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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
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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
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Ambar88
**EDIT AFTER 3 CAMPAIGNS:** Dropping down to a 7 after some further disappointments: - The game isn't hard enough, and I'm confused that some people claim it's overly difficult. We died once in the first campaign - after that, we never even came close to dying a single time. Once you figure out the best combos in combat and focus down enemies one-by-one, the game becomes too easy with no risk of ever dying. - The endings are not as varied as I had originally hoped. Even with 13 different endings, we saw repeated dialogue in different endings, and you seem to be funneled towards the same ending each time unless you collect very specific items (we got the same ending twice in a row). Unlike something like Tainted Grail, your choices that you've made during the campaign and the keywords you have collected have almost no bearing on the ending itself, unless it's something very specific. Some of the unique endings are also super short and not fleshed out. They always felt anticlimactic. - The unlockable rewards don't change the game as much as I had hoped they would, meaning that replayability is not as high as it seemed. We unlocked all of them after 3 campaigns, and each of them only change the campaign mechanics very slightly. We thought they would provide new epic story quests to go on in the next campaign to offer more insight to the world, but they only changed game mechanics. - Didn't enjoy the lack of a "main" questline. The game is fragmented into a collection of never-ending side-quests, many of which fizzle out with no real payoff. As soon as you feel you are learning more about the world and its lore, the quest usually ends abruptly. - The world's lore is not as fleshed out as I would have hoped. Apparently there was a KS exclusive called "Mac's Journal" which filled in a lot of details that the base game never truly expands upon and provides illustrations of the different races that you meet. In the base game, you never really feel like you know what the visual differences are between a Lukran and an Alzarrian because there are no illustrations to show you. ***Review after 1 campaign:*** Have played through one campaign so far - very impressed with the writing quality and general game systems. It's a bit of a shift coming off of Tainted Grail with it's epic and dark overarching medieval fantasy story, but the story in Sleeping Gods still holds its own, albeit in a more whimsical/light-hearted way. While I'm a huge fan of miniatures, the component quality is nevertheless top notch. It's refreshing to have a shorter, replayable campaign format. You don't need to worry about missing a story option in the middle of a 40+ hour campaign that you'll only be able to see months later. It also offers more flexibility to be able to do a couple campaigns, then take a break with another game in between. From what we've unlocked so far, the achievement unlocks also seem to offer slight alterations to your campaign each time you play, offering even more replayability. While the campaign started out seeming to be almost impossibly difficult (especially when stuck in difficult combat), once you get the hang of things it gets much easier. Get a couple weapons, use synergy tokens (+2 Accuracy on a high-damage weapon), heal after every fight, and you can win almost any combat in 1-2 rounds. The game finds a good balance between punishing failure and allowing you to continue on. The concept of losing 6 days each time you die (ca. 10% of total campaign time) actually makes you want to get back into another campaign to do better next time and see more things. It could be a little heavier on the survival aspects (not super difficult to heal back up, and combat is not that common), but otherwise strikes a good balance between punishment and allowing you to have fun. Negatives mainly revolve around the Market and XP cards: - Drawing 7 Market cards each time means you become familiar with the entire market very quickly, and you quickly learn which recipes are the best, and to save up 13 gold to buy a good weapon - it could have used a bit more variety. - The XP cards seem to be all over the place in terms of balance. Certain choices seem irrelevant and I can't see us ever choosing them. The attributes attached to them also seem random at times. You're meant to stack 3-4 of an attribute on characters, but the Level cards will sometimes throw out random attributes that don't seem to match their characters. - The Deck feels almost useless. You naturally collect materials through exploration, and very rarely did we find we needed to risk ship damage to use it. - The game desperately needs voice acting, or at least a companion app. As an aside, I'm not a big fan of how the Tides of Ruin maps are tied into the base game maps. Seems a bit deceitful to tease people with extra content in the base game map sheet to make it seem as though the world is bigger than it actually is. Speaking of the map, it's almost impossible to take notes on the paper provided, so you will have to print out a custom file.
amfa76
Nowa Wersja Wspieram To. Cena zakupu: 549 zł (Wspieram To) Wersja Wspieram To: Dodatek " Fala Zagłady" Dodatek "Podziemia" 40 Metalowych monet Metalowy statek Dwustronna mata pola walki
AmandaDesignsGames
While the story aspect was interesting, the entire resource management aspect felt like busy work and was very circular: fatigue your people to get food, use food to get rid of fatigue. I might go back and read the story as a CYOA book, but the "board game" didn't do it for me.