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Game of Thrones: Oathbreaker
30m - 45m
2 - 5 Players
Ages 14+
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
Deduction
28.00
€
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
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Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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ajewo
Social deduction team game with hidden roles in the Game of Thrones universe. Each player is either a loyalist or conspirator. One player is the king. The king must guess on which side each player is and give them decree cards that provide them abilities or negative effects and also influence the two tracks (order or chaos). Players have influence cards which they play on each round in which 2 or 3 random mission cards are revealed. Each player secretly plays influence cards on the missions. After all players have done that, the missions are evaluated: on success, the order effect is activated, on failure the chaos effect is activated. What makes it special? * King player has to guess the side of each player and has to give matching decree cards to other player which grant them abilities or effects + Artwork (from the TV show) + Different characters with unique once per game abilities + Separate player boards for different player counts # Each player has a personal secret (have collect x and y at the end of the game) Similar games: * Resistance: Avalon * Secret Hitler
graymauser
The draw of the cards can quite randomly wreck how you may want to play. I drew a massive pile of skulls the whole game and as a conspirator made a herculean effort to play it off, but people just won't trust you when piles of skulls keep dropping. Plus, there were next to no opportunities for me to meet my individual goal the way the missions fell. THEN couple that with the fact that the cards coming to hand would not let me get them at all when the few showed up that I needed. Feels like the game was designed from the stand point of the King and not all the players. Seems flawed to me. Seems there needs to be some more choice in drawing card types for play. Otherwise, it is just and experience and not a game. My thought is that if there were four decks to choose from then that might make it better. Some dispersion of Ravens, Crowns, Skulls & Swords Decks. That way more info is out there and you might just be drawing from a deck to steal cards from your enemies. Since some cards are multiple options the game should play the same overall, but with more chanced for control and deception. As it stands the randomness is not really something you can control. Even given the large number of rounds and missions. I still had no chance of winning. I simply could not get the three cubes I needed. It was impossible the way the cards came. Latest Brainstorm Ideas to try: 1) have a base set of cards plus a number of random draws as your hand. Base cards are singles of each type for each player. I'm thinking 1 Random and 4 Base. Hand size of 5. This way you are judged on your play more so than fighting random draws. Should make the playing field more even. 1a) May allow for a base card to be discarded or revealed and set aside to draw another random card.
StalkingButler
First impressions of this one are positive. I like the way most of the mechanics fit the theme, and there is lots of fun drama here in a quick playing package. Watching the missions suceed or fail and trying to gauge what you can surmise from those results is good fun. In later plays I'll be interested to see if it seems like the game is balanced. In our game, the conspirators nearly lapped the loyalists, but it just might often be that way with an inexperienced king. Bluffing works really well for the conspirators, too, not least because sometimes you really do want a mission to succeed just to get the right cubes for your win condition.