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Kether1983
Összességében elég jó pakk, aki tovább szeretné színesíteni az Anachrony játszmákat, azoknak jó választás lehet. Azért úgy érzem, hogy 1-2 kiegnél inkább a 3-4 főre építenek, kettesben nem annyira domináns. Meg kicsit az is bennem van, hogy az alapjátékot játszva bennem nincs hiányérzet, szóval ez a doboz érdekességként, színesítésként szuper, de nem nélkülözhetetlen.
Szelethus
The box contains 3 large modules (if we consider all available modules for the game, they are rather large) you can add to Anachrony. IMO, Anachrony essential edition really needs at least this expansion to graduate it from a game with a cool gimmick to an awesome game with more cool gimmicks! The first thing to keep in mind is that these modules don't mix very well with other modules, not in other expansions, or with the other large modules. 1. Pioneers of new earth is likely the most exciting of the bunch. You get to empower your exosuits, go on adventures and gain rewards on success, or some punishment on failure. It introduces some more dice roll and random card draw, which means a bit more RNG. This module is thematically good (adventuring is a fun action to take!), but the RNG takes away as much as it gives. I don't mind this however when I'm up for anachrony, but not the brain hurt of mostly deterministic heavy euro gameplay. I haven't tried this module with Fractures of Time yet, but I'd be super interested in it! 2. The Doomsday module lets you control when the impact will happen -- two paths (factions) work on it occuring sooner, the other two will work on avoiding it altogether. This is done by moving the impact tile on the timeline track to the left or right, which is cool! You can even end the game prematurely if you can totally prevent the impact from happening! You also get to acquire experiments in the era you are focuesed on. Now, I've got to say, however, this is my least favourite module of the bunch. I ought to give it a few more tries before making my final verdict, but here it is for now: * The new action to take experiments and advancing the doomsday track doesn't feel as good as it sounds, especially in contrast to Pioneers of new earth. * Its not really compatible with the most of the big modules, and most notably, with Fractures of Time. This is a big oof. * The experiments require a table with even greater width, and anachrony is already a little big. 3. Guardians of the Council allows you to take on a new kind of exosuit that requires no workers to be placed in them, but function as if a genius was sitting inside it. They are a bit pricy to get a hold of, but once you do, you get to have an exosuit action space that only you can use, and copy a world capital action! This guarantees you at least one capital action each era of your choice (usually build), which is nice. It also comes with 6 new miniatures! This is the only big module that works with doomsday. I like it, it relieves some pressure on the worker placement. The minis can (and should) also be used with the solo mode of FoT.
talesen
I think Anachrony is much better played with an expansion module to round out the science action while giving more overall strategy options. Not sure I would've bought this one had I bought Fractures first but we have enjoyed it because these modules are not as heavy. Pioneers: A fun and potentially profitable diversion to pursue. Doomsday: (played once at 2): Was interesting to be able to influence the major crisis of the game having to consider to prioritize (or not) the evacuation. Guardians: Didn't quite get the point past getting one to have an extra placement spot. Cool figures to play with though.