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Miaui
20m
2 - 5 Players
Ages 8+
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
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Animals
27.00
€
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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Thunkd
We were looking for a game to play and Eric spied this game. A game about cats deep sea diving for fish. Something I probably wouldn't have ever given a second glance. The game is fairly straightforward rules wise and plays similarly to Eggs and Empires or Campy Creatures where players have a deck of cards numbered 1-12 and each round play a card to capture, or avoid capturing, fish cards. There's three fish cards available each round, some positive points, some negative points, some that force you to discard the last fish you captured and some that will make a card hidden in the next round (while allowing you to know what it is). One of the wonky twists of this game is that one card will be awarded to the lowest card played and another to the highest card played and the third goes to the second highest card played. The other wonky twist is that ties are broken from a Kiti-Tiki figure that rotates each round, but ties for lowest number are broken clockwise and ties for highest number are broken counter-clockwise. The game was absolutely hilarious. Depending on how the cards came out you might want to be second highest but absolutely not highest. Or definitely not lowest. But as the game progresses your available options continue to diminish and your ability to twist as needed decreases. Sometimes you have no good options. There was one round where I took the best card in the table by playing a five and winning "second highest" card. There was another round where I think someone was stuck with the lowest card with an 8. Matt managed to anger the gods of luck somehow and was constantly punished throughout the game. Amanda's only goal in the game was not to be last. She exulted when Matt's negative five score dropped below her negative three. Then lamented when he went positive and we all laughed when his next card was a seagull forcing him to drop back down to negative five. At the end of the game we cracked up that the range of scores was negative five to forty-four. It took another two minutes before we were able to realize that Chris actually won with a score of forty-six. He was laughing so hard that he couldn't speak and he was gasping for air and turning red. I suspect that we were all a bit punchdrunk and I don't know if we'll be able to ever recreate the incredibly hilarious atmosphere of this game, but it was the best memory I have of the Natick gaming day and one of the best gaming experiences I've had in a long time.
larryjrice
FIRST IMPRESSION: Did not enjoy my play of this at all. Not a fan of the tiebreaker mechanic. Just not my style of game with a fair bit of randomness and trying to guess what your opponents will play.
pocketeditioncig
It's a one trick pony game play wise. But it does it so well and the laughs this game generates are so worth it. Plus it just looks good, best at 4 or 5.