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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
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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
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Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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amilu
1x Sleeping Gods: Tides of Ruin 1x Sleeping Gods Metal Ship 1x Sleeping Gods Kickstarter Edition 1x Sleeping Gods Card Sleeve Set
Addboilingwater
Exploration Campaign Medium Strategy (4) [2] Narrative Campaign About Exploration For Artifacts, Where Choices Affect The Game. Each Mission Is A Few Hours, With Several Missions
ablehat
On repeat plays, it's lost a little of it's shine for me. I think it comes down to the primary mechanic of this game: Push your luck. Each facet of the experience is luck based; challenges are based on a card flip, gathering resources is a token flip, ship movement is a card flip, attacks during combat are a card flip, ship damage is a card flip. How much effort/resources you prematurely expend to avoid those bad things happening to you is the centre of the game, what drives all of the decisions while you're out exploring. And sure, it's thematic. But it's also a 20+ hour game, so having so much luck-centric game design is a ... bold choice. Combine that with a rulebook that obscures as much as it helps, and sometimes there can be some very frustrating moments with this game on the table. The story element is fantastic, it's really fun to sail around and explore the little islands, taking notes of what you find, hoping to sail back at a later time with more information to unlock those hidden paragraphs. The game is really good at suggesting a massive, detailed world, but keeping it behind closed curtains as you slowly prove your worth, only letting you see little glimpses. But those glimpses can be so rewarding. However, most of the game - that isn't those glimpses - feels fiddly and messy. This game is a massive space hog. It will occupy the entire table, and then some. There are pieces everywhere. And managing those pieces isn't the highlight of the game. This also makes setting/packing up the game an absolute chore. God help you if you didn't take a photo of where you left things off last time you played. So many little pieces. Combat is ... not super enjoyable either. It's a pretty clever system, but it really does feel like a different game within the game. The story book goes away, we pause the actual game to set up the cards and hand out the combat tokens, then go through these phases of trying not to die by the (sometimes brutal) attack and counterattack system, until we can put that aside and go back to the thing that we actually enjoy doing. Perhaps this is all made worse by the rulebook, which, much like sailing around uncharted waters, is really hard to navigate. So much crucial information is either missing or obscured. I have played for well over 20 hours now, and in our most recent session I had to randomly flick through the rulebook 2 or 3 times, trying to hunt down buried answers to ambiguous situations. So much effort went into crafting this incredible experience, so it's a shame the rule book really hinders my enjoyment of it.