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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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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
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Plunder boxes
Marvel: Crisis Protocol
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FranklinTV
Two plays in (essentially learning games) and I wonder how I would ever get close to winning this game. I get that this is a different type of game being storytelling, but I yet to have the buzz many others seem to get. I can't help but think this is a more detailed Fighting Fantasy adventure book, and a such the game goes meta as you seemingly need to play it many times to determine the most effective way to the waterfall with 20 flowers. In which case, I really need to start taking notes, as I can't remember the good and bad stops from the first two plays. And, I am just not yet being drawn back into it and think maybe this type of game is just better done on gaming consoles (Rating 6.878, Feb 2024). UPDATE: Never have I wanted to like a solo board game so much, (I even bought an expensive game box insert to manage components) and after three plays, never have I hated a solo game so much. Somehow they have managed to take the ideas from the old fighting fantasy books but using all the bad elements and none of the good. Story is flat, and even on easy mode, there is for me no way I can remotely get close to getting most of the adventure done. So, much like the fighting fantasy book, you end up cheating or re-rolling or pretending so you can finally get an appreciation of the story-arc and game design. And even that ended up being uninviting. Would never want to play again this or next life. Only positive was discovering www.tinkeringpaws.com for amazing game inserts. Hopefully the person who buys this at the second hand games store at CanCon 25 enjoys the designer insert trays. (Rating 1.933, May 2024)
aliplaysalot
Can be considered as an introductory to the world of the Wandering Sea. If you played Sleeping Gods, you will know how 80% of this game works. The combat is still my least favorite part of the game, and I would rather distribute 10-15 damages between the characters, than go through the combat mini-game. The story is more straightforward and linear than in SG, which is understandable, given its shorter play time (we finished the game in 4:30 hours). I fell in love with Red Raven Games after playing Near and Far, and in every storydriven game of theirs I was searching for not only the story, but the euro part that made it whole. The search goes on...
dustinormond
Fun game and is a good transition from Sleeping Gods to Distant Skies. I am glad that I played this before Distant Skies because it gave me an idea of what has changed between the two games.