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The Isle of Cats
Draft cards for baskets, lessons and effects before you start rescuing cats. Pay for the picks you expect to use, then give your ship room for the creatures that make the draft worthwhile.
More about The Isle of Cats23
Terraforming Mars
Use the printed draft variant for the research phase. Pick a project, pass the remainder, then decide which of the cards you selected is worth buying. The draft adds a second question to every strong card you see: what will an opponent be able to do with it?
More about Terraforming Mars24
Sushi Go Party!
Choose the menu before starting this larger edition, then use the passing hands to collect combinations that fit it. The rotating options let your family vary the kind of sets it chases.
More about Sushi Go Party!25
Fairy Tale
Draft cards into a hand before playing some of them. Choose sets with useful abilities, and check which cards can turn others face down before your draft starts scoring.
More about Fairy Tale26
Heat: Pedal to the Metal
Use the Garage module to draft upgrade cards before racing. Take a card suited to the circuit and the way you want to drive, since it will join the deck that sets your speed. The basic race works without this setup draft.
More about Heat: Pedal to the Metal27
7 Wonders Duel
Take cards from an overlapping pyramid and look at what revealing the cards underneath will hand your opponent. Military and science can end the game early, which makes the safest draft choice change with each reveal.
More about 7 Wonders Duel28
Medieval Academy
Pick and pass cards for the areas of knightly training. Their value depends on where your markers stand and which boards score this turn, so the same card can matter more as the round advances.
More about Medieval Academy29
Dune: Imperium
Use persuasion during a reveal turn to acquire cards from the shared Imperium Row. A card changes which spaces or faction incentives your future hands can use. Choose this if you want smaller market decisions to matter alongside competition for space on the board.
More about Dune: Imperium30
The Lord of the Rings: Duel for Middle-earth
Draft from overlapping cards to move the Fellowship, compete for regions or recruit allies. Exposing a card can change the measures that matter, so check what your pick leaves legal next.
More about The Lord of the Rings: Duel for Middle-earth31
Cat Lady
Take a complete row or column from the shared grid. A good pick gives cats you already have the right food and can collect a toy toward a scoring set. Your last choice blocks a line during the next player’s turn.
More about Cat Lady32
Hadara
Choose from colored cards as the market rotates across the players, then take cards from the discards. Plan for the economy and skills you can develop while leaving room for the next color choice.
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Faraway
Choose a card from your hand to lay out the next stage of the journey. The number you picked helps determine who chooses first from the shared row to refill. Regions score in reverse order, so the choice now may make an earlier region work.
More about Faraway34
Ohanami
Pick two cards and pass the rest, then place chosen numbers at the ends of your garden rows. Future scoring rewards different colors, so a useful pick can depend on both its number and the round.
More about Ohanami35
Red Rising
Play a card onto a shared location and recruit the top card at another one. A useful pick can work with the rest of your hand or replace a card whose chance of helping has faded.
More about Red Rising36
Sea Salt & Paper
Pick from the discards or choose between two fresh cards. Collect combinations and decide when your hand is ready to call for the round to end. The open discards tell the next player what remains possible.
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Planted: A Game of Nature & Nurture
Pick from a hand for the resources that keep your collection growing and pass the rest. Light, water, tools and the plants available now can make one combination more useful to you than to your neighbor.
More about Planted: A Game of Nature & Nurture38
Harmonies
Take an animal card from the shared display when it fits the habitat you can make with drafted tokens. The card stays valuable across turns, since different placements on the same layout can satisfy it.
More about Harmonies39
Mind Up!
Reveal a card from your hand at the same time as the group. The card you played determines which central card you receive. You can choose a number to reach a color, but nobody knows exactly what the other players will reveal.
More about Mind Up!40
Bonsai
When you meditate, claim a card from the shared row and collect its tiles or abilities. Watch which options will help you extend the tree without closing off a scoring opportunity.
More about Bonsai41
Tides of Madness
Pick a card and pass the other choices to your opponent. Madness adds pressure to particular symbols, so a promising set can have a cost that survives the current draft.
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