Card Drafting

Lost Cities

Lost Cities is a card game in the Kosmos two-player series. The game consists of a single deck of cards of rank 2–10 in 5 different colors with 3 special "handshakes" ("HS" in scoring examples below) in each suit. There is also a board which functions only to hold and organize discarded cards and is largely superfluous. Games last around 15 minutes. This is generally considered a good "couples" game and is often recommended for people with non-gamer partners.

The object the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the 5 colors. On a player's turn they must always first play one card, either to an expedition or by discarding it to the appropriate discard pile, and then draw one card. There is a separate discard pile for each color and a player may draw the top card of any discard pile or the top card of the deck. Cards played to expeditions must be in ascending order but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.

The game continues in this fashion with players alternating turns until the final card is taken from the draw pile. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total. Expeditions start at a value of -20 so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least 8 cards played into it. The player with the most points wins the game, but it is typical to play 3 matches and add your score from each to see who wins.

Scoring example 1: an expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 minus the initial -20.

Scoring example 2: an expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, minus the initial 20, ×3 for the 2 multipliers, plus the 20-pt bonus for playing 8+ cards.

Scoring example 3: an expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 minus initial 20, ×2 for the multiplier.

Pillars of the Earth: Builders Duel

One player tries to erect a cathedral, while the other is in charge of building a fortress, an element that also seems to be part of the book; the one who succeeds first in erecting his building has won the game.

Each of the two buildings consists of three sections/cards; each of those sections require a different combination of materials. Action cards enable players to get to construction materials; other action cards upgrade these materials, such as iron into bells, sand into cement or wool into cloth.

(From the Nuremberg preview at Gamepack.nl.)

Gentlemen Thieves

Gentlemen Thieves is a board game with secret identities, bluffing and theft featuring Arsène Lupin and other characters inspired by author Maurice Leblanc. Whoever ends up with the biggest stack of loot at the end of the game wins!

At the start of the game, each player secretly takes one of the five burglar tiles, which come in five different colors; each player also receives 2-4 helping hand tokens. Five locations are set out, each with two randomly chosen equipment tokens next to them; equipment tokens come in five types, with each type appearing in the five colors of the burglars. Special tokens are placed out as well: two loot tokens next to the bank, one lock on the museum, and one tunnel next to the manor; six additional loot tokens, along with a car token and the second tunnel, are placed to the side. Three randomly drawn equipment tokens are placed face up.

At the start of each round, the matchmaker determines the alliances for that round, placing two alliance markers – each showing a burglar in the appropriate color – in one area and the other three in the other area. Thus, the burglars form provisional teams for the round and are trying to work together to rob a location – any location! – but they don't necessarily know who's who. On a turn a player either:

Chooses one of the face-up equipment tokens, places it next to a location (with no more than three tokens of the same type being allowed at a location), then reveals a new equipment token.
Draws the top equipment token from the stack, then places it at a location.
Plays a helping hand token to move a special token or add a new special token to a location.

As soon as all five types of equipment are at a location, a burglary takes place there. Who steals the goods? The alliance that has the larger presence there based on the colors of tokens. These tokens are then flipped face down (becoming loot), added to any loot tokens present there, then split among the burglars in the alliance and placed on the scoreboard. The matchmaker token passes to a new player, who must move at least two alliance tokens, then a new round begins.

The special tokens naturally change the rules: The location with the lock cannot be robbed, although someone can choose to move the lock so that a burglary does take place. The car allows someone to move an equipment token to a new location. When the second tunnel is placed next to a location, the two locations with tunnels are now linked and the types of equipment present are considered to be together when determining whether a burglary takes place – although if the lock is on one of those locations, then nothing can be stolen!

A brigadier token is shuffled into the final six equipment tokens, and when it's drawn, the game ends immediately. Players then reveal their identities, and the player with the most loot wins!

Cyclades

In this latest collaboration between Bruno Cathala and Ludovic Maublanc, players must buy the favor of the gods in their race to be the first player to build two cities in the Ancient Greek island group known as the Cyclades.

Victory requires respect for all the gods - players cannot afford to sacrifice to only one god, but must pay homage to each of five gods in turn. Each turn, the players bid for the favors of the gods, as only one player can have the favor of each god per turn - and each player is also limited to the favor of a single god per turn.

Ares allows the movement of player armies and the building of Fortresses.
Poseidon allows players to move their navies and build Ports.
Zeus allows his followers to hire priests and build temples.
Athena provides her worshipers with philosophers and universities.
Apollo increases the income of his worshipers.

Seasons

The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

Seasons is a tactical game of cards and dice which takes place in two phases:

The first phase "Prelude" consists of a card draft: the goal during this phase will be to establish own 9-card deck for the main part of the game and with it the strategy.

Once the Prelude is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.

Next comes the Tournament: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

These cubes offer a variety of actions to the players:
- Increase your gauge (maximum number of cards you may have placed on the table and in play)
- Harvesting energy (water, earth, fire, air) to pay the cost of power cards
- Crystallizing the energy (during the current season) to collect crystals. Crystals serve both as a resource to pay for some cards, but also as victory points in the end.
- Draw new cards

Each player can choose only one die per turn. The die not chosen by anyone determines how many fields the "time track" would move forward.
In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes - also the "exchange rates" of energy to crystals vary during seasons - the energy not present on the dice in any given season is also the best paid during the season.

At the end of the game, the crystals are summed with victory points granted by the cards (minus some penalties, where applicable). The highest score wins.