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Sleeping Gods (Gamefound – Distant Skies Campaign)
60m - 1200m
1 - 4 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
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Fantasy
Nautical
103.50
€
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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ajewo
Open world, narrative, cooperative game by Ryan Laukat (Near and Far, Above and Below, 8-Minute Empire). Exploration game with euro mechanics. Good save system to start where you ended last time. Events with multiple choices. [b]I like:[/b] + Artwork. + Players control the characters (crew) on the ship with shared action (command) points. Crew members can help and support each other to overcome skill checks. + Easy keyword system to unlock new paths. + Mitigating luck of the draw: you can do stuff to manipulate the outcome after drawing the card. + Well written narrative. [b]Neurals:[/b] # Limited characterization: the 9 characters are more or less reduced by their specialization for their skill checks. # For me, this is a solo game. The cooperative multiplayer feels like a split solo mode. # Requires a lot of table space. # About 15 hours per campaign. # You cannot fail ("fail forward"): you just get damage, but still get the prize. This is better than dead ends (trial & error) like in Tainted Grail or 7th Continent, but I still find it not very interesting that there are little consequences. # Open world, sandbox game: do whatever you want! [b]I do not like:[/b] - Simple skill checks system. The checks can always somehow be accomplished by spending resources or taking damage (some attrition). This makes the game more an experience game. - Combat is fun, but gets repetive over time. - No main story, game is basically a collection of side quests, however, this makes the game replayable. [b]Similar games:[/b] * Roam (smaller area control game, shares the card-based system) * 7th Continent: time consuming due to dead ends, open world exploration. * Tainted Grail: time consuming due to dead ends, narrative, artwork. * Unsettled: narrative, modular scifi game system. * Vagrantsong: narrative, kind of dungeon crawler.
AlexCast
Me and Aurélie will start over, once living together. The game requires the right mind set. If the pace is too fast, the mechanics of the game will fell too much. It is important to read the passages out loud, even if playing solo, and just enjoy the exploration, with no rush to play the game in a constrained time.
anne_z
We completed one campaign, then set it aside for about a year, and now we're 2/3 of our way through a second campaign. We're deliberately going places we hadn't been to the first time and we're having a great time again!