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Dawn of Ulos (Kickstarter – Godling – GAME + TILES Pledge)
60m - 90m
1 - 5 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
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.
Modular Board
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Fantasy
66.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Ελληνικα Παιχνιδια
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The Lord of The Rings: The Card Game
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D & D
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etague
Watched play throughs, and read rules. Mechanics seem great and well balanced. Love more games in this universe. Thunderworks is on fire! Excited to get this to the table. Didn't back kickstarter but will buy from FLGS ( who backed the retail pledge).
Andy Parsons
As other commenters have said, there is a lot of Acquire in Dawn of Ulos. There's the same expansion, followed by takeover, followed by the taken over starting again in some other corner of the board. Instead of hotel chains, we have tribes of fantasy folk. Yes, there is a thematic dissonance to buying shares in dwarves and elves. Anyhow, the larger the company/tribe, the more shares in it are worth. In Dawn, the conflicts when two tribes meet aren't just a matter of comparative size. With a touch of Yellow and Yangtze, all players can contribute cards of either side to a conflict. Negotiation is encouraged. Each tribe's special power is the biggest thing that differentiates Dawn from Acquire. They're expressed in terms of a tribe's strength; the bigger the tribe, the more impactful its power becomes. To use the power, you have to discard the card, creating some angsty decisions about whether to use a card that may be worth significant end of game points. I like that there are ten tribes to choose five from each game. Another plus is Dawn's choice of three two-hex tiles that can be placed on matching terrain anywhere. These less frequently leave you with only bad options than Acquire tiles that can only be placed on a specific square. There’s also no denying an opponent a critical space by withholding a tile. My one criticism is that the rift tiles (more special powers, picked up when connected to or revealed) are a little underwhelming. Overall, a solid, enjoyable design. Production quality is good and the artwork is quite appealing. The rules are fine if a little strangely ordered. Were the conflict rules hidden beyond the final scoring because they are the most complex element of the game?
TJ86
FIRST PLAY: Decide which race to back, then try to influence their success, as you shape the new world of Ulos. It's basically a stock game heavily disguised by the fantasy world as tile placement or area control. Feel like I'll understand this better second time around! 7/10