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CloudAge
60m - 100m
1 - 4 Players
Ages 10+
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
47.50
€
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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Antiquus
Good game, nice production (punching bits were not well cuts necessiting laborious punching not to break the tokens), innovative mechanics, in a fast and crunchy enough experience. Is hard to setup and learn because of the pseudo campaign concept of the manual. For single game: Use all cards and play using the single scenario 2 or 3 card.
Cinful
Fun game, but not amazing. We are three games in and debating wether to finish the campaign. It’s not bad, but not really fun either.
Alan Stern
The rulebook is not well-organized or clear. The rules are there (mostly), but it is very difficult to parse them. We missed ONE SENTENCE and it hamstrung our whole play. That's incredible! So I just deleted my comments and rating because I need to play it again WITH THAT SENTENCE to see how it goes. Ugh. EDIT: Now that we played with the correct rules... yeah, this one is good. There's enough to do and different ways to do it. The length is about right. It's not super complex but there are choices to be made. I would rate this higher except that the cards are love, the cards are life. You want good, preferably synergistic cards. You may or may not draw good, preferably synergistic cards. You'll likely draw enough to have some decent choices, but a lot hinges on the cards and there's a ton of variance there. I kind of wish there was more variance elsewhere to make me more interested. Also, I can see my first 2 turns every game to be picking up a card and trying to thin my deck. Getting rid of a 0, 1, 1 is amazingly helpful. Final verdict: Good but not earth-shattering. Fun. Enough. ...but I don't feel a burning desire to pick it up.