Cookies on OyList

We use essential cookies to keep OyList working, and Google uses cookies to show and measure the ads on our lists. With your permission, Google Analytics cookies help us count visits and understand which pages are useful.

How we use cookies

Share

Embed
Share this list with friends or copy the link:

Items41

22

The Isle of Cats

by game_tinkerer  • 
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 Cats
23

Terraforming Mars

by game_tinkerer  • 
Terraforming Mars
Game
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 Mars
24

Sushi Go Party!

by game_tinkerer  • 
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

by game_tinkerer  • 
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 Tale
26

Heat: Pedal to the Metal

by game_tinkerer  • 
Heat: Pedal to the Metal
Game
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 Metal
27

7 Wonders Duel

by game_tinkerer  • 
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 Duel
28

Medieval Academy

by game_tinkerer  • 
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 Academy
29

Dune: Imperium

by game_tinkerer  • 
Dune: Imperium
Game
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: Imperium
30

The Lord of the Rings: Duel for Middle-earth

by game_tinkerer  • 
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-earth
31

Cat Lady

by game_tinkerer  • 
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 Lady
32

Hadara

by game_tinkerer  • 
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.
More about Hadara
33

Faraway

by game_tinkerer  • 
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 Faraway
34

Ohanami

by game_tinkerer  • 
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 Ohanami
35

Red Rising

by game_tinkerer  • 
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 Rising
36

Sea Salt & Paper

by game_tinkerer  • 
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.
More about Sea Salt & Paper
37

Planted: A Game of Nature & Nurture

by game_tinkerer  • 
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 & Nurture
38

Harmonies

by game_tinkerer  • 
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 Harmonies
39

Mind Up!

by game_tinkerer  • 
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

by game_tinkerer  • 
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 Bonsai
41

Tides of Madness

by game_tinkerer  • 
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.
More about Tides of Madness

Comments