Tag: Deck Building

Deck Building is a mechanic where players build a deck of resources that is randomly drawn and used for future turns.

Edge of Darkness

Edge of Darkness

Edge of Darkness

Edge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck-building, and a whole new Threat Challenge system in a medium-weight euro-style board game of 60 to 120 minutes for 1 to 4 players.

Players are the heads of powerful guilds in the City. Each Guild vies with the others to become the leaders of the City in a desperate struggle against great evil. But the Guilds must also work together because the dangers facing the city can harm them all.

The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions. Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City’s infrastructure.

To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.

Here are some highlights of the mechanics in the game:

  1. Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on one third (1/3) of the slip and are transparent on the other two thirds (2/3). During the game players will construct cards, combining (sleeving) different effects onto one card (ideally in ways that make strategic sense). However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the “good” side of the cards (front), you also add strength to the “bad” side of the cards (back).
  2. Group deckbuilding using one shared deck: Rather than having your own deck, there is a central deck that all players draw from and discard to. Different players will have the allegiance of different cards in that deck. Using other players’ cards means you have to pay them. During the game you can claim allegiance of more cards in the deck by sleeving a slip into the card with your color and seal.
  3. Card-driven worker placement: While your actions are card-driven, most costs in the game are in the form of opportunity cost. Advancements don’t have a cost, instead they require the use of workers to a greater or lesser degree depending on the power of the card. e.g. many effects require placing or pulling workers from different city locations as dictated by the card effects. Since you have a limited number of workers to use, you will constantly be choosing to forgo one useful thing in order to do another.
  4. Threat Tower: There is a Threat Tower which dictates when and whom Threats will attack. Cards leave the shared deck and enter the Threat Board, where they accumulate Threat Cubes on each player’s turn. These cubes are color-coded, and when a threshold number of cubes of a given color accumulate on a card, it attacks the City. If the color matches one of the players, it attacks that player. If the color is black, it attacks all players!
  5. Modular set upEdge of Darkness will come with 12 Locations. Each game you use only 10 of these Locations, which can be specifically selected or chosen randomly, making for a lot of variety from game-to-game in the types of challenges you will face and the strategies you will need to employ. These Locations are comprised of a Location Board and Crafting Slips. Location Boards may specify special rules for worker placement, or extend the basic rules with all new systems. For example, a combination of Location Boards can be used to assemble a party of heroes to take the fight to the Threat Tower and engage in a Monster Hunt!

Game Mechanics:

  • Deck Building
  • Open Drafting

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.44

Dungeon Alliance

Dungeon Alliance

Dungeon Alliance

In the days before the Void consumed much of the Old World, there were stalwart humans, elves, dwarves, and gnomes who banded together to invade the deep places of the earth. These heroes forged unbreakable alliances in search of knowledge, treasure, and glory. Rival adventuring parties would often descend into the same dungeon, and these companies fought one another as fiercely as they battled the monsters that lurked behind every dark corner. These were daring times, when nothing in the world was considered more sacred than the oath that bound those who shared the dangers of the pit together. This was the age of the Dungeon Alliance.

Dungeon Alliance is a deck-building, dungeon-crawling miniatures adventure game that allows players to send 1-4 different teams of adventurers into perilous dungeons in search of experience and treasure. At the start of the game, each player drafts their own team of four heroes (from the 17 included in the game) and uses tactical movement and card play to overcome the dungeon’s monsters and treasures. Each player starts with a unique twelve-card starting deck that includes the starting cards from all four of their heroes.

Rival teams may compete with one another to slay monsters, or even battle one another for complete domination. As each team of heroes overcomes monsters and challenges, they earn experience point (XP) tokens that they can spend to purchase new cards for their alliance decks. Once spent, XP tokens are flipped face down and kept until the end of the game. When the sun greets those who emerge from the pit, the alliance that has accrued the most XP claims the mantle of victory.

Dungeon Alliance includes rules for competitivecooperative, and solo play.

Game Mechanics:

  • Action Points
  • Cooperative
  • Deck Building
  • Grid Movement
  • Hand Management
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.69

Blood Orders

In Blood Orders, 2 to 4 opponents each take on the roles of powerful but disgraced vampires, exiled from a centuries-old order and hoping to build a new underground kingdom of their own in an unfamiliar city. Players visit locations in disguise to gain resources, perform arcane rituals, and hypnotize the citizenry…but most importantly, to turn hapless victims into fresh, bloodthirsty vampires under their command!

