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Crescent Moon
150m - 180m
2 - 5 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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
55.00
€
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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grammatoncleric
I had such high hopes for this 5-player asymmetric game. It is difficult to accomplish anything of note inside the game. Theme is excellent. Design and artwork are excellent. It's too tight.
realityfoible
On paper, Crescent Moon's faction asymmetry creates a fascinating ecology... but actually [i]playing[/i] is clunky and funky. Like much of the game, rules governing influence contests and combat are simple in theory but fiddly in execution. There's confusion every round, even on a third or fourth play. The interlocking factional inter-reliance is really interesting, but ultimately unpleasant. Three of the five factions depend on players participating in the economy, but there are so few actions per game that the incentive to potentially waste one buying cards or mercenaries is extremely contextual. Each game some factions will simply starve through no fault of their own. --- This was $90 retail, and absolutely does not feel like it for what you get. I'm sure Covid has played havoc with manufacturing and distribution costs, but there are a lot of production choices that don't make sense to me here.
erdogandalf
I heard the designer hates people comparing this to Root, but it's pretty obvious why people do. Both are asymmetric area control games where the nature of the area control element somewhat relies on your faction. In both you play cards to affect battles. Compared to Root this is harder to teach, but easier to master. With Root the basic rules are way simpler, but the asymmetries between the factions are so big that people can truly surprise you unless you know all other factions in depth. In this game, we did mistakes and had to explain the rules for longer, but everyone had a decent idea on what the others could do and roughly on how they scored. It was cool and I'd love to play it again. Ideally with the same people.