Crown of Emara
45m - 75m
1 - 4 Players
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.
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.
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Pick-up and Deliver
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
What I love about this game is the multitude of choices and paths you can go down and the plethora of decisions to be made at every turn. There are many different engines to build from the same set of resources. You can get books, rings, bread and exchange all of those in for points. There are card abilities which you can purchase, some instant, while others permanent. The unique scoring, of only scoring your lowest on two tracks, is very clever and makes you adapt to multiple strategies throughout the game to exceed at both. You can't solely focus on one engine as you score the lowest. The card action selection that combos into one of your pawns moving and taking that action gives you a ton of choices is at the root of the game. The board is unique in the fact that there are two of them with a unique shape. Its difficult to write a game of this type because its about as euro as you can get. For me that is the perfect combination of thinky decisions, multiple paths to victory. The theme is obviously not exciting but it ties together the different boards and actions without being a stretch.
Excellent card driven double rondel action selection with goods production/conversion. Theme is pasted on of course, but who cares when the mix of mechanics is this fun. Update: It's getting better with each play. The variable setup of locations, events, advisor cards and favor tokens makes each game a unique puzzle. The interplay of all of these and the race for cheaper rings, books and favors and getting craftsmen out that makes it a very satisfying play. I really enjoy several very heavy games, but sometimes it's hard to beat an excellent medium fun pure fun factor.
This game is fun. 2 handed solo or 2 player is relatively quick but plenty crunchy. Not sure if solo will be satisfying, since ai has programmed steps that are taken at the end of rounds 2-6. However, I like this game so much I may try to create my own automa deck.