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Fireteam Zero: Europe 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
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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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.
piggilywiggily
The new enemies and scenarios are good, but it's the addition of Lore and Psychic specialist cards that really make this worthwhile. Specialists now have their own "deck" of cards, giving them the ability to hurtle you forwards or save you from a bad decision. Each individually doesn't take that much time to consider the effects (essentially, how boned are we right now and should we do a hail mary) but they're interesting decisions to make and there are enough of them never to have to encounter the same thing in a campaign.
Sarevokmaif
Necesito esta expansión en inglés , pues no está en Español. Quién la venda , acuérdense de mi.