Skyward Elevates the Card Drafting Game

Card-based, hand-management games are becoming a dime a dozen at this point, with so many of them borrowing some or all of their mechanics from the few that have broken into the mainstream—Dominion, Machi Koro and Magic in particular—that I’ve become a card-game skeptic: I assume there’s nothing new in any such game until I see hard evidence that I’m wrong. Of the dozens of new hand-management games I saw at GenCon this year, none stuck out as much as Brendan Evans’s title Skyward, which has two mechanical twists on the hand-management framework and couples it with some of the best artwork I’ve seen on any new game this year.
Skyward is a quick-moving game for two to four players where one player in each round, called the warden, gets to divide the new cards for that round (four per player) into different piles for the remaining players to choose in a draft, placing the Warden token on one of the piles. So for a four-player game, the warden would draw 16 cards and divide them however s/he likes into four stacks—they don’t have to be even—and the other three players, in clockwise order, will each choose one stack, leaving the final one for the warden. Whoever chooses the stack with the Warden token on it gets to play that role in the next round and gets a Cog, the one type of token used in Skyward, useful for playing building cards on each turn.
The deck has just a few card types, primarily Faction cards and Building cards, each in the four main colors of the game. Faction cards function like currency, worth one or two units in their specific color, and are used to pay the price to “launch” Building cards, which generally require anywhere from one to two units to play. Most buildings require the units to be in a specific color, but some allow one or more “wild” units that can be of any color. On a turn, you discard Faction cards with sufficient units to pay the cost to launch a Building, then play that Building card to your personal Airspace. You may use Cogs to pay for some of those units as well. Many buildings give one-time or ongoing benefits, or add to your final score—including some very potent buildings that give you points based on what all of your opponents built, which can easily add up to ten or more points in a game where winning scores are generally in the 30-40 range.
There are a few other card types in the deck, largely related to points at game-end. Pigeon cards are worth -2 points each … unless you launch the one Rookery building, which converts all your Pigeons to +1 and lets every other player send one Pigeon over to you. Rocket Cat, my daughter’s favorite card by a mile, lets you send a Pigeon to any opponent. Airships are worth +2 points each, rising to +3 if you get the one Airship Bay in the deck. If you get a Pigeon or Airship card, you launch it immediately without paying any cost, and it doesn’t count against the hand limit or game-end condition of six buildings.
It should immediately occur to you that the heart of the game is in the drafting—the way the Warden chooses to divvy up the cards, trying to keep them balanced and perhaps trying to rig the piles to direct a specific card back around to him/her. You don’t want to create a pile that gives someone a building and the faction cards needed to launch it right away … unless you’re trying to distract another player from the pile you really want.