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Beyond the Rift: A Perdition’s Mouth Card Game (Kickstarter)
30m - 120m
1 - 4 Players
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
Fantasy
Horror
45.00
€
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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SuperAbobo
Amazing card focused follow up to Perdition's Mouth. Every round presents you with a new puzzle to solve and is full of crunchy decision making. The more you play the better it gets as your options really open up once you start to get better at seeing the possible combos between the heroes. Absolute winner here from DDP that I fear will suffer from lack of attention just like the equally fantastic Perdition's Mouth. I would love to see expansion content for this in the future. Easily the best game I've played in 2022.
phloopthepig
A solo/co-op campaign game where managing action points and cards is key. Winning scenarios upgrades cards in your unique deck. In order to win the campaign you have to play scenarios carefully as wound cards carry over between scenarios. Overall a very pleasing experience in a minimal form factor. Side note: color scheme is bland. For Solo: It works! Can be played with one character though multi-handed recommended in order to make up for each characters shortcomings. Also has multiple levels of difficulty adjustments.
Herman92
Could have been a great game except: - nothing feels intuitive in this game (rules checking all the time) - rulebook organisation keeps me guessing where the heck things are defined (ex: when is a player defeated?) Also campaign book is impractical. - works much better with 1-2 players than with 4, haven't tested 3 but not convinced, because of hand size (4 cards in hand at 4 players means whoever plays the mage is going to have many dead turns / turns without attacks). - boring enemies don't seem all that unique. - the theme isn't for me (but I knew that getting in). + very different characters + thinky turns when you have enough cards, with many options. Player experience & choices are interesting. + 6 campaigns, 6 characters for this small box and price.