Hand management games are all about making the most of the cards you’ve got and figuring out when to play them. The timing, the order, and even what you hold back can make all the difference. Sometimes your cards do more than one thing, which keeps every turn interesting and makes finding the perfect play feel pretty satisfying.
Some examples of hand management games are EGO, Great Western Trail and Fintastic Sea.

So Happy You’re Here! – Generosity, With Points Attached
Hazel has invited us over to her cottage, and judging by the table, she has been preparing for quite some time. There’s tea, cake, flowers, animals, magical objects and a garden that could use a little work. So Happy You’re…
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President Maker – Every Vote Counts, Eventually
You’ve somehow crash-landed in a parallel version of 21st-century South Korea, and before you’ve even had time to work out what happened, there’s a presidential election coming up. More importantly, you’re one of the candidates. Your opponents are already campaigning…
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Bloom Kingdom – Everyone Needs Something Different
In Bloom Kingdom, everyone is helping to fill the same royal court with kings, queens, knights, nobles, farmers, wizards, dragons, unicorns, fortune tellers and jesters. Except these aren’t exactly your usual medieval characters. Flowers have found their way into pretty…
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Paardenkoppen – When Your Hand Makes the Decision
There’s some serious competition going on at this farm. The horse, cow, pig and goat have gathered around the table to play a game, and the winner gets to come up with a new nickname for the loser. The goat…
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1st Band – The Lowest Card That Might Survive
Putting together a band should be fairly straightforward. You need a vocalist, guitarist, drummer and bassist, with a keyboardist joining if you’re aiming for the full line-up. In 1st Band, though, several players are trying to fill those same positions.…
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Jusayo – I’m Pretty Sure You Have One
In most card games, having useful cards in your hand is a good thing. In Jusayo, we’d often rather make somebody else play theirs. You ask another player for a card, watch what comes out of their hand, and try…
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Echoes of Time – Waiting for Your Engine to Arrive
Building an engine is usually quite simple in theory. You play a card, it does something useful, and then you add another card that hopefully makes the first one even better. Echoes of Time makes one fairly important change to…
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Wingspan Pocket – Can Six Birds Really Be Enough?
If you’ve played Wingspan, you probably know the general routine. You collect birds, feed them, lay eggs and slowly build a collection where one bird’s ability can help another. Wingspan Pocket takes several of those ideas and rebuilds them around…
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Azure – An Engine Built on Position
Across the land run the Lung Mei, invisible dragon paths connected to the Four Auspicious Beasts: the Azure Dragon, Vermilion Bird, White Tiger and Black Tortoise. Energy builds when these paths continue in straight lines, while mountains interrupt and diffuse…
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Crops – Farming With One Eye on the Moon
In Crops, you have twelve turns to build a field of vegetables in a 3 by 4 grid. You place crop cards, connect matching family symbols, add goals to individual columns, and create moon phases between neighbouring cards. The problem…
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