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.

Reavers of Midgard

Reavers of Midgard

Reavers of Midgard

Reavers of Midgard is a single worker placement game with elements of set collection, dice combat and engine building set in the Champions of Midgard universe.

In Champions of Midgard, your quest was to become Jarl. You battled back the trolls, draugr and some of the epic monsters that once threatened the sanctity of your humble port town. Now it’s time to go on the offensive.

In Reavers of Midgard, you’ll be looking to gain glory by raiding nearby villages for their riches, sacking well-fortified castles and battling both man and monster on the open seas. You’ll not only need to take your rowdy crew of vikings and the food needed to keep them happy along for the ride but you’ll also have to recruit a crew of elite warriors – the Reavers.

Reavers can be used in three different ways. They can be made your ship’s leader, earning you a one-time bonus and enabling your warriors to be more versatile in combat. They can also be used to rally more warriors to your cause, filling your ship to the brim with the right fighters for the right situations. Finally, they can also be used to help your crew specialize, earning you a bonus every time your crew sails into battle.

Whoever can earn the most glory after six rounds will be the winner.

Game Mechanics:

  • Dice Rolling
  • Open Drafting
  • Set Collection
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.91

Raiders of Scythia

Raiders of Scythia

Raiders of Scythia

Many centuries ago, the Greek, Persian and Assyrian empires controlled vast amounts of land and riches. Yet, despite their fortifications and imposing armies, rumours began spreading of a formidable foe in the lands above the Black Sea. They came on horseback. Fierce warriors, both male and female. Skilled with the sword, axe and bow. But they weren’t mindless savages. Their artisans were renowned for their ability to craft detailed trinkets of gold. They fashioned leather armour and improvised the recurve bow. They trained eagles for hunting and war. Some even believe they inspired the Greek tales of the Amazons. But they were more than legend or fable. They were the Raiders of Scythia.

The aim of Raiders of Scythia is to be the player with the most Victory Points (VP) at the game’s end. VP are gained by raiding Settlements, taking Plunder and completing Quests. Players will need to assemble a Crew, train Animals and gather Provisions. The game ends when there is only 2 unraided Settlements or 2 Quests remaining on the Main Board.

Game Mechanics:

  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 1 – 4 Players
  • 60 – 80 Minutes
  • Difficulty Weight 2.69

Quartermaster General 1914

Quartermaster General 1914

Quartermaster General 1914

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

Game Mechanics:

  • Area Control
  • Campaign
  • Deck Building
  • Hand Management
  • Open Drafting
  • Team Based
  • Wargame

Game Specifications:

  • 2 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.63

Pulsar 2849

Pulsar 2849

Pulsar 2849

It is the year 2849, and humanity has harnessed the power of the pulsars. Now we must find a way to distribute this power throughout the stars.
In this Euro-style game, players explore space, claim pulsars, and discover technologies that will help them build energy-distribution infrastructure on a cosmic scale. Dice are used to purchase actions, and players choose their dice from a communal pool. There are many paths to victory so you can blaze your own trail to a bright future.

Draft dice to explore the universe in Pulsar 2849. Game is only 8 rounds long.
Each round, roll dice based on the number of players, sort them based on their values, then draft dice to take actions.

Possible actions
□ Fly your survey ship
□ take a Gyrodyne
□ Develop a Pulsar
□ Build one or more energy transmitter vectors
□ Patent a technology
□ Buy a dice modifier
□ Complete a special project in your HQ and unlock Gate Run

Players score points each round based on what they’ve discovered and explored, and everyone has common goals that they want to achieve.

Game Mechanics:

  • Dice Drafting
  • Dice Rolling
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 60 – 90 Minutes
  • Difficulty Weight 3.35

Public Market

Public Market

Public Market

Head out to sea and fish to fulfill contracts in order to gain points and emerge as the winner in this tile-laying, engine-building game.

In Public Market players bid on and draft tiles to play into an ice chest. Once the ice chest is full, players can go to the market to sell their latest catch based on the current market values and to complete contract goals. They then get a new ice chest and go back out on the open water to fulfill new contracts. Play continues until the ocean bag is empty.

Game Mechanics:

  • Auction/Bidding
  • Open Drafting
  • Puzzle

Game Specifications:

  • 2 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 2.91

Plunderbund

Plunderbund

Plunderbund

You lead a guild striving to dominate the market for illegal goods in the Sprawl, a city rich in history and lawlessness. Recruit and task an army of agents, racketeers, spymasters and others to build your reputation by selling your goods and causing chaos for your rivals. Through a light deck building mechanism you attempt to create the strongest network of agents, racketeers and the most desirable black market goods. Winners and losers are determined by a fun, yet sophisticated, supply & demand mechanic.

