First, we gain gold, castles, workers, or chickens in The Castles of Burgundy Card Game
Next, we battle through the dim gas lit streets of old London in Sorcerer
Lastly, we cut deals the old fashion way, with smiles and lies in Diplomacy

The Castles of Burgundy: The Card Game

Designed by: Stefan Feld
Published by:
Ravensburger (2016)
1 – 4
12 & up
Playing time:
30 – 60 min

In The Castles of Burgundy: The Card Game, players are nobles in 15th century France growing their estates through strategic trade, clever planning, and commerce.   

Each turn, players will use a set of cards that serve as the “dice” that show which actions are available.  Will you trade along the river, exploit silver mines, raise livestock, construct special buildings, or invest in scientific progress?

Building sets of three matching cards in your estate will earn points, and bonus points for being first. 

After 5 rounds of 6 turns each, the player with the most victory points wins the game!


Designed by: Peter Scholtz
Published by:
White Wizard Games (2019)
2 – 4
14 & up
Playing time:
30 – 90 min

In Sorcerer, two ancient beings of great power do battle to determine which of their lineage is the strongest.

Players create their Sorcerer by combining three sets of cards, A Character Deck, A Lineage Deck, and a Domain Deck. These are shuffled together to form your Grimoire of Minion, Sorcery, and attachment cards.

Each deck also comes with a Skill Card, and together they form your True Name and the special abilities of your Avatar.

In the Action phase, Sorcerers takes turns spending one of their 6 actions each to summon minions, cast spells, gain energy, draw cards, or move minions.

Then, they move to the Battle phase, in which minions take turns attacking in each of the 3 battlefields. Attacks are made using a set of custom dice, but before damage is calculated, players may use Omen tokens to force dice to be rerolled. Damage is distributed either to minions or to the Battlefield itself!

This epic contest continues until one sorcerer destroys two of the three areas of London, and wins the game!


Designed by: Allan B. Calhamer
Published by:
The Avalon Hill Game Co. (1959)
2 – 7
12 & up
Playing time:
6 hrs

In Diplomacy, players represent one of the seven “Great Powers of Europe” in the years prior to World War I.

Each turn, players plan their moves, beginning in the Spring of 1901, by writing a set of orders, telling their units to either MOVE, HOLD, or SUPPORT. 

With no dice, just the actions of your rivals to help or hinder your plans, you must negotiate and form alliances in order to survive.  Knowing whom to trust and when to trust them is the heart of the game!

The first power to control 18 of the Supply Centers has gained control of Europe and wins!

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