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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
€
25.00
€
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Kickstarter – Gamefound
Board Games
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Thematic
Ελληνικα Παιχνιδια
LCG
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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AllanClark
En castellano? Summoner Wars: Master Set (2011) = Mage Wars (2012) = Mage Wars Academy (2015) = Krynea Battlefield (2014) = Ashes: Rise of the Phoenixborn (2015) = Crystal Clans (2018) =
freechinanow
Crystal Clans does certainly feel like a Colby Dauch game, inspired by his classic Summoner Wars but nowhere near imitating it. At its basic point CC has asymmetric factions that are intriguing and change your style of game based on which faction you control. The game also seems inspired by a sort of "Team Fortress" theme where you have to run out into the common field and hold two regions for points, but making yourself open to attack. The initiative track is brilliant and might be worth the price of admission itself. The artwork looks very much like something you might find in an iPad game, so you might like that style or not. Melding armies together and selecting your special army power gives you something to think about as well. And controlling your draw pile size to prevent your opponent from getting a free crystal (1 of 4 points to win) adds another layer to the game. With all these great things being said, I still found the experience a little muddy and felt somewhat chaotic at times - not really a feeling I like. Something like SW gives more opportunity for plotting and building a plan and CC is mean and unforgiving right from the get-go - which I agree is a flavour of the game and not a fault. While combat is a big part of the game it is not an overwhelming part - but I'm not sure I care that much for the combat. Maybe it's better than dice, but it felt a little sloggy adding up different attack and defense values, considering special powers, and then finally adding in the "battle values" in the end - which works like a rock/scissors/papers thing, but feels way more random than maybe it's supposed to. It adds a bit of "fog of war" to a game which might not be any better than chucking dice (though it might be more interesting). I would imagine repeated plays would improve the flow and familiarity with the factions would reveal more strategic options. So in the end: Crystal Clans is a very good game that didn't win my affections immediately but has the possibility of courting my favour has time goes on.
deactivision
I want to play this more. It seemed like a really fun card battler with a position element with the map.