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Unmatched: Battle of Legends, Volume One
20m - 40m
2 - 4 Players
Ages 9+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
Mythology
32.00
€
30 day low:
Out of stock
Search for:
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
Other
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Plunder boxes
Marvel: Crisis Protocol
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bcnevan
Unmatched is a game that asks very light questions of card play tempo and deck management. Each player attempts to flex their deck and asymmetric strengths in certain ways, as this applies pressure to your opponent. For example, you can pressure via combat, deck exhaustion, maneuver, and hand size. But the cards are fairly inflexible, so there's significant reduction in tactical depth due to card draw. Of course that's kind of the point for this approachable game. The multiplayer game is hot garbage. When four players are on the board, the game devolves into arbitrary beat downs and way too many actions spent drawing cards to recover from the beat downs. In the multi-player game, there's none of the deck flexing that occurs at 2 players. The arbitrariness and attritional nature of the card and board play, however, pretty much destroys any potential interest in the multiplayer game. The game would have been better served by not even including the multiplayer rules. Overall, I feel this is a pretty mediocre game that's saved by the character flavor and approachable nature. It's best at 2P, but that's a crowded field with many games that I'd rather play. [Update] After playing some Street Masters, this game's successes are highlighted. The vastly different characters and how the decks meaningfully change the decision space and the strategies are clearly a strength of the game. But that decision space is significantly reduced in view of the reliance on card draw. Still, later titles in the Unmatched series improve on the approaches to character design, and add wrinkles to the map design. The characters and map of this entry are too tame and too plain in comparison. I'm unlikely to ever revisit the characters and map of this box again.
AttentionDuelists
I like the system for the most part. But I don't care for the elements of taking turns waiting just to draw cards being so key to the game. It slows the pacing and make me want to play other 2-player battle systems that are an adrenaline rush the whole time like Iconoclash or Super Fantasy Brawl.
AnotherHorrorFan
2022-12: I really like the ease of play here and how unique the various characters are. Despite them being unique though they do share a lot of similar card between decks that kind of turns me off. Also some cards associated with certain characters are all but necessary for them to win, so there can be a luck of the draw issue. Even though the game is great, and I shouldn't adjust my rating for this reason, I can't help but drop it a point or so for the comparison to Funkoverse. I wish there was just a bit more zaniness in the characters and design (talking about the greater system here).