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Fast Sloths
45m - 45m
2 - 5 Players
Ages 8+
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
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Animals
57.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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EndersGame
Family friendly, pickup-and-deliver, race game like Elfenland but faster The bottom line: "Most gamers will be charmed by this game's endearing and amusing theme, in which you are a sloth being carried around by other animals. The family-friendly game play draws you in, because Fast Sloths is extremely accessible while at the same time offers enough for players to chew on. The amount of players certainly has a big impact on how the game feels and plays, due to the interaction. Friedemann Friese has again created something interesting, especially in how multiple cards with different values are used to drive the different means of transport, each with its own unique abilities. It's fun both on a thematic level, as well as in how the game mechanisms come together to provide a fast and frantic race game - despite the presence of slow moving sloths as passengers!" Full review: http://www.boardgamegeek.com/thread/2457456
casualcasual
This is quite clever. The card system is a little clunky and mechanical - it's clearly a balancing device, the way your draws slow down and so on, which I usually don't appreciate, and don't here, either, if I'm honest - and then it creates a moving puzzle on the board. The moving I like - as other players move stuff around, it creates headaches, which is great (it remains to be seen whether messing with opponents alone is advantageous). The puzzle is engaging in general. And those cascading cards do create a bit of tension there too - you want the big cards, but do you want to make them available to others? The animal movements are fun. I enjoy playing this one a great deal, even if there are multiple things that shouldn't really work for me.
Amicable_Ignoramus
I don't need a great theme in my games, but Fast Sloths had me a bit excited to see how it would work. I actually think it pulls that off fairly well and it made for some fun "imaginary scenarios" that our group laughed about. It also has some really neat ideas, essentially making the game a race where you are utilizing different "vehicles" (the helpful other animals) which is a cool way of handling a racing game and I can't think of much to compare it to. I've wanted more interesting race games in the hobby for a while, so this is definitely a game I went in wanting to like. And I'd say I do like it, but I don't really love it. I think the game is a bit bigger than it needs to be (it's two pretty large boards put together) so the race can feel a bit plodding at times and while the interactivity is impactful and direct, it doesn't actually feel that way. Throughout the game, you'll travel to one of your "checkpoints" and then you'll evaluate or have a plan for what the next checkpoint you're going to go for is. You don't have to hit them all so there's always a decision to be made there and is largely the most impactful part of the game (alongside the animal cards you "recruit"). You'll get there by using the same animals your opponent is using so it's seemingly important to account for where you are leaving the animal and where your opponents are going to leave the animals, which is a charming thing to track. But it never really comes to a head in a satisfying way. There's a lot of animals where that decision just doesn't end up mattering (Eagles and Ants) so that decision impact is reduced. Plus the board is so big, it's usually not hard to find a near equally beneficial alternate route if your opponent does try to sabotage a route. If you really planned things out, you could probably trap someone or set them back very significantly, but that kind of long term strategy doesn't feel warranted in what otherwise feels like a light children's game. It's still fun, it's still something I enjoy playing, and it's still something I recommend to people. But with caveats. The art is ok, but not great and that's exacerbated by the price (typically $50). There are significantly better produced games that cost a lot less. That's a publisher thing (Stronghold) but still is a strike against it.