Tag: Open Drafting

Games with Open Drafting mechanics allow players to choose new resources from a shared pool. The pool of resources is public, meaning all players will see available options.

Epochs: Course of Cultures

In Epochs: Course of Cultures, you will lead your civilization and plan a path through the crossroads of history across three epochs. Be a pioneer to expand territories, be an innovator to foster study and research, or be a warmonger to raid using superior armaments. The choice is yours, and it is your strategic acumen that will shape the course of cultures and lead your people toward victory.

Within the game, you will compete with other leaders to become the most prestigious civilization over three epochs: ancient, medieval, and modern. You will introduce a total of nine inventions to customize your civilization. On your turn, you can choose to expand your territories on the shared map, build a city, establish a trade route, do academic research, change the form of government, and build magnificent wonders to consolidate your authority. Unfortunately, being peaceful is not always the best way to benefit your people as leaders can choose to declare war on others within an epoch. A wise leader may have to prepare for war by improving military units…just in case.

Immerse yourself in a re-imagination of human history in which every decision carries weight and every action shapes the course of your civilization. Will you be remembered as a benevolent ruler, revered for your cultural achievements? Or will you carve out a legacy through conquest, leaving a trail of triumph in your wake? The fate of your people rests in your hands. Be a visionary leader, and create a civilization that will stand the test of epochs.

—description from the publisher

Game Mechanics:

  • Hand Management
  • Hexagon Grid
  • Modular Board
  • Open Drafting
  • Variable Player Powers

Game Specifications:

  • 2 – 4 Players
  • 120 – 180 Minutes
  • Difficulty Weight 3.57

Enchanters

In the fantasy card-drafting game Enchanters, you create an artifact and upgrade it each turn. Every card you take retains some of its power. As you grow stronger, you can take on more powerful monsters and, if you plan well, even defeat a dragon.

To set up the game, each player takes five crystals, then you shuffle together as many kingdom decks as the number of players, then lay out six cards (either items of enchantments) on the journey track. In the game, players take turns to embark on quests, collecting cards from the journey track by paying with crystals. Acquired cards are placed into adjacent stacks, with something like “Long Sword” going into the item stack and cards like “of Fire” going into the enchantment stack; combined, these cards create the “Long Sword of Fire”, and cards grant both temporary bonuses (upper icons and skills) and permanent ones (bottom icons).

Players may attack approaching monsters and defeat them in a simple combat encounter to score points. In combat, you compare your defense against the monster’s strength to determine whether you receive damage. Then, you need to accumulate as much attack as the monster’s health to defeat it. You keep defeated cards as trophies.

From time to time, you rest in the village to gain crystals or heal wounds. If you do, discard the first card from the journey track. At the end of each turn, replenish the journey track to six cards.

The game ends when the last card is taken or discarded.

Game Mechanics:

  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.93

Enchanted Plumes

In Enchanted Plumes, players strive to complete magical peacocks by assembling plumes in sparkling rows from top to bottom.

Skillfully placing feather cards of the same color from row to row is key, as the top row value will count against your score, while all lower rows count as positive values.

Once the peahen card is revealed, the player with the most valuable plumes wins the game and is bestowed with the luck of the peacock!

—description from the publisher

Game Mechanics:

  • Hand Management
  • Open Drafting
  • Pattern Building
  • Set Collection

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.38

Dune: Imperium – Uprising

In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle!

Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game’s blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet.

The Dune: Imperium expansions Rise of Ix and Immortality work with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium.

The choices are yours. The Imperium awaits!

Game Specifications:

  • 1 – 6 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.52

Dragon Farkle

Gather your courage! The long-enjoyed peace of Yon has been disrupted by a ferocious and mean-spirited dragon — he’s terrorizing the locals and eating their livestock without their permission! Fortunately, a few wannabe heroes (that’s you!) have risen to the challenge of slaying the beast. Get yourself a brave companion, gather a powerful army, and enter the Dragon’s Keep for cheese and country in Dragon Farkle!

