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Mega Man Pixel Tactics: Mega Man Blue
20m - 45m
2 - 2 Players
Ages 10+
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
17.00
€
30 day low:
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Kickstarter – Gamefound
Board Games
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Ελληνικα Παιχνιδια
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Alyiz
Mega Man Pixel Tactics is a game with a lot of fun and exciting ideas...that it rarely executes correctly. --Generic stuff about ALL Mega Man Pixel Tactics: Component quality is very awful. If you don't plan on sleeving these, don't even buy the game. The cards are core-less and flimsy, with the feel of them only being describable as "nails on a chalkboard". Even sleeved, they are still obviously flimsy and there's no easy way to ever make this feel like a professional product. The non-competitive rules (the ones you actually get in the box) are pretty awful, as they make Leader selection somewhat random. In the competitive rules, you choose leaders for a separate stack. However, this doesn't work with only one core play set, as you need at least 4 additional cards per person. The action economy system feels incredibly choked. Despite the fact that you get 6 actions per turn, they're split into 2-action phases, and you have to spend them on EVERY game mechanic: drawing, playing dudes, clearing the dead dudes off your board, activating spells/actions on board, and playing effects from hand. Which, yes, means actions can be used to GET cards and USE cards. Historically speaking, that type of system fosters terrible balance and gameplay. --Stuff about THIS version of Mega Man Pixel Tactics: Compared to Proto and Bass, there's not much fun in the Mega version. Sure, several of the cards are necessary for fully-competitive decks, but many of them have bog-standard "gamey" effects and the balance is all over the place. Dr. Wiley Leader will create insane amounts of salt, especially if both players are new. Mirror-match Wiley is just an instant slog that removes all the fun from the game and makes it take ages to set up, since both players have to carefully consider every placement relative to all 8 of their opponents' There aren't any Operations or Traps that I can remember, which are some of the only fun cards in Pixel Tactics. --Summary: If you're going to play casually, I suggest not bothering with this version. If you're going to play competitively, I'm not sure why you're reading an "average" review. Pixel Tactics seems to have a lot of potential, but hasn't made this game appealing to play in over 8 sets now. To really enjoy it, I would require alternate rules that change how the action system works. I'd like to say that's impossible and that they balanced the game around it, but it doesn't feel balanced in the first place.
yolandavi
So, as an old school Mega Man player I looked at the demo of this set. It started promising, being pumped up as a card based Final Fantasy Tactics. However, my old eyes have trouble with the tiny font on these cards. I'd love to play this game with my kid, but tiny fonts are a game breaker.
Ribonizer
It's pixel tactics, but with Megaman characters. What more could be said? If you enjoy Pixel Tactics you'll enjoy it just the same. All the abilities are new. The minor downside is the punch sheet of tokens, those are incredibly tiny.