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Aristeia!: Collector’s Limited Edition
60m - 90m
2 - 2 Players
Ages 14+
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 Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Miniatures
99.00
€
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Kickstarter – Gamefound
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grapesinacake
I got this on a whim with the sci-fi bloodsport theme being intriguing, and I'm pleasantly surprised with how deep and fun the gameplay feels. I often find dice combat resolution frustrating or uninteresting, but I'm liking it here with all the different types of dice. All the characters feel unique and powerful, and the switch system allows them to do interesting things when it is not their turn. There are many ways characters can combo off each other so each constructed team feels unique. That, combined with the many game modes and character expansions, provides nearly infinite replayability. They almost nailed the mechanical complexity except that I hate the line of sight and cover rules. Yes, it adds to the positional tactics. It's usually not too hard to figure out if you can attack someone, but it's still tedious. My confusion often comes from whether the attacker or defender gets a cover die. I think the rulebook is a bit lackluster in covering these potentially confusing mechanics. The game doesn't come with enough dice for players to simultaneously roll in some situations which confused me greatly. The production would have benefitted greatly from some colored bases to easily identify your team's minis. Aristeia! is still great and worth checking out, but it could have been even better.
Heropon
I love that it's as much an area control game as a fighting game. Eliminating your enemies (even if it's not definitive here) helps to get the upper hand, but you can win without ever attacking depending on your playstyle and team. Each character has his unique style : healer, buffer/debuffer, status control, position control, range attackers, close combat, runners, tanks... They all play very differently and have different synergies. It's fun to try out different teams compositions. My only negative about the game is the balancing of the characters in competitive play which could have been better. Tactics cards are very important and hand management is crucial to win. I'm generally not a fan of luck in game, but in Aristeia the dice rolling mechanic is great, as you can manipulate luck with Tactics cards, and the Switch phase which allows you to use your roll results in multiple ways. The numerous scenarios combined with huge teambuilding options, makes the game infinitly replayable. The playtime might be longer than what's printed on the box, especially for your first few plays. However there is a Blitz scenario for shorter games. Mechanics ++ Depth/playtime + Replayability +++ Interaction ++ Game flow ++ Fun + Theme/Art +
AllanClark
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