Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Sale!
Add to Wishlist
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
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
andy45w
Amazing tactical battle game. Perfect play time. Perfect level of depth. Maybe too simple for some hardcore war gamers. Play with pre built armies or create your own. Excellent. Definately check this out if you are looking for a great 2 player game.
Andy Parsons
I feared that Crystal Clans might be a Summoner Wars knock-off with equally bad artwork. There are certainly similarities. There are the familiar opposing factions with different strengths and weaknesses. The board is a grid of rectangles, though CC reduces it down from 48 to a mere nine. Unit cards in both games have a summoning cost, an attack factor, an ability to absorb hits and a special power. There is a familiar hand size of five cards. CC feels a quite different game for two main reasons. The first is its victory condition. Fond though I am of Summoner Wars, the win condition of eliminating the opposing summoner does mean that games can drag on. CC's objective is simpler; control two of three board spaces that provide crystals, take the requisite action, do that four times. The second difference is that CC player turns are unstructured. You choose one of five actions at a cost in initiative and carry on choosing actions until your opponent has the initiative. It's a two-player version of the Thebes/Glen More/many others player who is last of the turn track takes the next action mechanism. While the three crystal spaces are focal points for conflict, the players' home spaces are also important. Not only are they mostly where units spawn, an attack on your opponent's home space can cost them dearly in terms of discards. Your deck doesn't simply run out as it can, disastrously in Summoner Wars, but reshuffling your discard pile gives your opponent a crystal. For the most part, I appreciate what CC does differently. I would liken it to the rapid action of a real life fencing match, whereas Summoner Wars is the epic duel at the climax of a Errol Flynn movie. There is a time and a place for both. Oh, and while the box artwork is crappily reminiscent of an eighties children's cartoon, the card art is slightly better.
ClassicOxy
A great Summoner Wars alternative. It's maybe lighter, but still interesting and deep. That artwork is so great...