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Grimslingers
15m - 90m
1 - 5 Players
Ages 14+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
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
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn.
Press your Luck
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
American West
Fantasy
25.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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Chiselphane
Love everything about this. Variable complexity, variable style (vs or coop), great setting and fantastic art. Some good humor in it too. Expansions please!
ChirpyBird
I cannot get over how good this game is. Everything is well thought out, and the instructions booklet is the best I've read through, describing everything you need to know. The art is incredible. It's easy to understand, hilarious at times, and fun as hell. I can't wait for more from Stephen Gibson!
attackofmilk
I'm reading the Grimslingers: Advanced Duels rules for a PnP demo before buying the game. Grimslingers seems to do a lot of things I'm interested in (rock-paper-scissors, small pre-game draft, co-op campaign). However, in my research of the game, there's some serious usability problems: 1) The cards aren't designed to show their information when fanned out in-hand. Exceed and Dragon Punch both show card information in the top left corner. In CCGs, players look at their hand by pulling their hands apart to look at the effect text on each individual card. In Grimslingers, this is the only way to view any information on the spell cards. The card edges look nearly identical when fanned out in-hand. 1A) Why is attack speed a tiny number on the bottom of the card? Attack speed is really important. 2) Why wasn't the "faceoff" text removed from Anima cards in the 3rd edition? I get that 1st edition buyers shouldn't have to repurchase updated cards to play with the 3rd edition rules, but the third edition should've removed that text to clean up the card. A simple note to first edition owners in the third edition rulebook would've sufficed. 3) Typos! The Archetype ability name "Ressurect" was never fixed, not even in third edition. The section for omitting the "face-off" ability in the Anima section of the Core 3rd edition rules also is missing the word "face-off" completely. 4) Why do I have to look at both sides of the Anima card to find all three Anima abilities? I get that you turn the Anima card over to track your usage of the Surge ability, but I'm going to be holding that card in the air looking at both sides of it when it SHOULD stay on the table to track my EP. (I was planning on using poker chips to track HP and EP in the print-and-play demo, and I would basically need to do that in the full game as well because of this design issue.) I haven't actually played my PnP demo yet, but these design issues are firmly dealbreakers for me. Which is sad, because I'm really into rock-paper-scissors games. I was hoping that Grimslingers: Advanced Duels could be a step up from Dragon Punch without bringing the full complexity of Exceed (my favorite game), but these usability problems killed it for me.