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Here I Stand (500th Anniversary Reprint Edition)
180m - 360m
2 - 5 Players
Ages 14+
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
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AlexFS
[i]2019/06/30 - 2 plays - 6p[/i] A heartbreak: I love the setting and all the game promises (diplomacy, negotiation, castle building and siring a dynasty), but it just takes too long, with some very repetitive aspects (german elections). [i]2018/07/22 : 1 play 6 players[/i] I had an incredible game as the English (1533 game mode). Started directly to conquer Edinburgh, but failed to score two 5-6 despite rolling over 15 dice (only managed 1 hit). In the meantime the Ottoman player outed "Scotts raiders", which increased the number of scots just by one. I was in a very precarious situation by then. Second turn was even more disastrous, because in order to recoup from the wasted time I invested heavily in mercs. By this time the French player was swimming in cards (8 at least) so he cancelled the mercs. Not a huge surprise, but I had to take the risk. To rub salt on wounds, of the remaining units (still 4 dice) I failed to make a single hit. French player gets more "Scot uprising", combined with "renegade leader", and conquers York (again failed to have a single hit despite 4 dice). By now the doors to London were open and the town fell by treachery, winning the game in the second turn of play (5th on the timeline). I rolled over 20 dice, making only a single hit (5-6 is a hit), which is a very bizarre result, but this lead to a play where I was basically powerless and without any choices, ending the game prematurely for anybody. I wanted so much to like this game, I like the subject and it's full of flavor, but the rolls killed the game session, and I can't really forgive the game for it. If I could play this kind of games once per week or month, I might let it slide, but since it's so rare for me to manage such long playing sessions, I don't think I'll ever want to try this game again. Nevertheless it was a really great experience to play this game with other people, and I'm happy I did get to try it.
alchemyocelot
What an excellent game! The only thing I wish I had seen earlier ist the HIS in 20 Minutes introductory Text. You can find it in the "files" folder of HIS Standard Edition here on BGG. I would even suggest to GMT to put it in as a booklet in the next printing. Other than that, this game is superb and easy to learn.
DrDoom4
Here I Stand Today, we played with the full six-players the newly released 500th Anniversary Edition, and I played as the French rebel-rouses. After a brief rules teach of about 45-minutes, we began play. 45-minute teach with experienced war-gamers and heavy gamers in general, which it does not take long to understand the basics, but man this game has a TON of quirky rules. We used a timer mechanism to keep the diplomacy phase to a 10 minute maximum, but even with the timer, this phase seemed to drag a bit, and in fairness, we had lots of people trying to play multiple angles, but it still seemed to drag. The action phase seemed to move somewhat smoothly, but again, this game like many CDG [yes, for sure, if people know the cards, the game can move much quicker, and I know this complaint applies to games like TS and other war games and systems] can cause an immense amount of AP. Overall, I felt like this game suffers from an immense amount of down time between turns and player interactions, and honestly, for the Ottoman player, the game can drag even more [the pirate event card did not come out until the end of turn 3]. The amount of dice rolling in this game becomes insane, and I truly do not enjoy 10-12 rolled 5-6-7 times by the Protestant player, and Papacy Player, while you sit around twiddling your thumbs waiting for your turn in the impulse. Did tough decisions exists--possibly, but I felt some of the players have so much more to concern themselves with than others. Would I play this game...no, absolutely not because for the time commitment, I would rather play _Maria_, _Fredrich_, or ant number of other games, and I love the period and theme, but just not the game. I wonder if I missed something about this game?