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Fort
20m - 40m
2 - 4 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
24.50
€
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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ajax013
+ Charming artwork and its connection to the theme draws you into the game immediately; Once you get some friends that play well together, you really get to enjoy the big impactful turns that you can pull off. - The deck-building feels a bit haphazard compared to some of my other preferred games. Why it's previously-owned: Instead of feeling like you're building up your hand-chosen band of friends, it always came off feeling largely like a mash-up of the same friends each play. Very samey feeling after a handful of plays.
arnest_r
After a first play which took a few brain twists, I feel like there is a lot for me to like here, there are some similarities to GtR
Abdul
Fort’s tricksy card play and deck management is right up my alley, and with a whimsical theme that rekindles memories of a carefree childhood, it is a game I would love to add to my collection. It plays very much like a game Carl Chudyk would make if he were to design something that is easy to understand. Each hand you draw gives you an interesting decision, as you can only use one card’s powers and the rest end up in the yard where they could get recruited by another player. It sounds harsh, but in practice you want those loser kids to be drafted away to thin your deck. I enjoy the level of control you have over your deck compared to other deck builders, there shouldn’t be many occasions where you get screwed by a bad draw if you manage your cards well. My only gripe so far is that the card powers are fairly unexciting and feel too similar, I would liked to see more cards with unique abilities. I am very keen to get some more plays in, and see if there are enough different paths to victory to keep the game fresh.