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Wonderland’s War Deluxe KS
45m - 75m
2 - 5 Players
Ages 13+
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
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Fantasy
79.00
€
30 day low:
Out of stock
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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
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Bags
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Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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aFamilyOfTrees
Played once, 3 players. This game is a really interesting mix of card drafting, bag building, board upgrading, and area control. Each player has their own faction with one special ability and more you can unlock. Everything in the game is built around the Alice theme, which is nice, but the gameplay doesn't feel especially rooted in the Alice universe. In other words, this could easily be re-themed to almost anything else. The game is played over 3 rounds, and in each round there's a 'Tea part' and then the war. During the tea party you'll be drafting 4 special effect cards. These give you a number of benefits, like more chips in the bag, more soldiers on the board, upgraded abilities, special Wonderlandian soldiers, etc. Some that are really good require you to roll the shard die and take shards. The person with the most shards at the end of the party will take an extra negative chip in their bag. In the war phase you resolve each of the 5 regions in turn. How they get resolved is that each person in the fight pulls a chip from their bag one at a time. You add as much strength from that chip and resolve its effects if any. If you draw a negative chip, you'll have to remove one or two soldiers from the zone. The battle ends if someone gets to 25 strength or when all players pass. The winner is the person with the most strength. Both phases are quite enjoyable. The tea party is fun because you're drafting these different special cards, all of which give you something good. If you want to get a really good card, then you'll have to risk also having the most shards. The draft is done on a time track as well and you're penalized for each lap around the track, which adds some interesting tension. The war phase is the most fun and has the greatest potential for frustration. Using push-your-luck to decide area control is such an interesting idea. I had the most fun getting psyched out for my bag pull and either being elated with a good chip or crushed by a madness chip. Everyone around the table can get into it. Ideally, if you build your bag well, you should be able to perform well, but you're always at the mercy of luck. This is probably my only complaint about the game, it needs more luck mitigation. In the last round of the game I had 1/3 of my bag as madness chips, but I consistently kept drawing them. The chips go onto a madness track, and once that fills up then everything goes back into the bag, including the madness. So if you draw 6 chips and 4 are madness, then you're actively harming your bag. It really seems like maybe your bag shouldn't reset until you've gone through all your chips. Overall, this was a very fun game and I'd definitely play it again and try different factions and strategies. Your mileage may vary depending on how much you like push your luck and the group you play with. Currently a solid 8.
Arkeas
Not the super wonderful game as the hype built it up to be, but still a decent bag building and push your luck game. Takes the one decent element of Quacks of Qudelinburg and gives the push your luck element some actual meaning. Much prefer the standees over the miniatures as they fit the game's aesthetic better. Player asymmetry and the tokens having different powers add some nice variability. Each chip having a random power each game would have been more interesting than the set having the same configuration each time. Picking set B means all of the chips have the same power each time; would have preferred the ability to mix and match so that you could use the A configuration of the flamingoes, B of the towers, D of the creatures, etc. (silly that they copied the Quacks chip mechanism but didn't copy the variability of their powers aspect). A neat bag builder and area control game but nothing amazing.
bcnevan
Wonderlands War is a game that leans into what it is best at. A session of mad area control, if you will, which is fitting. The art is just perfect. There were lots of laughs as the chit draws unfolded and as we saw how many ways they built irreverence into the game. Learning what the avatar powers are for all players can be important for planning. Likely, it is a half-controlled ball of chit draw chaos with powers bringing even more instability. It may be overstuffed, too. Bag building with two different pools of tokens to acquire. Quests that give you points if pulled off. Castles for continued presence in areas. The round-by-round battles for area control. The draft phase. The resource mini game. Wagering on winners of the area control battles. And I'm probably forgetting one or two others. It is perhaps a lot of rules for the game it is. The box for the Deluxe version is obscenely large. The premium chits are kinda a must, though they appear as if they will be sold separately at some point.