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1754: Conquest – The French and Indian War
60m - 120m
2 - 4 Players
Ages 10+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
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
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
67.00
€
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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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gamerdoge
The rulebook wasn't clear on some details (fording, card clarification), but enjoyable game like the rest of the series.
Don Smith
Very good adaptation of the series. Different enough to be interesting again! Recommended after two initial games.
Bobcat Tom
So far my favourite in the "Birth of" series of games (though hoping there will be more "Birth of Europe" games coming at some point!). The system is solid, as it is in the other games of the series (think an updated, "modernized", more thematically-rich and ultimately more enjoyable version of Risk), but the wrinkles added to this iteration make it the best in the series for me. I understand why people might like 1775 better (my girlfriend does, for instance), but I like the addition of forts and ports and just the general layout and battle lines of the game more than its predecessor. I like that there are theatres of war taking place in different areas of the map at a given time: Acadia/Nova Scotia, Gaspe/Quebec, The Great Lakes, Inland, and Eastern coastline. Each of these entice you to conquer them, so the game pulls you in all these directions at once. Highly recommended for a light war game and as a replacement of Risk!