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Wendake
60m - 120m
1 - 4 Players
Ages 14+
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Farming
54.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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Sleeves
Sapphire Sleeves
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astrolirik
Dream come true. I wanted a game with an Indian theme. Bought and played many times already. Very beautiful, interesting, will definitely remain in the collection, although inconvenient in terms of compactness (both in the box and in the game). Design and components are the best in the world. I didn’t see references to lacrosse, but they would have been just right. I like the idea of harmonious development, when 5 + 5 is better than 20 + 1). I like fiddling with actions, although they are slow, but always with meaning. It was a little difficult with the rules in translation, but after the tests everything is easy to remember. After 2-3 times, you can not look at the tips at all. The main disadvantage is bulkiness. It takes a long time to unfold and fold, there is no organizer. Turtles, masks - it all looks beautiful, but I think it could have been more elegant. For example, instead of 30+ turtles and mask cards - compact tracks for wooden discs. Specific tiles are not needed at all, info can be transferred to a hint. But this is minor and subjective. Separately, I emphasize that almost all information in the game is open. Random is present in 4 elements: masks, trade, turtles, new action tiles. But it is rather insignificant and affects the result in a limited way. This is a big plus for the game in my opinion. It's funny that the action of "war" is not related to combat as such. That is, the war here is, in a sense, a parade, a calculation of one's capabilities. And the fight with causing damage to opponents takes place in "moving / walking". For a euro-game, a very beautiful solution, the conflict is minimal, but important. Thanks for the wonderful creation. Your fan Red Wing ;)
Devin3279
I was surprised at how much I enjoyed the first game, the action selection mechanism was unique, and the upgrading actions was satisfying. Combat/confrontation wasn't "in your face", and the different tribe powers didn't complicate things too much, but I liked the differentiation. I'll definitely play this again.
BrunoDeVries
Update after three plays: My gripe with the turtle tiles still stands. In my last game 7 of the 8 tiles I got were for one single scoring track. Unfortunately the one I was already the highest on. In a game with pretty close scores I find that aspect too luck dependent. The overall gameplay is fine though. It's a fun puzzle to dabble with. ---- A bit of a weird mishmash of multiple area majorities and production/resource conversion. Add to this a Tic-tac-toe scheme of action selection and set collection and you have a combination that's hard to assess at first play. There's also a bit of engine building, or rather, action upgrading. What appeared strange to me, is the random action arrangement on the 3x3 grid. Instead of planning your action combinations for future rounds, you have to make the best of what fate dictates. I guess this was done to keep the downtime low between turns, but it felt counter intuitive. One thing I particularly didn't like is the randomness of the symbols on the Turtle tiles. Since your lowest scoring track determines the end score, getting symbols for your lowest track is pretty important. In my last play a useless Turtle tile for me and a lucky tile for my opponent meant the difference between first and last place. Meh.