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Codex: Card-Time Strategy – Core Set
45m - 45m
2 - 5 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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
39.00
€
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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This comes with some provisos. I've always looked kindly upon David Sirlin's "cribbing" of other games. He seemed to be doing it to make significant alterations or expand upon the original premise, and not to take shortcuts in his designs. It also turned out that I liked a lot of his games far more than the original design he borrowed, so it seemed like a pretty worthwhile endeavor. With Codex, I'm not so sure. As can be seen from my comments, I really like MtG, business model notwithstanding. I also respect the designers for being able to maintain such a high complexity game, and to make sure that there are iron clad rules to back it up. You can teach yourself the rules in order to make sure that your interpretations are in line with the designers', and can leverage that knowledge to improve your own play. This is all supported by a supremely well written, consistent, and comprehensive rulebook. Sirlin seems to have missed this when he redesigned Codex. The mechanics are in many cases lifted wholesale from Magic. There is haste, trample, flying, hexproof, etc. This leads to complex board states (a plus in my books), and interesting decisions where you can come up with interactions that your opponent hadn't planned for. Unfortunately, the rulebook, and underlying rules structure, is an absolute train wreck. Two games in, and you will be frantically googling mid turn in order to find out if the ability you are relying on actually works the way you think it does. Not only that, but the rulebook layout is a tragedy of greek proportions, with far too much focus on teaching the game, instead of being at all equipped to quickly facilitate rules questions being answered. It's not all doom and gloom though. The game manages to make some good fun out of its DOTA meets MtG meets Warcraft/Starcraft premise. Games can be exceedingly tense, and the idea of a "build" runs through all of your decisions as you play. You can tech up, but only if you can spare the money to make the leap. The idea of momentum and force expenditure runs through the whole game. You can make big pushes, but they are almost always followed by a lengthy recuperation period. It's weighing the timing of those periods and the damage you will do to your opponent that makes the game. In all, this isn't my favorite Sirlin game. I've barely scratched the surface, to be sure, but I don't know how much time I'm willing to devote to plumbing the depths. It relies on a solid opponent who also wants to strategize and come up with builds and counter-builds. One-off games of Codex would rate at around a 4 or 5 with me, if only due to the length of the game increasing drastically for new players. I'll likely keep it around, but I'm going to be on a try-before-I-buy policy for Sirlin games from now on. Between this and Pandante, I'm wondering if he's started to veer too far out from his fighting game roots. Sleeved in Fantasy Flight clears.
Kamaitatchi
I did not want to like a Sirlin game but it's actually good. Kind of what I wanted Mage Wars: Academy to be. Don't see the "RTS: the Card Game" stuff though. Pretty standard dueling mages stuff. Wish it had better art.
antonick
A very good card game, where obviously a lot of work has been put. A solid economy engine and absence of reactions make this totally perfect for my taste. I am a fan of card games and this is one of my top 'want to explore' card game.