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Crescent Moon
150m - 180m
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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
55.00
€
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
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Others
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Marvel: Crisis Protocol
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Big B
Beautiful game in concept, execution, and presentation. A territory control game where there's a lot of incentive to ally and help each other in symbiotic relationships--until someone gets too far ahead and everyone else starts to work against them. This fits into the category of high asymmetrical games where every player has a different role that involves many special abilities and different scoring objectives. There's a lot to try to keep in mind, and while there player aids are great at suggesting how to play to one's strengths, they don't point out how other players are going to score. Obviously some of that is figured out in table talk, but it realistically it's going to take multiple games to really get a handle on it. The short 3 year games are good for learning, but 4 years feels more optimal once everyone has a handle on the game flow. Between that and the strict player count that might be why it hasn't gotten much buzz in board game outlets. But this feels like a game that will still stand out years from now.
nhjelmberg
My first BGG competition victory gave me Crescent Moon. This is a mix of one mechanic I normally like (area control) and one I normally don't like (asymmetric abilities), where different factions vie for supremacy on a modular map. However, instead of giving each faction a strong ability and pushing its player in a certain strategic direction, the designer has created an eco-system where each faction has different contributions to and interests in the game. One faction is rich and wants to build but has no troops, another faction is poor but has troops for sale to raise cash, a third faction is strong and wants to destroy those buildings and so on. This gives the players plenty of opportunities to strike mutually beneficial (but probably temporary) alliances. Crescent Moon may still be too confrontational for some players but it certainly has more depth than the average dudes-on-a-map-bash-the-leader game. Reviewed at https://boardgamegeek.com/thread/2913186/one-thousand-and-one-fights.
mountstnobody
I'd rather play Pax Pamir. Good game, but I do not like the hidden scoring, and the 12 action limit for the game feels too tight - I don't want an area control/strategy game and an optimisation puzzle. So it doesn't quite hit those nice gamey sweet spots, you know? It's a muddy thing to experience, if in theory it should seem very exciting. Play a game like Root, and the whole table is talking the whole time, actively, about their plans, and about who the group might need to mitigate next. Play this and most the time you are arguing over fiddly opaque rules and how your faction is actually meant to score points. There's a general thick air of confusion. This feels more like an exercise in game design - immaculately put together, diverting, and thought through when you isolate the parts from the player, but in practice, it lacks a certain expressiveness, even wonkiness that create those unexpected, eye-opening moments that happen when a truly great game reveals itself.