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For Science! (Kickstarter – Head Scientist Pledge)
15m - 15m
1 - 5 Players
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Action / Dexterity
72.00
€
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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kegz
Definitely unlike anything else I've played as a real-time, co-op, dexterity game. It's a dexterity game for gamers. Not one I need to own, but I'd almost always play if asked.
grapesinacake
Many people will know this isn't for them without playing it. It's hard to think of something more divisive than a real-time dexterity co-op, but I generally like trying odd or uncommon types of games. There are 3 distinct mini-games happening simultaneously here. I quite like the parts where you play cards to design cures and then build the cures with blocks, but I don't find puzzling out the vaccine tiles very enjoyable. Overall it's a fun but odd game, but I kinda wish I was just race-building the blocks without the other bits. update [+1]: Not sure why I was harsh on this before. Building these blocks never gets old.
garyjgeoaccess
Excellent game. Very unusual. Not the standard game mechanics. Each game is composed of three smaller games: 1. Design (where you use the Design cards to create a chain of cards that meet the requirements of a Disease and possibly a Mutation), 2. Build (where you use blocks to build the design that you created earlier, possibly learning that your design is unbuildable--but if successful, earning Data and Knowledge that you use to draw Universal Vaccine tiles), and 3. Capture (my word not the rulebook's--in which you lay out a puzzle from the Universal Vaccine tiles that you gathered after the Build phase and attempt to capture insight regions by closing circuits that contain the insight icons--the more circuits you capture, the more points you earn--like your vaccine is now killing the disease in the field). If you earn enough insight points, you win the game. Parts 2 and 3 are very challenging and unique. I really like the challenge of using the blocks to build the design. The puzzle aspect is also very challenging. The game can be played with teams or solo (although the game's verification aspect is a little iffy when you're verifying your own designs and builds). The rulebook is not very good. It makes the game seem very complicated. But it really isn't. Another case of a game designer who did his game a disservice by writing his game's rules.