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Cosmic Encounter Duel
30m
2 - 2 Players
Ages 14+
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
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
36.50
€
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
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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FlamezOfGamez
It feels like a fairly faithful recreation of Cosmic Encounter for 2 players, with plenty of wacky hijinks to go around. It’s the only version of Cosmic that I got to experience with Dad, and I was certainly happy that we at least got to do this.
DroppEcho
I appreciate some of the effort that went into creating a 2p game that plays somewhat like Cosmic Encounter, one of the greatest games ever designed, but ultimately Duel feels forced, fiddly, and overwrought. The combat system borrows a bit from Dune in that you have two facets, one of which might not matter depending how the first resolves. (However, the physical implementation of this is horribly clumsy by FFG with awful Tactics standees). The aliens aren't very fun. The card values for plans and reinforcements feel even more swingy and random than the parent game, if that's even possible? The alien envoys work a bit like the dragons in Blue Moon and give you an ally power when one is on your side. The tug of war with those feels tacked on. My biggest issue is the Event deck which is just filled with random, un-fun, un-funny garbage. I don't see a good fix for that without a lot of curation. Not sure it is worth it. I will say that the orange and blue translucent ships are really nice. Since this game bombed and can be found for bargain prices, it might be worth getting an extra copy just for the ships. In the end, this is just a popcorn game where you are along for the ride. Agency and investment are lacking, sadly.
CameronWLucas
Liked the first couple plays but want to try it a couple more times before deciding whether or not we'll get much play out of it.