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Clash of Steel
10m - 15m
2 - 2 Players
Ages 10+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
Betting/Wagering games are games that encourage or require players to bet money (real or in-game) on certain outcomes within the game.
Betting/Wagering
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Medieval
12.00
€
30 day low:
Out of stock
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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
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Marvel: Crisis Protocol
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ZapDynamic
I Kickstarted this and got it just before Christmas. I've played about 10 hands since then with 3-4 different friends and we all enjoy the game! Moves quickly and feels like a satisfying strategic experience.
Stormparkiet
WOW. First impression is really good, this game is very tactical, intense and incredibly thematic. Thumbs way up.
Rontuaru
A dueler that tries to do something different, but falls short of being a standout. I can see the logic behind the mechanisms used to emulate the intricacies of a medieval duel. You and your opponent are two knights opposed who, having equipped weapon(s) of choice that reflect your mastery, engage in mortal combat and all that it entails, making split-second decisions on matters of life and death. The decisions range from assuming a specific stance, positioning yourself at a certain range, attacking or defending, selecting a target on your opponent, and even the severity or intensity with which you act. You make these choices via a series of face up or down cards that you ‘program’ in alternating manner, and then reveal and/or declare and execute them in order. This is all in an attempt to whittle away at your opponent’s stamina (deck), break the deadlock, and ultimately defeat them. Best of all, it’s extremely low luck, as going first gives you the privilege to see what your opponent plays. What drew me was the seemingly yomi-centered experience. In practice, it is punitive to the point of being boring. There is no player health, likely a decision made to emphasize the knock-down-drag-out fight between two lurching, steel-adorned human tanks, but this exists in stark contrast to being entirely card-driven and lacking any spatial element - The only “damage” you take is the depletion of your stamina deck, which you also expend in combat. You get all the pain from the grind and hardly any of the flair or visceral feel that I expected (I have similar reservations with Tank Duel). I know this sounds hypocritical from a BattleCON and Sakura Arms fan, but the setting does not pair well here. Whereas those games grant any manner of fantastical attacks and imaginative combos…here, the spectacle amounts to “I am standing *this* far away from you and swing my morningstar at your head. Oh, you blocked it. Oh, we just got *this much* more tired.” Yeah, that's not very exciting for me. That's a bit of a shame, since I do think the design is rather creative. It just missed me with its very particular niche.