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Crystal Clans
30m - 60m
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
A time track mechanism is a variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one.
Time Track
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
45.00
€
Original price was: 45.00€.
25.00
€
Current price is: 25.00€.
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
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Plunder boxes
Marvel: Crisis Protocol
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Clejsan
Som nytt, ospelat, öppnat och kollat innehållet. Alla kort/klaner ligger i zip-påsar. 150kr Kan lägga till två expansioner. Shadow clan & Fang clan för 50kr styck.
CoyoteStarrk88
This is a fun, quick tactical game. I'm a fan of the art. Asymmetry is a good thing also. Otherwise not the easiest game to learn. Maybe an abstract 2 player game such as Santorini, Hive or 7 Wonders Duel would be a better choice.
Ericegan
For a 1v1 tactical card battler that involves drawing cards there is simply no better bang for your buck. It is better than Summoner Wars because it has more levers to pull mechanically speaking and there is less luck to the game. Also, there are no phases in Crystal clans. You have your action points that are given to you by your opponent and you can do whatever your heart desires with those action points. The more you do, the more action points you'll give back to your opponent. This is a clever mechanic that allows players to pull off some pretty satisfying combos. Granted, you're usually going to be giving your opponent a lot of lee way when you do this but that makes it satisfying. It's your choice but there are consequences. Pulling off powerful combos in Summoner Wars was harder to pull off and up to the luck of the draw. In Crystal Clans, drawing cards is one of the actions you can pay for. Want cards? Pay the action points and find the card you need. That level of freedom is intoxicating and is what delineates a modern tactical game from an outdated one. Crystal Clans is definitely modern in design and well worth your time. Gets docked a star for the art. Generally avoids tits and ass type stuff but cleavage is oddly present for a game that is artistically geared towards a younger crowd. I also would have appreciated a more MTG ascetic (minus tits and ass) to the cartoony style. Gameplay is truly revolutionary though.