Tag: Closed Drafting

Closed Drafting is a mechanic in which a player receives a private pool of resources to select from. This pool of resources is often then passed to the next player.

The Great Split

The Great Split

The Great Split

In The Great Split, you draft cards to collect riches such as gems, gold, artwork, and tomes, adding them to your collection to make it the most prestigious of all!

You start each round by splitting your cards into two groups, then you pass your wallet to the player on your left — but only one group of cards will be given back to you. You split, they choose! Don’t despair, though, because while your opponent is looking at your split, you also receive a similar offer from the player on your right, so choose wisely. When your hand is complete, play your cards to add all those riches to your collection.

Each type of riches awards you prestige points in different ways, so maintain a balanced collection of gems, keep an eye on the value of the art market as it evolves, and pile up priceless tomes. Depending on how each player builds their collection, different riches will take on a different value for each of them. Show off your best haggling skills in crafting your split, and create the perfect offer to push your opponent to take what you want them to take…leaving you with the tastiest loot!

Be prepared for when the mid-game scorings are triggered. Manage your gold reserves sensibly to get additional riches, and make your collection just right!

Game Mechanics:

  • Closed Drafting

Game Specifications:

  • 2 – 7 Players
  • ~45 Minutes
  • Difficulty Weight 2.00

Flourish

Flourish

Flourish

Flourish is a beautiful, card-drafting, garden-building game in which players plan and build the garden of their dreams over the course of the growing season. With delightful imagery, players plan their gardens throughout the game to collect the most points.

This easy-to-learn game offers both competitive strategy and co-operative game modes, and a 1-7 player count provides a high level of accessibility and replayability.

Game Mechanics:

  • Closed Drafting
  • Cooperative
  • Set Collection

Game Specifications:

  • 1 – 7 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.90

Citadels

Citadels

Citadels

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects his/her eighth building. Players then tally their points, and the player with the highest score wins.

Players start with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.

On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.

Game Mechanics:

  • Action Drafting
  • Bluffing
  • City Building
  • Closed Drafting
  • Deduction
  • Set Collection
  • Tableau Building
  • Take That

Game Specifications:

  • 2 – 8 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.01

Carnival of Monsters

Carnival of Monsters

Carnival of Monsters

The Royal Monstrological Society counts among its members the most renowned and respected experts in monster lore throughout the entire empire. Each year the Society permits only a single new member to join, so applicants compete to prove their worth with the most magnificent menagerie of monstrous beasts they can find… and capture.

To aid in these quests of discovery the Society grants every aspiring monstrologist a small stipend, which they can use to hire additional experts and fund their journeys to the magical lands where the most exotic beasts reside.

After four seasons of hunting, would-be members present their collections at the organization’s annual banquet, an event known as the “Carnival of Monsters”.

Carnival of Monsters is a card-drafting game in which players try to collect sets of Land Cards so they can capture and display strange and exotic Monsters, hire talented Staff to help run their enterprise, and pursue their own Secret Goals. Points are awarded for displaying Monsters, completing Goals, and earning Gold Crowns (Crowns) over four “Seasons” of play.

In the end, the player with the most profitable and spectacular carnival is the winner!

Game Mechanics:

  • Closed Drafting
  • Dice Rolling
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • ~45 Minutes
  • Difficulty Weight 2.12

Bunny Kingdom

Bunny Kingdom

Bunny Kingdom

Peace has come at last to the great Bunny Kingdom! Lead your clan of rabbits to glory by gathering resources and building new cities across the land!

Draft cards and pick the right ones to position your warrens on the 100 squares of the board, provide resources to your colonies, build new cities to increase your influence, and plan your strategy to score big at the end of the game. Settle in lakesides or fields to collect water and grow carrots, gather mushrooms in the green forest, and climb the highest mountains to discover rare and precious resources… Secretly rally rabbit lords and recruit skillful masters to make your cities and resources even more valuable at the end of the game.

After each turn, your groups of contiguous warrens grant you points depending on the cities and different resources they include. The game ends after 4 rounds, and the player with the most points wins the game.

Game Mechanics:

  • Area Control
  • City Building
  • Closed Drafting
  • Grid Coverage

Game Specifications:

  • 2 – 4 Players
  • 40 – 60 Minutes
  • Difficulty Weight 2.27

Brian Boru

Brian Boru

Brian Boru

In Brian Boru: High King of Ireland, you strive to unite Ireland under your domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you need to navigate a web of shifting alliances, outmaneuver your enemies, and grab history by the reins.