To play, you gather an army of loyal soldiers or steal them from your opponents, hire suspicious-looking companions and gain allegedly useful items (most of which aren’t even cursed), then fight that dragon you’ve heard so much about — or don’t, if you hate winning…

Game Specifications:

  • 2 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.45

Dominion: Rising Sun

We journey now to the islands to the east – or west, depending on where you are relative to them. Here your title is Emperor. They tell you you’re just a figurehead, though you can still order whatever breakfast you want. They may be right; you did get that breakfast. Your ceremonial sword and armor are made of paper. The samurai never let you into their tea parties, and the ninjas are always tying your shoelaces together. And the epic poem they wrote about you is only 17 syllables long. Rice has been adopted as currency, and no-one seems to even be trying to get your face onto the grains. But when you wake up each morning and look out over the land, life doesn’t seem so bad. Now, what’s for breakfast?

This is the 16th expansion to Dominion.

It has 300 cards, with 25 new Kingdom card piles. There are Shadow cards that leap out from your deck, and Prophecies that will someday happen and change everything. Debt and Events return.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 2.00

Doctor Who: The Card Game

Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor’s enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

Attackers target specific locations and earn points for the player wielding them if they’re in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!

Game Mechanics:

  • Area Majority / Influence
  • Hand Management
  • Open Drafting
  • Take That

Game Specifications:

  • 2 – 4 Players
  • 20 – 60 Minutes
  • Difficulty Weight 1.97

Djinn

Once your ancestors found or created a source of magic – the exact knowledge of its origin, as far as you know, has long been lost. A small community has developed around the source, which seeks to protect this place and keep it as secret as possible.

Unfortunately, some magical beings — half corporeal, half ethereal — have now tracked down this source. These beings of dubious character, which you call “Djinn”, have appeared in various places of the city to dispute your access to the source. You are young members of the Magic Guild, and to prove your abilities, you are tasked with capturing the Djinn so that they can do no harm. You can control them permanently only if you catch them in special Djinn bottles. To seal these bottles, you also need corks made from the bark of a tree near the magic source.

Whichever of you succeeds best in protecting your small town will be accepted into the inner circle of the Magic Guild and will soon be allowed to learn even more secrets…

In Djinn, you take turns moving across a map that shows thirteen locations. These locations are linked to actions where you can get the resources you need and catch the Djinn that are in six locations. In those locations you can do things like receive bottles and corks, collect magical power, buy magical items, hire mages to accompany you, discover secret passages, and more.

In each round, you can reach only one of two or three of the locations, so you must plan carefully to have all the resources you need in time to catch the Djinn. The game ends when all six “Boss Djinn” have been captured and removed from the map, then you score points for all captured Djinn.

-description from developer

Game Mechanics:

  • Modular Board
  • Open Drafting
  • Set Collection
  • Variable Player Powers
  • Variable Set-up

Game Specifications:

  • 1 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.95

Divinity Derby

Zeus has invited a bunch of divine friends, including a couple of new ones, from all around the Multiverse for a little get-together on Mount Olympus…and you are one of them! After a few rounds of ambrosia, soon the racing and betting begins, with the Olympic “All-father” as the ultimate judge.

Divinity Derby is a fun and fast betting and racing game for 3 to 6 players, with a clever “shared hand” card mechanism. Players, as god-like beings betting on the race of six flying creatures, share a cardholder with each neighbor, and every turn they play one card from each shared card holder. Are you able to guess what your neighbor’s intentions and secret bets are and make the best use of the shared knowledge to win your bets?

With beautiful components, colorful art, and simple but engaging gameplay, Divinity Derby is suitable for players of all ages and skill levels.

Game Mechanics:

  • Betting and Bluffing
  • Open Drafting
  • Variable Player Powers

Game Specifications:

  • 3 – 6 Players
  • 45 – 90 Minutes
  • Difficulty Weight 1.92

Dinosaur Island: Rawr ‘n Write

Dinosaur Island: Rawr ‘n Write is a roll-and-write version of the critically-acclaimed game Dinosaur Island.

Dinosaur Island: Rawr ‘n Write is a unique game in which players draft dice and then use those drafted dice as workers in a worker placement phase. Then, a fun polyomino puzzle ensues as you try and fit all your attractions and Dinosaurs into your park while buildings roads and routes to the exits for bonus points. At the end of the game, have more victory points than your opponents to win!

Game Mechanics:

  • Dice Rolling
  • Network and Route Building
  • Open Drafting
  • Paper-and-Pencil
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 2.84