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Fireteam Zero: The Africa Cycle
Expansion of:
Fireteam Zero
90m - 90m
1 - 4 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Horror
Miniatures
46.50
€
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
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Bags
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Sapphire Sleeves
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Marvel: Crisis Protocol
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RedMonkeyBoy
Full review at [url=https://alwaysboardneverboring.blogspot.co.uk/2017/02/fireteam-zero-africa-cycle.html]AlwaysBoardNeverBoring[/url].
Govy 66
As with the base game, mission 1 & 2 are easy to complete, mission 3 seems impossible. Some nice new cards, but the monsters are very formulaic.
tiagoVIP
Based on the first campaign (3 scenarios) this could be a lot better. The first and last scenarios are quite reminiscent of others done before, and the second, the best one, is quite challenging and truly elevates the whole campaign, but not enough to make is very remarkable or demand repeated plays. The events could go deeper into african lore, to make the setting more unique, but most leans in the direction of generic, which is a missed opportunity, as with no prior warning, I would venture no person would be able to tell if a scenario comes from the Europe or African set. For fans of the mechanics and base game, [thing=156122][/thing] gives more what you already like, so there is little to go wrong here, but with a more critical eye, there is so much more that could be done; but maybe the next campaigns can provide that. By now, it is merely a 5.5