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Codex: Card-Time Strategy – Starter Set
45m - 45m
2 - 2 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
24.00
€
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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
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Unnecessary until you start doing deckbuilding, and even then, not something I'd say you need. Get the core set, and ignore this until you are absolutely sure you require the extra cards and heroes. Also, one vs one hero fights are miserable. Sleeved in Fantasy Flight clears.
Oppo28
Not enough plays to rate; sold. Some observations below: PROS: -Extremely interesting deckbuilding mechanic, one I was excited about pre-launch and enjoyed in game (best part of the game). However, will take some time to really get good at it. -Captures some of the spirit of RTS games. I love War 3, and it's clear that the creators loved it too (and SC). -Some interesting factions, heroes, etc. -Resource system is awesome; simple and elegant. AND, it doesn't take several turns to build up to play stuff. The designers solved mana screw, thinning deck fat, and removing those pointless early turns in one stroke. -Massive amounts of strategic potential. For someone who has the time or playgroup to deep dive into this, I can imagine it providing countless hours of fun for years. CONS: -Definitely complex, sometimes a bit too much. There are just so many moving parts each turn, it's hard to imagine keeping up with everything while still being able to play/think strategically. Maybe after a significant number of plays it would come easily and I could enjoy the game itself more, rather than worrying about all of these upkeep steps, but after early plays it's just a lot. I don't want to have to play a game 10x + in order to really appreciate it. For some this could definitely be a PRO, but for someone with limited time and many games, it detracts. -Some rules can be clunky or hard to understand. There is fortunately a lot of online resources to clarify things, but I wish it was a little more smooth/intuitive from the get go -Games take long. Part of that has to do with the upkeep/base rules complexity, but a lot of it has to do with the fact that there are so many options, players can face analysis paralysis. I feel like you could maintain the same strategic depth while eliminating at least some of the complexities (spells requiring heroes vs creatures, flying, heroes can't be immediately resummoned, building/tiers, # of cards drawn each turn, etc.) In an effort to capture the RTS feeling, I think maybe a bit too much was forced in at the cost of elegance. I put the RTS theme as a pro - it certainly is - but I'm wondering if a better balance needed to be struck. Keep some of the familiar RTS elements in, while streamlining and removing some of the others. When I can get more plays in, I will revisit this and add a rating. Really hoping for an online version so I can play more; locally people have been a bit turned off by the complexity.
tengblad
Rulebook is pretty terrible. Game lasts longer than the 20-30 minutes listed on the box. Mechanics seem solid.