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Cape May
60m - 120m
1 - 4 Players
Ages 13+
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
47.00
€
30 day low:
In stock
Cape May quantity
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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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chicagometh
Played with 3 players on Tabletop Simulator. I'm sure when this game hits the table, and the minis are all over the board, it will look pretty amazing. I really wanted to like this. Having had to live in New Jersey against sheer will (it is a truly awful place), I wanted this to be my kind of memento. However, this game has issues: 1) The board, even with 4 players, is way too big for anything but random competition. 2) The economy is wonky. If you focus on a big economy, you may not have enough time to make it valuable. You also don't get rewarded at game end. Buildings in Winter don't pay off, and so you stop worrying about the income. Weird thing...You also think your big economy would help you build more at game end, but it difficult to make it pay off against other scoring opportunities. You may think that this is part of the balance of the game, but... 3) Many of your decisions are guided by your initial bonus card selection that will likely make up 25% of your score. If your bonus cards say businesses in dirt, you will build businesses in dirt. You can't ignore the bonus cards and build whatever, because it is tough to recoup 15-20 points. 4) The game is a balance between building Houses and Landmarks in lucrative areas or taking the majorities in less lucrative areas. So what is the game about? This isn't Lacerda or Suchy, so the whole multi-strategy balance falls completely flat here. Instead, it would have been better had there been a singular focus...i.e. engine-like economy by having to build tourism businesses away from the beach, that would allow you to invest in residential real-estate near the beach. What you have is a game without a full game arc. Therefore, it becomes a tactical mess where the only strategic focus is to make your bonus cards pay off and go along with one of these two scoring opportunities. 5) I like the event cards, and the activity cards. I like the idea of the upgrade cards. I even like the movement cards. But each of these mechanics is greater than the sum of all of its parts. The events can crush you at the wrong time, the activity cards can be game breakers, and the movement cards are much easier to use in the gravel and grass areas. Every bonus at the bottom of the board seems to be 6 or 8 moves apart, so the interesting idea of the movement cards is surpassed by good activity cards. 6) The bird drawing is made easy in one part of the board (NW corner)...do your bonus cards give you points for building here? If so, hooray...you will score more points for birds. Tough to make birds anything more than an afterthought if you are building near the beach. Also the scoring goes 1,1,3,2,3,5,6...why? It thinks it is being clever, but the math is not fully considered. I just think this game needs more development by first, deciding on a singular focus rather than a branching multi-optioned strategic format, and trimming...trim the board, trim the majority scoring, remove either the activity cards or the movement cards, reward the economic engine. Make the game tactically more interesting by shrinking the movement options, making the spaces bigger and exclusive rather than shared. I don't know...sorry, I don't like it. Thunderworks is a great company too...Cartographers is the best Roll/Flip-and-write ever made. But, this game has a great setting, aesthetic, history and idea...it just needs more work.
bankzzzgtr
Just a single game of this and I want to sell this game already. The mechanics just doesn't feel new and go well. Everything is just bland and dry. There are many ways to gain points, but 2 main ways to win, bird-watching or building Victorians. That's it. For newcomers, yes, it surely sells and attracts new gamers. However, for me, this is just below average.
AmandaDesignsGames
This game feels like a modernization of Monopoly: you go around, build stuff and upgrade them, and then get income for them. It however feels very shallow, and felt repetitive halfway through.