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Freedom!
90m - 120m
2 - 2 Players
Ages 12+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
59.00
€
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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Kwnanan
Really nice game! It's loosely based on the Twilight Struggle mechanism but with much less complexity. It emphasises on the battle between the armies, so it almost always gets tense, but it has a good amount of strategical depth. It is quite short (I don't think I have ever passed 2.5 hours max) and quite easy to learn. On the downside, there are some mistakes on the surrounding area tiles but it's easy to understand that something's off (Kickstarter edition). Also, the contrast of the side-map is not really great, making the names of some boxes on the board a bit difficult to read. Furthermore, the rules are easy but there are some points that are not clear or don't include all the possible cases. Overall, I find it a very good 2-player game and since I bought it, it remains on the top options when I'm not looking for much complexity.
lmkedm
Interesting enough but also sufficiently problematic to discourage enthusiasm to play again. First and foremost, the board is VERY POORLY designed. EXTREMELY DARK and the contrast between design and IMPORTANT TEXT on the map is so bad that even under bright light and with a magnifying glass, word are not legible. The rule book is also not well written and it is hard to look up answers during game play about certain rules. That said, the rules are easy enough to pick up and once you know the map, being able to read the captions is less critical. In terms of game play, my only gripe is that while how each player achieves their objective may not be the same in each game, the overall approaches won't, especially for the besieged Greeks who are pretty much reacting to the oncoming Ottomans. We have only played it once so far and we misinterpreted a few rules that resulted in The Greeks taking advantage of their cannons much more effectively but the ottomans morale not being affected as severely as it should have. It's hard to say whether the two mistakes would have significantly affected the outcome (whether the ottoman morale would have fallen to zero or the walls would have fallen faster. But in the game we played, The Ottomans squeezed out a last minute victory.
rjsheets
There are some definite issues with the production and I love it all the same. It's got some wonderful tensions, plays lightly but with many layers of nuance and has enough surprises for each player to keep it interesting.