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.

Skymines

Skymines

Skymines

Fifty years ago, humanity began mining the Moon and the asteroids, and for decades that task was firmly kept in the hands of the World Government. But the turmoils of recent years have caused this enterprise to collapse. Now, adventurous companies and private investors take to the sky to revive this mining network.

As investors, you try to earn the most CrypCoin over the course of seven rounds. You do this by investing mined resources in companies and by spreading their outposts. You can improve your earnings by supporting your scientists’ research and by having them collect precious helium-3.

The heart of Skymines is a unique card programming and hand management system that requires careful and clever planning. It provides deep player interaction by letting you invest in any of the four companies as you see fit.

And as the combination of company abilities changes each game, there are endless synergies and strategies to explore.

Game Mechanics:

  • Area Control
  • Campaign
  • Deck Building
  • Economic
  • Hand Management
  • Open Drafting
  • Stock Holding
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 75 – 150 Minutes
  • Difficulty Weight 3.71

Pax Pamir

Pax Pamir

Pax Pamir

In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.

In terms of game play, Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market, then playing those cards in front of them in a single row called a court. Playing cards adds units to the game’s map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards, the game offers many ways for players to interfere with each other directly and indirectly.

To survive, players will organize into coalitions. Throughout the game, the dominance of the different coalitions will be evaluated by the players when a special card, called a “Dominance Check”, is resolved. If a single coalition has a commanding lead during one of these checks, those players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base.

After each Dominance Check, victory is checked and the game will be partially reset, offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.

Game Mechanics:

  • Action Points
  • Area Control
  • Area Movement
  • Economic
  • Hand Management
  • Negotiation
  • Open Drafting
  • Tableau Building

Game Specifications:

  • 1 – 5 Players
  • 45 – 120 Minutes
  • Difficulty Weight 3.83

Nations

Nations

Nations

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought, and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food and stability as the population increases. They must build a productive economy. And all the while, they must amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations is an intense historical board game for 1–5 players that takes 40 minutes per player to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.

Gameplay introduction

Players choose a Nation and a difficulty to play at, similar to the Civilization computer games series. After the growth phase, 2 historical events are revealed, which the players will compete for during the round. Then players take a single small action each, in player order, as many times as they wish until all have passed. Actions are:

  • Buy a card
  • Deploy a worker
  • Hire an architect for a wonder
  • Special action provided by a card

Players each have individual boards that represent their Nation. There are many ways that players affect, compete, and indirectly interact with other players. But there is no map, no units to move around, and no direct attacks on other players.

When all have passed, there is production, new player order is determined (every position is competed for), the historical events happen, and if this is the last round of an age, the books are scored. At the start of a new round, most old cards are removed and new ones are put on the display.

Victory points are gained and lost during the game, and also awarded at the end of the game. The player with the most victory points is the winner.

Game Mechanics:

  • Civilization
  • Economic
  • Open Drafting
  • Tableau Building

Game Specifications:

  • 1 – 5 Players
  • 40 – 200 Minutes
  • Difficulty Weight 3.54

Millennium Blades

Millennium Blades

Millennium Blades

Millennium Blades is a CCG-Simulator — A game in which you play as a group of friends who play the fictional CCG “Millennium Blades”.

In this game you will build decks, play the meta, acquire valuable collections, crack open random boosters, and compete in tournaments for prizes and fame. The game takes you from Starter Deck to Regionals in about 2-3 hours.

Multiple games can also be chained together to form a Campaign, going from Regionals to Nationals in game 2 and from Nationals to Worlds in game 3, with each game introducing ever more powerful cards and higher stakes, but also resetting the power of the game so that each player has a fair chance to win each ‘season’ of the campaign.

The game draws heavily on Manga/Anime inspiration for its art, and parodies Magic: the Gathering, Yugioh, and many other collectible games.