To build your new order, you must manage a continuously evolving hand of vampire cards at your command, sending them throughout the city to visit locations, perform arcane rituals, bewitch victims, and recruit new vampires, all over the course of nine rounds (days). All of these activities take the form of cards activated by your order tokens on the board, allowing you to amass critical resources, perform useful actions, and earn points. However, as your power grows, so does fear within the city, making your quest increasingly difficult as the days go by.

At the end of the ninth day, the vampire player with the most points reigns supreme!

Game Mechanics:

  • Deck Building
  • Hand Management
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.11

Black Rose Wars

Black Rose Wars is a competitive fantasy game of deck-building, strategy, and combat set in the hectic universe of Nova Aetas in Italy. Each player is one of powerful mages of the Black Rose Order who aspires to become the new Supreme Magister in order to acquire the mighty power of the Black Rose Artifact and the Forgotten Magic. Mages must fight, fulfill Black Rose desires, and gain strength with their spells until their power reaches the containment threshold of the prison where they are exiled, finally freeing themselves. Each mage has at their disposal six schools of magic, each one with its own strategy to annihilate their opponents and increase their power.

At the start of the battle, mages start with a grimoire of six cards; as mages study more spells during play, their grimoire will increase. Every spell in Black Rose Wars has two different effects, increasing a player’s adaptability during a fight.

Mages fight each other in a modular arena of hexagons called “rooms”. They summon powerful creatures, cast destructive spells, or devise dark deceptions with their enchantments. The game system is divided into different phases. Each turn, after choosing new spells from the six schools of magic, players plan their strategy in advance, placing cards face down. Later, they reveal the played cards to kill each other, solve missions, summon creatures, or destroy the prison rooms, one against each other and against the Black Rose (the playing system).
After being killed, mages are reborn immediately, allowing them to re-enter the fight without delay — although their death still fed energy to those mages who caused it.
The mage with the most power at the end of the battle will be crowned Supreme Magister of the Order by the Black Rose itself.

Game Mechanics:

  • Area Majority / Influence
  • Bluffing
  • Campaign
  • Deck Building
  • Hand Management
  • Modular Board
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.47

Bitoku

In Bitoku, the players take on the roles of Bitoku spirits of the forest in their path towards transcendence, with the goal of elevating themselves and becoming the next great spirit of the forest. To do so, they will have the help of the yōkai, the kodamas and the different pilgrims that accompany them on their path. This is a hand-management, engine-building game with multiple paths to victory.

Players will have yōkai represented by the cards that make up their hand, which must be placed in the right places at the right times in order to obtain the maximum benefit from the abilities they offer. Furthermore, during the game players can earn more yōkai cards for their deck, thereby increasing their playing options and achieving a higher score. Each player also has three yōkai guardians (in the form of dice) that they can send to the large regions of the forest on the main board in order to obtain all kinds of new options that they can play during the game. These options can be structures they build in certain areas of the forest, soul crystals that generate resources when certain actions are carried out, and many others as well. The players also have the chance to help the mitamas, lost souls in search of redemption by using the chinkon fireflies.

There is truly a wide range of actions to carry out, and this is without taking into account the personal domain where the players can lay out another layer of additional strategy while managing the pilgrims. Pilgrims are followers of the player who embark upon journeys of contemplation and reflection who then share the experiences and learning they can along the spirit path with the Bitoku.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Set Collection
  • Solo / Solitaire Game
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • ~120 Minutes
  • Difficulty Weight 3.76

Arkham Horror: The Card Game

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!

In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you’ve dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you’ll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you’ll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world’s most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You’ll find cultists and foul rituals. You’ll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world…

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham’s landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

Game Mechanics:

  • Campaign
  • Cooperative
  • Deck Building
  • Hand Management
  • Limited Communication
  • Push Your Luck
  • Role Playing
  • Solo / Solitaire Game
  • Variable Player Powers

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.55

Xenoshyft Onslaught

Xenoshyft Onslaught

Xenoshyft Onslaught

In XenoShyft: Onslaught, a strategic base defense deck-builder, players take on the role of the NorTec Military, charged with defending their base against the onslaught of the alien “Hive”.