The success of the historical Brian Boru rested on three pillars: his victories against the Vikings, the favor he managed to garner with the Church, and the alliances he forged through political marriages. This became the foundation of the game, with each pillar becoming a suit in the trick-taking that forms the core of the mechanisms. Win a trick and you gain influence in a town, which, in turn, gains you majorities in the regions; if you lose the trick, however (deliberately or otherwise), you instead take an action corresponding to the suit of the card.

Game Mechanics:

  • Area Control
  • City Building
  • Closed Drafting
  • Hand Management
  • Trick Taking

Game Specifications:

  • 3 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.41

Between Two Cities

Between Two Cities

Between Two Cities

It is the early 1800s, a time of immense construction and urbanization. You are a world-renowned master city planner who has been asked to redesign two different cities. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with a partner with whom to discuss and execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive city in the world?

Between Two Cities is a partnership-driven tile-drafting game in which each tile represents part of a city: factory, shop, park, landmarks, etc. You work with the player on your left to design the heart of one city, and with the player on your right to design the heart of another city. On each turn you select two tiles from hand, reveal them, then work with your partners separately to place one of those tiles into each of your two cities before passing the remaining hand of tiles around the table.

At the end of the game, each city is scored for its livability. Your final score is the lower of the livability scores of the two cities you helped design. To win, you have to share your attention and your devotion between two cities. The player with the highest final score wins the game.

Game Mechanics:

  • City Building
  • Closed Drafting
  • Negotiation
  • Set Collection
  • Tile Placement

Game Specifications:

  • 1 – 7 Players
  • ~25 Minutes
  • Difficulty Weight 1.82

Bequest

Bequest

Bequest

I, Dr. Schism, being of sinister mind and not-bad body, leave one bequest to my underlings. The gift of petty conflict!

In Bequest, players will strategically split Dr. Schism’s fortune with their villainous neighbors! Each player draws five Asset cards, and splits them into two piles for the player on your right, who will choose one to keep, leaving you the other, while you do the same with the piles split by the player on your left. Once everyone has chosen, you’ll collect your spoils, and soon another round will begin, this time going in the other direction!

With a variety of different Asset types to collect, you’ll be keeping a close eye on your neighbors to figure out what they’re looking for, and how badly they need it. You’ll collect matching gadgets for exponentially increasing $ values, Hideouts for set $ values, and try to avoid ending up with Evidence, which count as -$3 each once you have three or more. Global Influence earns you $10 or $20 provided you have more than your neighbors, and Schemes provide unique scoring conditions based on the rest of your collection.

One Asset type is Keys to Dr. Schism’s vault, each with a spot in the drafting order for Special Asset cards, which include the Schemes, and powerful versions of the other card types. Will you pick the smaller pile with a Key, and a chance to claim Dr. Schism’s $5 Space Station hideout? Or play it safe with a Bunker and two power cores?

Bequest packs a ton of strategy into what looks like simple decisions. Will you be clever enough to walk away with the lion’s share of Dr. Schism’s estate, and become the next great supervillain?

Game Mechanics:

  • Closed Drafting
  • Set Collection

Game Specifications:

  • 3 – 6 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.00

Bargain Quest

Bargain Quest

Bargain Quest

Bargain Quest is a game of adventure and capitalism for 2-6 players. Players will take the role of shopkeepers in an adventuring town plagued by monsters. Players must draft items and then secretly choose which items to place in their windows to attract wealthy heroes to their shops.

Once all heroes have been equipped, they venture out to battle against monstrous threats, earning money and prestige for the shop they represent. Throughout the game players will encounter new heroes and monsters while upgrading their shops and hiring employees. Once the third monster is defeated the player who has earned the most gold and prestige is the winner.

Game Mechanics:

  • Auction/Bidding
  • Closed Drafting
  • Hand Management
  • Open Drafting
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 20 – 30 Minutes
  • Difficulty Weight 1.95

7 Wonders Duel

7 Wonders Duel

7 Wonders Duel

In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.

What’s different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players, with the players not drafting cards simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for coins, or used to construct a wonder.

Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.

Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.

A player can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent’s capital, giving you a bonus at certain positions; if you reach the opponent’s capital, you win the game immediately; similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately; if none of these situations occurs, then the player with the most points at the end of the game wins.

Game Mechanics:

  • City Building
  • Civilization
  • Closed Drafting
  • Economic
  • Hand Management
  • Set Collection

Game Specifications:

  • 2 Players
  • ~30 Minutes
  • Difficulty Weight 2.22