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Carthago: Merchants & Guilds
60m - 90m
2 - 4 Players
Ages 12+
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
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
In games with a trading mechanic, the players can exchange game items between each other.
Trading
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Ancient
34.00
€
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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herlius
Excelent game! It certainly has a learning curve; you have to figure out the small details of all the interconnecting elements, but after that it's very satisfying. It has some kind of similar dinamic to Great Western Trail, with the constant "guessing" about the optimal movement in any given turn, with the limited resources and timeframe. You want to do more, but you can only do a limited number of things, so you have to plan ahead carefully and focusing on the things that really pays off at the end. Maybe it's not that spectacular than the really big names of euros, but it feels very clever and intuitive. Update: The rating dropped lately. Unfortunately, after some repeated plays, the game seems to lack some depth. There aren't too many paths to consider, because you are constantly restricted by the cards or disks and mostly by the time. The game feels just too short and considering how the luck of the draw can determine your actions, sometimes feels very punishing. The game also feels less elegant. There are some minor rules, which can be forgotten (for ex. after you fail to conquer a ship by battle, you can still make a minor guild action) and there's just too much management actions between each turn (advance the guild marker, advance the dummy disk, advance the ships, advance the round marker), which slows down the game and steals from the experience. It's a shame, because the game definitely has good potential, but it would've benefited from some serious streamlining.
Cogliostro
Good game with hand management and a little timing aspect regarding the placement of bonus and guild discs.
Futsie
Well produced game with some interesting hand management to consider. Balancing juggling act between trading and securing influence takes a few game to master