XenoShyft: Onslaught combines classic deck-building and resource management with fast-paced combat and unique “base defense” elements. As the game progresses, each player builds up their deck of Troop, Equipment, and Item cards, which they will in turn use to defend the base against incoming enemies in deadly combat.

It is up to the players to work together in order to outlast the horrors awaiting them by coordinating strategy, utilizing the strengths of their unique divisions (Med Bay, Weapons Research, Science Lab, and Armory), and organizing defense tactics to ensure no player is caught off-guard by surprise attacks.

Game Mechanics:

  • Cooperative
  • Deck Building
  • Open Drafting

Game Specifications:

  • 1 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.65

Wonderlands War

Wonderlands War

Wonderlands War

The Looking Glass has shattered, madness is being drained from the inhabitants, and war has come to Wonderland. Alice, Mad Hatter, Red Queen, Jabberwock, and Cheshire Cat must gather all that they can while playing nice at the Hatter’s Tea Party before going to battle!

In Wonderland’s War, 2-5 players take the role as a faction leader who has been invited to the Hatter’s tea party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, upgrade your leader, and recruit Wonderlandians to your cause — but one must be careful as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Use the forces you gathered to battle your enemies in familiar locations, but make sure not to draw your Madness chips or your supporters will abandon your cause and you will be out of the fight. Can you muster enough strength to win the battle, or will you just try to complete Quests instead by meeting the right conditions such as gaining region bonuses and set collection throughout the game?

After all the battles have been fought, a truce is called and everyone meets back at the tea party to plot their moves for the next fight. After three rounds, the faction with the most points will be crowned as the new leader of Wonderland!

Game Mechanics:

  • Area Control
  • Deck Building
  • Dice Rolling
  • Open Drafting
  • Push Your Luck

Game Specifications:

  • 2 – 5 Players
  • 45 – 125 Minutes
  • Difficulty Weight 2.84

Vampire The Masquerade: Rivals

Vampire The Masquerade: Rivals

Vampire The Masquerade: Rivals

Vampire: The Masquerade Rivals Expandable Card Game puts you in control of a coterie of vampires who vie for control of the city of San Francisco. Through dominating mortals, using their political influence, and clashing with their rivals in the streets in the dark of the night, you’ll gather your allies and face off against one or more other players as you seek to push your agenda.

In Vampire: The Masquerade Rivals Expandable Card Game, each player plays with a Deck of Cards featuring a Clan from Vampire: The Masquerade Lore.

At the beginning of each player’s turn, a new challenge or objective will be revealed in the streets. Each player gets two actions on their turn such as draw or play cards, recruit vampires, claim a title, or attack! The other clans will oppose you for dominance in the streets or directly in haven.

Defeat your rival, or gain 13 Agenda Points to win the game and claim dominance over San Francisco.

Game Mechanics:

  • Deck Building

Game Specifications:

  • 2 – 4 Players
  • 30 – 70 Minutes
  • Difficulty Weight 3.30

Twisted Fables

Twisted Fables

Twisted Fables

Twisted Fables is a fast-paced fairy tale fighting game inspired by old-school 2D arcade fighters. In Twisted Fables players take on the roles of beloved heroines from some of history’s most famous stories, myths, and legends. Plucked from their traditional settings, these characters have been thrown into a world of cybernetic assassins, magical manipulations, and malevolent darkness. These are not the classic characters you remember, but rather superpowered fables drawn from their own lands to battle across sweeping, bizarre alternate dimensions and realities. What mysterious force has drawn them together? What is the purpose of their war? Only the Weaver of Tales knows for certain.

Driven by deck building, Twisted Fables is a game for two players in 1v1 Mode or four players in 2v2 Mode (available with the separately released 2v2 Upgrade Pack.) In the game, each warrior will strengthen their abilities, learn potent new skills, unlock devastating special powers, and use unique asymmetric strategies to defeat their opponents. Even the same character may display completely different fighting styles depending on her player’s decisions. The different specializations a character can choose from not only provide fantastically flexible tactical choices, but also offer one more layer of depth and surprise to this frenetic, frantic fighter. Twisted Fables brings a highly interactive experience to deck builders that you’ll want to come back to again and again.

The book is opened. The fables have arisen. Let’s begin.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Team Based

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.94