Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Copperdale is a print-and-play, half-sheet, flip-and-write game. In this solo game, you use the game board, a pencil, and a standard deck of playing cards to manage and advance the town and inhabitants of Copperdale. After twelve months (turns), you earn medals for the improvemen...
Players
1-2
Time
10-20
Age
?+
Weight
1
Rating
7.04
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Copperdale has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.
Copperdale has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Copperdale is a print-and-play, half-sheet, flip-and-write game. In this solo game, you use the game board, a pencil, and a standard deck of playing cards to manage and advance the town and inhabitants of Copperdale. After twelve months (turns), you earn medals for the improvements you've made. Each month, one card at a time, you reveal and assign three cards from the top of the deck to the 1-ECONOMY, 2-INFRASTRUCTURE, and 3-GROWTH segments of the board, in any order you choose. Then, in the above order, you resolve those cards, filling in spaces based on the cards you assigned to each segment. Each card's suit and value matters, and depending on where you assign it, you fill in spaces on the board. Each space you fill hopefully leads to more medals at the end of the game. From learning occupations to expanding the city's borders, everything you do has the potential to unlock medals! However, with the design having slight rogue-like elements and a bit of press your luck, there's no guarantee you'll ever get the card you want — or that the next card you reveal will be better than the last. —description from publisher
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