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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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Landry
Very cool asymmetric area control game, heavily inspired by [b]Chaos in the Old World[/b]. It feels slightly more limiting, however. CitOW feels like you get to do more on the board every turn.
punkin312
Asymmetric game for 4-5 players. Everyone has different goals for scoring points, but it all boils down to being an area control and combat game, which isn't really one of my favorite mechanics. I did think it was interesting though and will be great for the right group.
scylor
When the game works it works well, sadly it collapses quickly if only one player plays badly. Coupled with the long playingtime and a gameflow that feels very scripted when it comes to interactions. (6.5) Edit: Played it twice more every time i want to like it but even one player playing not optimal makes thes game a complete miserable experiance for the factions relying on that player. This game bassicly boils down to a complete metagame experiance that takes way to long is way to swingy and can easily snowball into a miserable mess. (4p :4) TLDR: This game tries to to be oriental root/coin with more synergetic effectrs but fails miserably in nearly all points