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Aftershock: San Francisco & Venice
60m - 60m
2 - 5 Players
Ages 14+
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
54.00
€
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
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Sapphire Sleeves
Paladin Sleeves
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JoSch
Aftershock happens when Moon's own TTR is crossed with a turn-of-the-millenium majority game like Colovini's Doge and spiced up with the sale mechanism from Isle of Skye. At least that was my association when playing on the Venice Board. The play itself reminded me of [gameid=34887] which didn't fare well with me. Aftershock is highly interactive and confrontational. The aftershock events will send other players' meeples around the map if there are bridges and players own them or can pay for their usage. Otherwise, they are eliminated. Players are targeted directly and at best can try to whine or muscle their way out of this. Area majorities are only scored if at least two players vote for the specific area or one player buys influence to have a scoring. Negotiation can happen although I usually had enough votes to put one up for areas where I had advantages vs. other players. In our three-player game, the negotiation element fell flat. There are some interesting elements in Aftershock like the bridges as essential part to the name-giving aftershock events but the whole is a blunt and rough effort that has too many uncomfortable traits. For example, you plan hidden but resolve all plans save for the aftershocks while still keeping your plans hidden. Not elegant, to say the least. To have a chance in the bridge scoring you basically have to build one of the longest bridges immediately and if you are behind in the player order, you're out of luck. Also, the theme of the game in combination with the gameplay is tasteless. I hated my play although I have to admit that I was thinking about the game afterwards and I wished there was a way to mitigate the popularity contest of the direct targeted interaction more successfully.
marcodegoede
was interested in the game because of its designer: Alan Moon. But...its a boring game. Too much luck drawing cards, not exiting to play. The way you buy cards in a closed economy is a nice feature, but thats it.
themrwindwalker
Was very boring and felt very uninspired. The theme is just there and makes no sense really. Overall none of the 7 people we played this with enjoyed it and from what I could tell everyone strongly disliked this and had no interest playing it again. I strongly disliked it.