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On Mars
90m - 150m
1 - 4 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
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
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
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
142.00
€
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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AlexisE
Después de una primera partida, dan muchas ganas de sacarlo a mesa. Me encanta su elemento sandbox, y su complejidad. Es lo que buscaba. El interturno no se hace tan largo, ya que hay que estar constantemente evaluando la estrategia según las acciones de los otros jugadores. Nov.2023: he jugado 8 partidas, y cada vez me gusta más. Aunque me cuesta sacarlo a mesa, es más por no tener un grupo que se interese en este tipo de juegos, que por el setup (tardo cada vez menos en prepararlo). Sin duda es una obra maestra. La puntuación está muy equilibrada, por lo que puedes dedicarte a distintas cosas según la partida, y no sacrificar la victoria. El hecho de ir planificando varios turnos a posterior, y evaluar el mejor momento para subir al trabsbordador, lo hacen muy entretenido.
amilu
[color=#38dc77][i][b]#Kickstarter[/b][/i][/color] [b]Expansions:[/b] + [thing=296981]On Mars: Upgrade Pack[/thing]
Achire
2/23: Opinion remains the same. 12/19:First impression rating; likely to change. Very thematic. The rules were very challenging to learn, even for someone like me who has played many other Lacerda titles. I watched the video, read the rulebook, my friends did the same... and then we did the teach, filling in each other's blanks. Everything is related to everything in the game, and the interconnections make for a challenging first play. It's not quite as punishing as some Lacerda titles (Lisboa and Escape Plan come to mind), but seeing the connections and recognizing opportunities is key. The shuttle also forces planning, as there's a rhythm to the game. For a competitive game, the shared technologies creates an almost co-op feel, where one person's tech advanced benefit your building attempt, which in turn benefits their tech advancement and shelter building. I like that a lot. So why only 7? I didn't quite feel 'excited'; it didn't feel like it quite had the spark of Lisboa, with its dramatic turns, although the ramp-up was pretty cool. I also felt like the paths were more limited than in some of his other titles. Building is essential, and because everything is so interconnected, it ended up feeling like we were doing everything. It's not like Lisboa, where you can literally just not do certain things at all and yet succeed, by working a very different angle. I await more plays to really dig in and see how deep the game goes.