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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
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
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AnttiW
Even if it takes a full day for this gigant, allways fun to play this 6 player historical epoch game (and as social event, it's not about winning ;-) . The richness of of it is awesome.
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?
bishop026
My favorite multiplayer game if you can get 6 focused wargames. The Anniversary Edition fixes some issues - phony war move with Scotland - and adds more texture through event cards and such.