Plunderbund combines the innate corruption and profiteering of prohibition Chicago and the lawlessness of the fantasy setting, the Sprawl.

It’s an era before cell phones, e-commerce and customer relationship management tools, an honest guild had to get business the hard way: thieving, sorcery, money laundering and bribery.

Plunderbund is your chance to lead your guild to fame, fortune or disaster as you navigate the whims of the notoriously picky Sprawl consumer and deal with underhanded tactics from rivals determined to steal your business.

Each player will lead a guild with the power to decide where your finite resources are invested. A light deck building mechanic enables you to acquire and improve your black market goods, add agents, add racketeers, disrupt your rivals’ operations or just wreak havoc. Cards are added to your deck through a simple snake draft from a limited selection of over twenty different recruits.

Your guild gains reputation (VPs) as a sophisticated yet simply implemented supply and demand mechanic helps you sell your black market goods to merchants. At the end of the game you will be compared to your rivals on the strength of your network of agents, number of racketeers and black market goods qualities. All this growth comes at a cost, you have to take favors as you try to build your operation without the benefit of any gold in your coffers. As they say “paybacks are hell”. Fail to payback your favors and you pay the price as you see your reputation diminished at the end of the game.

Over the course of twelve months, divided into four seasons, you will build your reputation on the backs of your guild recruits and their abilities.

All seasons have three months. Each month players:
1) Place demand coins
2) Draw cards and payback favors
3) Determine cards to put into play and pay for them
4) Calculate and receive goods

After three months have been played:
1) Compete for demand
2) Recruit guild member using a limited snake draft
3) Start the next season

After the end of the fourth season, the game is over and final reputation is tallied.

There are two key concepts in Plunderbund. The first is the supply and demand mechanism. The game starts with the placement of demand at open merchants. The demand generated is correlated with the products being offered by the guilds. In the early game, demand is mostly based on the appeal and ingenuity of the products. Later, as with any market, quality and price become more important. Each demand coin expresses a customer’s preference. Some customers want the best appeal, some want the best ingenuity, some want the best quality, and some want the lowest price.

Your goal is to win more demand coins than other guilds by having the best network of rogues and the best product. The rogues are your sales team. The more rogues you have in place, the more deals you can win and the more your guild reputation soars. Over the course of the game you will build out your ability to compete for demand.

To win a merchant’s demand coin, you must have an “Agent” on that merchant. If you have the only agent on a merchant, you are nearly certain to win. If another guild’s agent is on that merchant, then you must compete. The winner is the player who is leading in that product attribute. So, if the customer has expressed an interest in high quality then the guild with the best quality has a chance to win.

You can only win a demand coin if you can supply a good. Goods are earned (stolen, fenced, you name it) at the end of each month. The number of goods you generate each month is based on your investment in your supply chain (which lowers price) and quality. For each competition you win, you decide whether you want to take that specific demand coin or pass. If you pass, the demand coin either stays on the board or is won by a rival guild. Suffice it to say, you need goods to have a chance win Plunderbund.

The second key concept is the favor economy. Instead of paying money to get things done for your guild, you take favors. These favors are used to put your guild members to work (each card has a favor cost ranging from zero to four). These favor cards go in your discard pile. Fortunately, paying back a favor is easy. As soon as you draw the favor card into your play area, from your draw pile, it is immediately considered payed back. In this way, favors are an opportunity cost. If you end the game with favors that are not paid back, they are deducted from your end of game score. Favor management is an essential part of Plunderbund.

If you understand these key concepts, then you are ready to build your guild reputation and win Plunderbund.

Game Mechanics:

  • Area Control
  • Deck Building
  • Economic
  • Open Drafting
  • Worker Placement

Game Specifications:

  • 2 – 5 Players
  • 60 – 150 Minutes
  • Difficulty Weight 2.83

The Pirate Republic

The Pirate Republic

The Pirate Republic

The year is 1713. A rare peace comes to the Spanish Main, but peace has its consequences. With thousands of demobilized sailors, piracy explodes in the West Indies where the port city of Nassau serves as its headquarters. This is the sunrise of the Golden Age of Piracy. It’s a time of conquest and riches, indomitable spirit and fat treasure galleons, pirate utopias and watery graves.

The Pirate Republic is a modular fully cooperative to fully competitive thematic deck building, open-world adventure game for 1–5 players. You are an infamous pirate captain working towards completing mission objectives over three rounds of play. Your mission: Forge the ultimate empire, The Pirate Republic.