At its heart, it’s a commodity trading game, except that instead of cubes or stocks, the things you’ll be buying, selling, and speculating on are trading cards that can be used throughout the game in periodic tournaments. By trading wisely, playing the market, working together with friends, building collections, and winning tournaments, you’ll secure points and become the Millennium Blades World Champion.

The game features a system of card pods, where you will play with about 400 of the base game’s 600 cards every game.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting
  • Set Collection
  • Tableau Building
  • Trading

Game Specifications:

  • 2 – 5 Players
  • 80 – 120 Minutes
  • Difficulty Weight 3.69

Heropath: Dragon Roar

Heropath: Dragon Roar

Heropath: Dragon Roar

Heropath: Dragon Roar is a fantasy board game in which heroes venture through an unknown land, discovering new places, fighting monsters and gaining power, skills, gold, arms and resources.

This game combines everything you love in a fantasy RPG such as: magic, skills, XP, levels and combat as well as resource management, which takes it to a new, higher level of gaming.

In this board game you will need more than war tactics, you will need to use your turn in the best way possible, in order to reach new places, engage in the proper forms of combat and gain skills and resources.

Game Mechanics:

  • Action Points
  • Area Movement
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Role Playing
  • Trading

Game Specifications:

  • 1 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.75

Excavation Earth

Excavation Earth

Excavation Earth

A century from now all that remains of Earth is the detritus that humanity left behind. The races of a neighboring solar system have a penchant for artifacts left behind by extinct races. In Excavation Earth, you lead one of these races of alien explorers on their quest to excavate rare human artifacts and curate the ultimate art collection to sell off.

Excavation Earth is divided into three rounds, each of which starts with players drafting a hand of multi-use cards that will be used to perform actions. Players then take quick turns playing actions that allow them to move their explorers around the world map, excavate for artifacts, and deploy traders to bazaars and influencers to affect prices and wheel and deal on the black market.

The artifacts you dig up can be either sold to the bazaars housed on one of the aliens’ ships that landed on Earth or added to a collection that will be sold off as a coherent art collection to museums back home. Excavation Earth ends after three rounds and the player who makes the most money during the game wins.

Excavation Earth includes a solo mode by Nick Shaw and Dávid Turczi.

Game Mechanics:

  • Area Control
  • Economic
  • Open Drafting
  • Set Collection

Game Specifications:

  • 1 – 4 Players
  • 30 – 120 Minutes
  • Difficulty Weight 3.71

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

Dominant Species Marine

Dominant Species Marine

Dominant Species Marine

Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species.

Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.

Each player will assume the role of one of four major aquatic-based animal classes — reptiles, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others.

All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species.

But somebody better become dominant quickly, because there’s a large asteroid heading this way….

Game Play

The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process.

The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with.

Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains.

Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth.

When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game.

Dominant Species Veterans

For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended):

  1. Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance.
  2. Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns.
  3. Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards.
  4. Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.

Game Mechanics:

  • Area Control
  • Grid Movement
  • Open Drafting
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 90 – 150 Minutes
  • Difficulty Weight 3.87

Dominant Species

Dominant Species

Dominant Species

90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.
Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Each player will assume the role of one of six major animal classes—mammal, reptile, bird, amphibian, arachnid, or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest”.
Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration, and adaptation actions, among others.
All of this eventually leads to the end game—the final ascent of the ice age—where the player having accumulated the most victory points will have his animal crowned the Dominant Species.
But somebody better become dominant quickly, because it’s getting mighty cold…

Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles—converting them into tundra in the process—as the ice age encroaches.
The cylindrical action pawns (or “AP”s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration, or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points (or “VP”s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the “earth”). Element disks will be added to and removed from both animals and earth.
When the game ends, players will conduct a final scoring of each tile—after which the player controlling the animal with the highest VP total wins.

Game Mechanics:

  • Area Control
  • Grid Movement
  • Open Drafting
  • Take That
  • Tile Placement
  • Worker Placement

Game Specifications:

  • 2 – 6 Players
  • 120 – 240 Minutes
  • Difficulty Weight 4.04