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Items41

1

7 Wonders

by game_tinkerer  • 
7 Wonders
Choose a card and pass the rest around the table. Building your city, advancing a wonder and responding to the neighbors’ military or science choices all compete for the same pick.
More about 7 Wonders
2

Sushi Go!

by game_tinkerer  • 
Sushi Go!
Pick one sushi card before passing the rest. Some selections score alone and others need a matching set. It teaches the pressure of a draft quickly, since a card might be gone by the time you see the hand again.
More about Sushi Go!
3

Inis

by game_tinkerer  • 
Inis
Draft actions at the start of the round, including the tools you will need to move clans and claim territory. What comes back tells you something about what other players may be able to do.
More about Inis
4

It's a Wonderful World

by game_tinkerer  • 
It's a Wonderful World
Take one card at a time and decide whether to build it or recycle it. The production order rewards a draft that can hand resources from an early step to something later in the same round.
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5

Blood Rage

by game_tinkerer  • 
Blood Rage
Draft the upgrades, quests and combat cards that your clan can use in the age. Look for an approach that fits several cards, and remember that opponents are picking how they will fight before they enter the map.
More about Blood Rage
6

Treasure Hunter

by game_tinkerer  • 
Treasure Hunter
Draft a hand for several simultaneous contests over treasure. Sometimes the low bid matters, so pay attention to which pile gives your card real leverage.
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7

Draft & Write Records

by game_tinkerer  • 
Draft & Write Records
Game
Pick from a hand and pass it on, then write the effect on your band sheet. Musicians, crew, and your routes can combine across turns. Choose this if you want the pick and the moment when it pays off to play out on the same visible sheet.
More about Draft & Write Records
8

Bunny Kingdom

by game_tinkerer  • 
Bunny Kingdom
Pick coordinates, buildings, or parchment cards to grow fiefs on a shared board. A pick that connects two clusters can be worth more to you than one that looks more powerful in isolation.
More about Bunny Kingdom
9

Among the Stars

by game_tinkerer  • 
Among the Stars
Draft location cards and build them into your own station. Distance from power or another type of room can change what a pick is worth. Read your current layout before committing.
More about Among the Stars
10

Paper Tales

by game_tinkerer  • 
Paper Tales
Pick units for a short-lived lineup, knowing they age between rounds. Draft the troops you need for the current battle and give yourself a way to fill the gaps they will leave.
More about Paper Tales
11

Carnival of Monsters

by game_tinkerer  • 
Carnival of Monsters
Draft cards for a collection of fantastical creatures. Lands help you play monsters from their habitat, so a pick that gives you a new terrain type can open a later hand.
More about Carnival of Monsters
12

Challengers!

by game_tinkerer  • 
Challengers!
Between matches, draw candidates from the offered decks and choose the additions you want to keep. Watch what your picks do in the next match. Duplicate cards can make the most of a crowded bench, giving the rebuild a purpose beyond collecting the strongest card.
More about Challengers!
13

Gravwell: 2nd Edition

by game_tinkerer  • 
Gravwell: 2nd Edition
Game
Draft fuel cards before committing them to a round of spaceship movement. Their letters affect when they resolve, and attraction or repulsion can mean something different once other ships have moved. Choose this for a short draft that makes turn order a tactical resource.
More about Gravwell: 2nd Edition
14

Fantasy Realms

by game_tinkerer  • 
Fantasy Realms
Draft one card at a time from the face-up discards or take a chance with the deck. Build a small hand whose bonuses add together. Each discard gives somebody else a usable option.
More about Fantasy Realms
15

Seasons

by game_tinkerer  • 
Seasons
Draft nine power cards before the tournament, then divide them into three groups you will receive in different years. Choose this for a draft where an attractive combo has to fit your timetable as well as your hand.
More about Seasons
16

Biblios

by game_tinkerer  • 
Biblios
Game
During the gift phase, assign each card to yourself, your opponents' face-up offer, or the later auction. You have to assign it before turning over the next card. Choose this if you want the uncertainty of a draft to set up a second contest over the same pool.
More about Biblios
17

Point City

by game_tinkerer  • 
Point City
Take adjacent cards from the display to add resources or buildings. The shared grid makes each pick about the pair you can use and which good pair will remain for the next player.
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18

Point Salad

by game_tinkerer  • 
Point Salad
Take vegetables or a card that sets a scoring rule. Your next pick can supply the missing ingredient or make a different set of vegetables worth more. Everyone can see the useful options leave the display.
More about Point Salad
19

Res Arcana

by game_tinkerer  • 
Res Arcana
Game
Use the rulebook's optional draft to assemble the artifacts that form your small deck. Keeping an artifact means losing the other possible pieces for that engine. Try this for an opening draft whose decisions remain important long after the hands stop rotating.
More about Res Arcana
20

Tides of Time

by game_tinkerer  • 
Tides of Time
Draft a card from your little hand and pass the rest to your opponent. Across rounds, saved cards make some suits and scoring conditions worth watching for the next time they come around.
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21

The Vale of Eternity

by game_tinkerer  • 
The Vale of Eternity
Pick magical creatures from the shared circle, then decide which to summon and which to sell for stones. Powerful choices change with the space and currency your previous picks left you.
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