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Earth (Kickstarter – English Version Pledge)
45m - 90m
1 - 5 Players
Ages 13+
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
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Animals
60.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Family and Children
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Thematic
Ελληνικα Παιχνιδια
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
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Archemedes42
It’s an easy game to learn but one has to keep an eye on what benefit you get from cards on your Island, it’s brilliant well done!
Arah
---PHYSICAL 9/10, DIGITAL 10/10--- ---------------------------------------------------------------------------------------------- [b]Why not a 10?[/b] Digital 10/10, Physical 9/10. [i]Huge Deck Syndrome (not a problem in online play, but we are rating as board games). It is best at 2p, but it requires keeping a close attention to the opponent's tableau and resources, so sitting side by side is optimal, though players usually sit across each other.[/i] ---------------------------------------------------------------------------------------------- [b]Micro Review:[/b] Earth is a multidimensional set collection game with various ways to score. ---------------------------------------------------------------------------------------------- Players: :meeple::meeple: (also playable at 1 or 3) [i]Set Collection[/i] Puzzly design but little player interaction. [c]Theme: [/c]:star::star::star::nostar::nostar: [c]Skill: [/c]:star::star::star::star::nostar: [c]Replay: [/c]:star::star::star::star::star: [c]Fun: [/c]:star::star::star::star::nostar: [c]Set Col:[/c]:star::star::star::star::star: ---------------------------------------------------------------------------------------------- [b]Why I love it?[/b] -Packs a ton of fun decision making and indirect interaction in a short play time. -Interdependent solo puzzle and player interaction. Every element in play, players and mechanisms form an interactive multidimensional ecosystem anchored in cards and resources that impact decision making. One big subsystem is a player's tableau and resources that forms the backbone of engine and scoring which appears to be a solitaire puzzle. But the other big subsystem is a player choice of action that impacts every player according to their tableau, which can help a player as much as leave another behind depending on colors present in a tableau as well as required resources, forming the backbone of indirect player interaction. These two subsystems are deeply interconnected. -Extreme replayability (astronomical variety and each game feels different). -Simultaneous play makes this engine builder a breeze (compared to AN, TFM, UC, WS). -VP scoring diversity creates unique puzzles in the form of multidimensional set collection. -Educational flavor text. -Like a good euro, juicy indirect player interaction: in the form of racing elements and in the shared color engine activation. The buildup of a strong color engine and reacting to said buildup, both in cards played and actions taken. One can punish the opponent's lack of something. For example, spamming green plant action when the opponent can't afford it or doesn't have enough cards in hand. [b]Some of its limitations:[/b] -More thinky rather than thematic. It demands a lot of brainpower for optimal play. Barrage of information for optimal play: many scoring paths at the same time apply, diluting them and confusing: 4 fauna, 3 environment, ~2 terrain and everyone's tableau is a lot to take into account at the same time. -Balance: Some actions are much better than others, and red and green are usually the stronger colors. -Cards are more of an 'attribute salad' than having unique effects. -Most starting hand sizes are 2-5. It would have been better if all were increased by 3 to have a more grounded plan at the start. A 'Prelude' like expansion would be welcome. -Due to randomness a capable player can take advantage of a very good group of cards in one color and just rush that color and keep activating it and there is not much the opponent can do, taking away the interactive, proactive and reactive elements away. -Bot could have used accumulated face up cards to increase its color engine effects. -Careful to not tumble the trees. -Soil tokens are fiddly, it would have been better to include dials. One can always add third party dials. [b]Player Scaling:[/b] 1p: The expert bot forces you to optimize your tableau fully. 2p: Very competitive as you are rushing to develop a good enough single colored engine to exploit that color's action, rushing to objectives and/or rushing to end the game. 3p: Still competitive. 4-5p: More random as whether a color gets activated or racing to an objective depends more on luck rather than intentional decisions. Like in 1p, it becomes more important to develop your own strong scoring rather than being reactive to other players. [b]Alternatives:[/b] -Race for the Galaxy: Another tight, fast tableau builder with simultaneous action activating everyone's engine. -Tiny Towns: also collect spatial sets in order to score VP in diverse ways with simultaneous play. Less variety but more intense spatial element. -Ark Nova: for set collection and nature fans. better solo vs ARNO bot, but increased fiddleness. -Terraforming Mars: Another highly competitive tableau builder. [b]Tips:[/b] You can remove trunks (leaving only the canopy) when you finish a tree. This is to prevent accidentally messing with the tall pieces and to have more trunks available in 4-5p.
Addiction2k
For me this was pretty meh. I get why people might like ti but I would say its highly chance driven and completely overrated. I'd play it again but I definitely have no desire to own it.