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Tournament at Avalon
45m - 45m
2 - 5 Players
Ages 14+
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Medieval
21.50
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Anakin1981
Better than Tournament at Camelot with some small tweaks. It makes the original seem like a "beta" version that lacked play testing. A nice trick taking game with many "take that" aspects and a lot of luck. If you have to get one of the two "Tournament at...." games prefer this one. The art and the quality are top notch, as was in the original game.
fliegen5
Better than Tournament at Camelot due to a combination of small rule tweaks, ten new protagonists, location cards (w/Nimue), and all new Godsend deck.
happyjosiah
Tournament at Avalon is an Arthurian-themed card game which sees players battling one another to be the strongest knight still standing when one finally falls. Each player has a unique special ability to aid them in this quest, with an additional ability that unlocks once their health has fallen low enough. Take-that mechanics are prevalent, and your opponents may collectively give you tons of damage in a given round with little you can do to stop it. In situations where this is not true (players don't have the power to dictate who receives damage), it is essentially a crapshoot who gets the damage. Given these factors, Tournament at Avalon is quite chaotic and aggressive. This is somewhat balanced by the fact that only the player who is currently winning (highest health) really wants the weakest player to take more damage, but as mentioned, this is often outside the players' control. So far this might sound like any number of other card games, but what gives this game a unique twist is that the primary mechanic is trick-taking. It's a rather unexpected fusion between aggressive-take-that style card play and standard follow-suit trick-taking with special cards. And this marriage actually does work surprisingly smoothly. Unfortunately, I don't think it exceeds the best that either of these genres has to offer. Stick 'Em, Texas Showdown, 500, The Crew, etc. are all much more interesting trick-taking games. Cutthroat Caverns, Wiz-War, and Shadowhunters are all much more interesting take-that card games. My opinion could change with further plays (and I wouldn't mind doing so). But my general impression is that while this game succeeds at its goals, it doesn't offer enough of a new experience to commend it over better options.