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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
79.00
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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BearDot25
Update 2: A third game with all experienced players was a sublime experience. The history this evokes — both in its chrome and how the mechanisms make you think and behave — are second to none. Everything I initially said is still true, but it’s all in service of something great. Update: Upon second play, what can I say: This game is all its cracked up to be. It's way, way too long, but it's a testament to the delicious tension and thinkiness this game produces that the time flies by (especially as the Hapsburgs, who are maybe the most stressful faction I've ever played in a game). I am hesitant to play as either of the religious factions, as it seems like they're much more constrained and mostly just rolling dice. I'd avoid them or only do with the shorter 1532 scenario. But yeah, this is maybe the best history game I've played. First impressions: A design of absolute madness and genius, this is the most expansive and thematic game I’ve ever played. 12 hours of dice, diplomacy, and simmering tension. I had a lot of fun playing it, but I don’t know if it’s quite “my tempo” to be an absolute favorite. A few issues: -The pace is glacial. On your turn you accomplish very little, and it may be 10-15 minutes until you’re up again. Other players turns are interesting enough, and I definitely spent many of those 10 minutes deep in thought, but sometimes you are just sitting around and accomplishing very little for a long time. -Strategies are somewhat prescriptive. Everyone has a role that, if they don’t play it, throws everything into disorder. As the Ottomans I had very little room to be creative on the board — it was either move on Vienna, take the Med, or maybe go for the pope. Anything else felt suicidal. This does make for better negotiations — a stable game state is critical — and thematic narrative, and that is important and a big part of what makes this game unique. But I do find that kind of war gaming frustrating… I like more ability to be creative. I can see having more options as the Haps or maybe French. -While there’s enough dice rolling to balance this game out, some rolls are more important than others. A bad roll or bad card draw can totally screw you — not to the point of defeat, but where you know you can’t win hours before the game is over. I do think smart play and negotiations are more important than luck, but it does feel like it plays a significant role. I don’t mind that too much as this game is more about the story than anything (a la John Company), but I do wish there wasn’t a specter of “oh you just got lucky” or “I got so unlucky” hanging over the game. That said, luck = excitement and uncertainty, and it does feel like all the probabilities make sense. I don’t know how you could change this without breaking the game. To sum it up, most of the “weaknesses” are also part and parcel of what makes the game special. To me that’s a sign of a very well designed game. I’d gladly play again, though I don’t think I’ll want to play more than every so often. Edit: The more I think about this game the more I like it. It’s exhausting, but worth 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.
Condestavel
Played once. We were three players and had to finish at the end of the second turn (we played for eight hours). However, it was enough to appreciate the game's quality.