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Crystal Clans
30m - 60m
2 - 2 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
A time track mechanism is a variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one.
Time Track
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
45.00
€
Original price was: 45.00€.
25.00
€
Current price is: 25.00€.
30 day low:
Out of stock
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Kickstarter – Gamefound
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abkcppm
Продавам/заменям за 80 лева. Цената включва и разширението Light Clan. Цена - https://bigbag.bg/crystal-clans
ArborBarber
I’m not sure who this game is for. The art and lightness of play seems directed towards a younger audience, but the mathy and fatalistic combat seems directed towards... someone else? It doesn’t quite add up to something fun for anyone I’ve played with so far. Easy to teach, easy to setup 2-player card game. There seem to be some balance issues with the premade decks, but hopefully this will improve when enough decks are released to introduce deckbuilding. The jury is still out on the art. My wife likes it, but it might be a little too “Saturday morning cartoons” for me. From a design perspective, I wish the board were smaller and more portable, similar to the paper boards in summoner wars. The game could have easily fit into a pocket, but instead must be lugged around due to the thick and oversized board. The turn tracker crystal is equally poorly designed: it slides off the board and is a nearly invisible translucent blue on a blue track. Postscript: after playing a couple of games, I wish there were more room for strategy. Difficulty of maneuver and a small map keep things from getting too interesting, and combat resolution is too often random and dissatisfying.
EmpressGeek
[b]Rating based on - 5 plays, 2 player[/b] Crystal Clans is a 2 player only tactical battle duelling card game from the same publisher that brought you Summoner Wars and Ashes: Rise of the Phoenixborn. Here you use initiative as a resource to summon troops from your clan deck and do battle to control the crystal zones on the board. Each player starts with a clan deck of 27 cards and the first player starts with 5 while the second player starts with 6 cards. On your turn you can perform as many actions as you like multiple times a turn as long as the initiative token is on your side of the track. Every action you take costs initiative and when you take an action you pay for it immediately by moving the token the required number of spaces towards your opponent. Actions include summoning units to the battlefield, activating units, invading your opponent's home zone, scoring crystal cards by controlling at least 2 of the 3 crystal zones, and replenishing your hand. The unique thing about Crystal Clans is that when you summon units you organise them into a squad by stacking the cards atop each other with the top unit being the first line of defense. Some units are marked with a flame icon that activates on the battlefield but only if the unit is on top of the stack. Battling is interesting in theory but a bit confusing in practice. Each of your cards is marked with a battle style - bold, guarded, or tricky - which gives you additional attack, defense, or special powers during battle. You have two sets of options on your cards and the effects trigger depending on the card your opponent plays and vice versa for their effects triggering. The left effect will trigger in some circumstances, while the right effect will trigger in others. There is also the option to try to have your opponent run through their deck as fast as possible because similar to games like Hearthstone where if you run out of cards to draw you take damage, here if you ever need to reshuffle your deck then your opponent gets a crystal for free without needing to comply with the standard controlling 2 zones or paying the initiative cost of the crystal. Handy! The game ends immediately once one player has 4 or more crystals. That player is the winner! I was enticed by this one with the promise of 'a diceless Summoner Wars' mostly because my gaming partner seems to hit every bad dice roll he can. Even though I'm a good player anyway, sometimes it just feels wrong to constantly give your opponent a jolly good thrashing. :modest: However, while it was interesting enough for the first 'new game' plays, it ended up being quite a dull numbers comparison game just like VS Marvel. Add up your attack, compare to their defense, (usually) discard all of your units (because each squad can only have 3), rinse, repeat....*yawn* Is Invading really even a valid option? It seemed like the best course of action was to race to the closest crystal zones, camp out there and defend them as best you can until you're decimated, and score as much as you possibly could in the meantime. Winning felt decidedly hollow and very unsatisfactory. :( There seems to be some development of the game system as they have provided scenarios on their website for specific battles and different win conditions (including one that forces you to invade your opponent's home zone) so that looks promising if they keep it up. They also have some interesting looking new clans to add to those in the base game. Speaking of the base game, the artwork is absolutely outstanding, and then.....what you're just supposed to chuck your cards naked back into the box? I mean, seriously, would it have killed Plaid Hat to include some kind of built in storage system or a few baggies in the box for our decks of cards? Not my only pet peeve, there is also the fact that some cards have ambiguous text and there is no explanation in either the glossary (which is just a pointless rehash of the entire rulebook) or any kind of retroactive FAQ that they usually generate. In the end while I thought it was a very pretty game, the various clans were just not that interesting to me and both during and after every game nothing seemed to particularly stand out. The new clans look a lot more inspired, but it's a pass from me to invest more in a game that I could care less about. The battlefield feels very limited and there is no element of positioning whatsoever. The clans also seem very disparate which I guess is the point in an asymmetric game, but certain combinations seem strong beyond belief while the power of others seem laughable. A bigger worry on the whole was that it was still fairly new and had already begun to feel same-y. Will stick with Summoner Wars for my battle fix. [b]Status: SOLD[/b]