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Akrotiri
45m - 45m
2 - 2 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
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
32.00
€
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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AmesGames
Pick-up and deliver with tile laying to create routes, and simple territory control. The problem is very low replayability (every game feels the same) and it takes way too long to finish.
ajewo
Tile laying game combined with pick-up-and-delivery for 2 players. Both players lay tiles in a common space. The active player first places a tile, places 2 good cubes on the tile, and then does 3 actions for pick-up-and-delivery. + Puzzly tile laying (match with goals and goods logistics) + Nice tile components, beautiful design + Decent depth to time ratio - each game is about an hour but it feels really engaging + Lots of tactical depth and interesting decisions + Goals introduce additional strategic layer (spatial puzzle) + Simplified sailing (pick-up-and-delivery made fast and simple) + Different secret goals + Simple market: the more cubes are out the more value they have + Players can influence the market when placing the wild cube + Great player aid + Oracle action to search the tile deck + Escalation (more tiles laid out to score goals and player get more actions over time) + Temple is a kind of a race game (blocking islands, get more actions) + Short rules # Artwork is okay (rather beige) # Some player interaction: market, only one temple can be built on an island # Theme is rather abstract # Random goals may be unbalanced (luck of draw). The game comes with a strategist variant where players pick a card from 5 open goal cards. - Prone to analysis paralysis (checking and matching tiles with goals)
Annowme
Great possibilities here for fun, but the portage and movement rules were entirely unfun. One person gets trapped behind a thousand movements while someone else zips around and completes temples. Nah. Pass.