Deck

Dominion

"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.

But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted."

—description from the back of the box

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.

—user summary

Part of the Dominion series.

Milito

Refight battles between the greatest armies of the Ancient World: Republican Roman, Carthaginian, Alexandrian Macedonian, Achaemenid Persian, and more!

Milito is a card-based, diceless wargame by Martin Wallace that puts you at the head of an Ancient army, making the key tactical decisions that will win or lose you the battle. Commanding a combination of troops unique to your own army, you'll play unit cards to take control of the battlefield. Skirmish with light troops to hold the enemy at bay, use your cavalry's maneuverability to your advantage, and advance your units of well-armored infantry to drive the enemy away. Flank attacks and army-specific leaders provide further tactical depth. Choose the right moment to commit your best units into the battle line, and capture three terrain areas to win the game.

Each card in your hand represents one of your army's units, which has the same strengths and weaknesses as its historical counterpart. Units are rated for speed, attack strength, defense strength, and other modifiers based on battlefield performance. Leader cards offer combat bonuses and have their own unique abilities — but be warned that not every leader card is an Alexander or Hannibal!

—description from the publisher

Adventure Mart

Adventure Mart - The Deck Building Store Management Game.

From dank dungeon entrances to magical market squares, Adventure Marts magically pop into existence wherever they are needed. Busier locations require more than one store, and each one needs a Manager… that’s where you come in!

Outsmart your competition and serve a fantastical array of Adventurers as you battle to make more Gold than your opponents! Adventure Mart is a fresh new take on deck building games with added twists and plenty of player interaction.

The life of a Store Manager is brief but glorious. Can you become Manager of the Week? Or will you be banished to the Abyss?

DC Comics Deck-Building Game

Game description from the publisher:

Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm.

Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for victory (points)!

Orcs Orcs Orcs

Orcs Orcs Orcs is a game for two to four players that combines two excellent game mechanics that have not been paired before (deck building and tower defense) and has players casting spells, squashing orcs and rolling up the score in the Orc Squash Tournament.

The mages start the game on top of the tower in the middle of the battlefield. The battlefield consists of six lanes, each with three sectors, radiating out from the tower. On these lanes, the orcish hordes will try to charge all the way towards the tower. Your job is to defeat them before they can reach you.

At the beginning of each game round players draw a fate card, which will determine which category of creatures will advance one sector towards the tower and sometimes implement a nasty rule change for that particular game round. There are three categories of orcs which differ in strength and special abilities that are conveyed to a player once an orc is defeated.

The game ends when you run out of orcs on one of the four lanes. During the final scoring, players count up their defeated orcs and multiply them by the number on the creature counter, get points for each support spell learned and subtract points for each poison card in their deck. Whoever has the most points will be declared "Master Mage"!