ajax
Definitely more complexity than I prefer in my games, but it wasn't terrible to grasp. Lots of planning, where I enjoy something more tactical. I like several of the mechanisms, but you just don't get many turns to really build that engine. I'd play it again, but I'd never buy it.
adamscott
It's a pretty good medium-heavy Euro with fairly enjoyable gameplay and fun comboing. It's marred by some flip luck, too much symbol and colour matching, and a lot of rules that aren't very intuitive.
cbazler
I'm on the fence. There is a lot about this game I love: a dizzying array of choices and considerations to make on the board, an interesting, varied set of paths to strategic victory, and a nice blend of long-term planning with turn-by-turn responses to random inputs (i.e. God cards). Unfortunately, the game is, for me, extremely, cripplingly AP-inducing. It's rare for me to spend so long considering my turn, and the board almost requires it, since the spots get eaten up so quickly that you only get one shot at certain action-pairs. Additionally, other player decisions change the game space so much that you often can't even plan until your own turn, which drags the game length out even more. UPDATE: Played more, like it more! I got past my AP problem by realizing there's not always just one perfect move or ideal action. You actually have more options on your turn than it first appears.