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.
cichlidhead
Rated 8 after one play. I've seen this described as Summoner Wars 2.0. First, I freaking love Summoner Wars, so I knew I'd be a bit defensive about the comparisons. Also, I'm heavily invested in Summoner Wars, so I didn't want to see all that content rendered obsolete by a strictly superior game! Fortunately, the games are different, and both enjoyable. True, they share the two player only format, and a grid with cards played on it, hand management, and unit elimination. But Crystal Clans abstracts the board more. It feels like a tug of war game instead of a tactical miniatures game. Probably the coolest thing about this game is the initiative track. Take a mini turn, your opponent has only a few action points to spend. End your turn with a monster play, your opponent will get to do more on their turn. Very clever. If you like the idea of Summoner Wars but didn't like the win condition (i.e. kill the other Summoner), you should check this out. This turns winning into "collect four crystals," and you collect a crystal by controlling two of three spots on the board. I still like Summoner Wars better. I like the feel of chesslike unit movement, and the hand management is more tense with the need to dump cards to later play cards. But this is a solid game that I'd happily play. I just don't need to invest in both.
enemyoftheworld
The action currency system is exceptional and might even overwhelm any of the actual actions, perhaps harming my rating a bit. The on-board tactics are fine, but fairly rote (which the RPS tries to ameliorate, but doesn't really). But maintaining initiative-advantage is absolutely crucial and constantly tense. BGG Page says 30-60m, but our games very rarely enter that range, remaining on this side of 30 almost always. The crystals can sometimes favor one clan or another, but then that offers another incentive in the race to deny your opponent if disproportionate advantage is to be gained. I don't grieve that there will be no new content as I feel that it's about right where it is. Plenty of variety, but not so much to overwhelm the system. The art is pleasant and the overall setting is very accessible. So far I'm very happy with the cleverness of the initiative track, for which the battles are far more tense than anything happening on the actual board. That makes for some surprising interesting decisions in hand management, though, and I find the whole of this to be greater than the sum of its parts.