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Clinic: Deluxe Edition – The Extension
Expansion of:
Clinic: Deluxe Edition
30m - 120m
1 - 4 Players
Ages 14+
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
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
37.00
€
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
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menohobo
The Amenities: GREAT little board that gives a new purpose for having a larger staff, and makes your hospital feel more lived in. More things to do with staff that might already be doing nothing, or choosing between treating a patient or sending the doc to the dormitory and let the patient get a little worse...more welcome tough choices that feel satisfying to make! 8.5/10 Pharmacy and Pill: Havent played..YET ?/10 Hospice Tiles: A must use honestly. The early-mid game boost of money that the elderly give to your hospital opens up many new options for you to expand or hire more people than you otherwise would in the first turn. Also makes it a lot easier to swallow not treating healthier patients early on! 10/10 Amulance: Little add on that includes an ambulance, giving the first person to admit patients that round a little bonus of another patient of their choice. Adds quite a bit of tension for the first player to admit patients for such a small package. I would never not use this; simple yet very effective. No downsides to using it I think. 10/10 The Expecting Tokens: Haven't played yet.. ?/10 4th Floor: Always use, adds no new rules, just another floor. Why not right? 10/10 Maintenance Shop: Havent used yet, but the idea of the Janitors moving the conveyors around adds another level of puzzle that seems like it'll do nothing but add to the decision space in a good way. Plus if you don't like it you don't have to use it by any means ?/10 Urban Design Cards: Fantastic, helps give direction to a game, feels satisfying to accomplish over the course of the game. Great! 10/10 Must use! Pillars: Again, another must use. Just giving us more decisions on if we'd prefer building a pillar that allows us to build higher instead of a room. Great, simple, helpful! 10/10 Virus: Havent played with it, seems like something I'd rarely use though ?/10 Satellite Dish: I loved the gardens in the base game, and something else that can help increase the value out of patients in specific rooms makes for some cool strategies of having some rooms that can make LOTS of money with gardens and satellites! Must use 10/10 ICU: More special tiles? Yes please. Making it so sicker patients still pay you and stay in your hospital, just at a healthier state, is a super cool idea, and in practice works fantastic. Just another wrinkle in the puzzle that isn't forced upon you, but opens up some great avenues of thought 10/10 Public Works: Haven't played with it, seems like a fun challenge ?/10
espoon82
Adds some more variability and complexity to an already variable and complex game. It is almost too much, and I ordered the other expansions, too! Hmm...
ClayMe123
Adds a lot of variety, some modules only add little things without a lot of new stuff to think about (extra floor, pillars, blueprints), some fundamentally change certain concepts from the base game (how to level up doctors, which needs patients have, etc.)