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The Road to Canterbury
60m - 60m
2 - 3 Players
Ages 10+
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Medieval
40.00
€
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
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Chronic Hysteresis
Looks gorgeous, gameplay doesn't quite live up to the standards of the production. Our first run-through was hampered by the one player who isn't a regular gamer pardoning every single turn (pretty much) with only one sin showing - meaning you couldn't realistically build a strategy if you were more of a planning/tactical gamer. That said, I can see it'll be great with just the two of us trying to max out points against each other and/or with a different third gamer.
baditude
This light card-game feels like it's carefully constructed and well thought out. You can tell where the designer intended there to be tension and tricky decisions but it still comes off a bit vanilla to me. players "invest" sin cards on to three different pilgrim caravans. Pardoning those sins gets you points, and the more sins of the same type, the more points you get. However you can rarely do more than one thing in a turn, so playing a bunch of the same sin cards will more than likley just set up a rival for a big score. There are some clever ways that the cards circulate. Pilgrims die after 7 sin cards are played on them but some cards get played without the player's control which makes the game less predictable (in a good way). Players can also get a sizeable bonus by ignoring the "main" game of focusing on pardons and simply try and spread as much discord and sin as possible. everything seems to line-up nicely for a fun tactical game. The theme is right, and the ideas are true, but perhaps it's too subtle for me to really latch onto so far. At least it's fast. So I wouldn't mind playing it a few more times before final judgement. As it stands I think that Wyatt Earp has some similar mechanics but is more fun.
bclayj
Love the theme, artwork and production quality. Only sorta like the game. There are limited options, not a ton of depth and a good bit of randomness. On the plus side, it is pretty short and I think it plays much better with 2.