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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
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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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sderrick
Played a 4p/3 year game and it didn't really click. Now played a 5p/4 year game game with ex-Diplomacy players and it worked better. It's a game with so many options available but very few you can actually use for each action. Still need to fully grasp the nuances of each faction. I can see some players who like easier games being put off by the clumsy mechanics. It's only for those who can commit to playing at least 5 games - one with each faction.
chipNdip
Great game for those who know what they're getting themselves into. This pretends to be a war game, but this is actually an asymmetric negotiation game with war aspects. You have the waring faction, a faction that builds, a faction that defends, a war profiteer, and a political influencer fashion. It's absolutely nails what it's going for, but people may go into it expecting 1 thing (a war game like Root, for example), but actually get something else. For those who know what they're getting themselves into, this could very well be in their top 10.
sethmachine
This game relies too much on all players at the table intricately balancing the game. The game falls apart immediately if any single player isn't aware of the current balance of the game. Because each player has limited actions and agency, once another player snowballs away, it's nearly impossible to catch up. Further, the game requires constant intense negotiation at all player counts (4 or 5) and makes the game drag on even slower. Finally, because actions are so limited, it's painfully slow to actually get anything done and there's almost no opportunity to build action economy. Asymmetric faction/war games are always hard to play but Crescent Moon is one of the worst I have tried (comparing it to Root and Vast).