– Players can cooperatively work to complete Flying Gang mission objectives to forge the ultimate democracy, the Pirate Republic
– Players who enjoy Hidden Traitor mechanics can add optional Captain Missions that make some captains wily saboteurs who are secretly attempting to sink other players’ ambitions
– Competitive mode creates a race to amass the most Swagger (Victory Points) through daring feats and plunder on the high seas

Devastate merchant shipping lanes, commandeer new ships, raid and conquer heavily defended towns, and plunder New World riches one seaport at a time. Attack, strike fear, and duel your way across the high seas with custom action dice and a deck of unique captain cards. Pillage treasure fleets, squash mutinies, sack forts, recruit crew, duel pirate hunters, and seal your notoriety among the greatest captains. Along the way, battle and bring an end to Spanish, British, Dutch, French, and Danish imperial powers infesting your waters. The Pirate Republic brings the piracy story to life in this swashbuckling blend of adventure and strategy. Even across the centuries, it reminds that if denied the chance to live in freedom, best to go ahead and make your own.

Game Mechanics:

  • Area Movement
  • Cooperative
  • Deck Building
  • Dice Rolling
  • Grid Movement
  • Hand Management
  • Open Drafting
  • Tableau Building
  • Team Based

Game Specifications:

  • 1 – 5 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.93

No Honor Among Thieves

No Honor Among Thieves

No Honor Among Thieves

No Honor Among Thieves is a competitive/cooperative game for three to six players, in which each player assembles a crew of thieves and sets out to see who can steal the most from the rich and powerful of the kingdom.

Each player is the head of their own crew, which consists of different character cards recruited from an array of thieves available for hire. These characters are then sent on heists to try and overcome defense cards in front of objectives, using their different sets of skills to bypass guards, traps and walls to get to the filthy lucre that they’re after. Players not involved in the heist will, of course, try and stop the thieves in their tracks by playing Scheme cards, which represent the quirks of fate which might cause a heist to fail–unexpectedly alert guards, City Watch patrols, or the simple mistake that leads to disaster.

Staging a heist alone is difficult, but working together with other players leaves you open to betrayal by your so-called allies, or gives you the chance to betray them, and take it all for yourself. Once any player has been betrayed, the game changes, and more dangerous abilities on different cards can now be played. The Assassin begins killing other characters, the Pickpocket starts stealing from players, the Fall Guy takes the blame, and the whole table becomes a little more vicious. Thieves like to believe they have a code of honor, but once that illusion is broken, there is no going back.

What will you risk to be the richest and cleverest thief in this city of rogues?

Game Mechanics:

  • Action Points
  • Bluffing
  • Deck Building
  • Dice Rolling
  • Hand Management
  • Open Drafting
  • Take That
  • Team Based

Game Specifications:

  • 3 – 6 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.67

Newton

Newton

Newton

The middle of the 17th century was a period of great changes; with the advent of the scientific method came what we now call the Scientific Revolution. Many great scientists, with their theories and ideas, changed and shaped our perception of the universe: Galileo Galilei, Copernicus, Kepler, Bacon and, above all, Sir Isaac Newton.

In Newton, the players take the role of a young scientist who wants to become one of the great geniuses of this era. To reach their ultimate goal, they travel around Europe, visit universities and cities, study to discover new theories, build new tools and work to earn money.

The game is played over six rounds. Each round, every player plays five cards from their hand, and each played card allows the player to perform one of the many actions of the game. An action can have a variety of effects, which depend on the symbols on the board. At the end of the round, a player can take back all the cards except for one. One card has to remain on the board, which means that you give up one possibility of doing that action, but also that that very action will be carried out with greater strength. Fortunately, you can acquire new cards with additional powers to perform more actions.

After six rounds, you calculate your final score, and the player with the most VP wins.

Game Mechanics:

  • Closed Drafting
  • Deck Building
  • Hand Management
  • Open Drafting
  • Tableau Building
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 3.40

Near and Far

Near and Far

Near and Far

Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined– these are the fires that fuel the wanderers’ journeys, but can they overcome their own greed and inner demons on the way?

In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you’ll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.

Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.

Answer the call of the ruins and begin your journey.

Game Mechanics:

  • Campaign
  • Dice Rolling
  • Narrative Choice
  • Network Building
  • Open Drafting
  • Set Collection
  • Storytelling
  • Worker Placement

Game Specifications:

  • 2 – 4 Players
  • 90 – 120 Minutes
  • Difficulty Weight 2.87