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60m - 60m
2 - 4 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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Deduction
49.00
€
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
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Kanzler von Moosbach
Ein nettes Brettspiel, recht schnell erklärt, der Schwierigkeitsgrad ist angenehm, die Fälle sind kleinere Kriminalfälle, es geht mehr um das richtige Ausspielen von Karten als um detektivische Fähigkeiten. Bisserl Glücksabhänigg.
enzo622
Two games in and the arrow is pointing up for this game. The card play is more interesting than I expected, and after losing badly at the second Easy case, I’m excited for the challenge of the Normal and Hard ones. You play cards to the table to create a chain of required symbols. If you get all the required symbols, you get to flip over the clue and read it. The idea here is to read as many clues as possible so as to correctly answer the case questions at the end of the game. Once you can’t play a card to the current symbol chain, you have to drop out. When you drop out, if you have a Plot Twist (negative effect) card in your hand, you have to play it, so you want to avoid dropping out at all costs. While it’s hard to plan since you can't discuss the exact nature of the cards you hold, you can play cards that just tread water (don't add or remove any symbols) which then leads to opening up an opportunity for someone else to play. Or to flip a hot tip over to its active side. Two or more hot tips confers a bonus action such as draw a card and is a way to keep from having to drop out of the round. So I found more angles here than I expected there to be, and the cases seem to require leaps of deductive logic that have already proven challenging. I would caution, however, that 2P-3P is the sweet spot for the game. Playing with four felt unsatisfying because you have a hand of three cards instead of four or six and the choices felt too limited. Playing with a hand of four was much more fun
arglik
Played once and felt conflicted. Probably should play again but in theory it sounded more fun that in practice.