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Sleeping Gods: Primeval Peril
120m - 240m
1 - 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
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
46.00
€
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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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tinyclanger
There doesn't feel like there are enough meaningful and interesting decisions to go with the "choose your own adventure" part of the game. It's a pleasant enough way to pass some hours but I generally want something with a bit more going on
CKaefe
After three playthroughs, one ending in defeat and the other in a regular victory, Primeval Peril achieves exactly what it intends to do: provide a smoother and faster experience compared to Sleeping Gods. Story-wise, it's very well-written, with hints of storyline scattered throughout the map. Technically, it functions as a prequel, although mechanically it feels closer to a sequel. The Wandering Seas is a fascinating place that I'm eager to explore thoroughly. It serves as a perfect entry point to the game. Is it challenging? I couldn't expect anything less from such a perilous place! ?
tootstorm
Coming this after putting Sleeping Gods down for far too long after only having played the tutorial. This was a *fantastic* re-introduction to the mechanics (with some improvements) and it made me comfortable with the notion that it's OK to play Sleeping Gods solo. (The thought of juggling 9 characters.... ;-;) The writing is surprisingly strong. By default, I'm skeptical of storytelling in a medium that's as young and volatile as board games. I expect trashy text with an abundance of typos. (See: Final Girl's lore scenarios, which could be *so amazing* but feel hasty and half-hearted.) With Sleeping Gods here, there is an overarching story to follow that is worth discussing, but it's really all the small moments that come together to create an adventure. Content-wise, your first adventure is 3-4 hours from the ground up, maybe subtract an hour if you're very familiar with the original game. A single adventure is all you need, but there's enough content here to satisfy another game where 100% of what you see is brand new. After that, you'll probably be recycling a bit of material in a third or fourth game before it's nothing but recycling. But still: There's a lot more here than you'd think! ... On the other hand, I'd rather just move on to the 5,000 other games on the to-play pile than explore the other forks of this river. Look forward to playing the original and Distant Skies. :) (Gotta do it soon while I remember the mechanics.)