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Impulse
30m - 60m
2 - 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
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
Player elimination occurs in multiple-player games (>2) when a player can be eliminated from the game and play continues without the eliminated player.
Player Elimination
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
29.00
€
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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anjentai
I am a huge Chudyk fan. Glory to Rome is my favorite card game and top 5 overall. Innovation is not far behind. I've enjoyed every one of his games that I've played. This one just didn't work for us for some reason, even though you would think the combination of his mechanics and 4x is an automatic win for me. Some note that it take multiple plays to really appreciate it, but there is no way I can get it on the table again with my group given how dismal the first set of experiences were.
BennyD
7/22: Revisiting this eight years later, and after coming to terms with similar "issues" in Mottainai, I enjoy Impulse much more. 1. There is depth. Each turn is a tactical puzzle in which you try to do as much as possible, while leaving your opponent with poor options. How do you do that, while also planning your next two turns? 2. There is an arc. It's a fleetingly brief arc, but it's there. The beginning, in which the players explore new cards, trying to set themselves up with some sort of engine. The midgame, in which the players run these engines, sometimes allowing them to set up additional ones in the process. The endgame, in which the production of the midgame resolves itself in explosive turns of scoring, as the game rockets to its conclusion. It's back up to an 8, with room to grow. 7/14: Further plays have not revealed any more depth than I originally saw. Too tactical, too fiddly. Not enough arc. ORIGINAL COMMENT: Brought my rating up from a 6 to an 8. I'm not totally sold on it, but my most recent play has me thinking there's more control than I originally saw.
Abdul
Some cool ideas in here, all the craziness I expect from a Chudyk game. The shared actions track that players build together is particularly clever, it is not easy to pick a card that will only push your strategy without benefiting the other players. The long downtime between turns hurts the game though. Each players turn drags on a bit, as it will always be a long impressive chain of actions, but with little for you to do in between (aside from resolving the occasional combat). Plays very quickly though, so doesn't outstay it's welcome.