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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
Gamebooks
Others
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DaMilli
A great game! As immersive, if not more than VQ. However, VQ is the better "game": more streamlined religious conflicts, more ways for interaction (marriages), better overall balance. I really dislike how minor diplomacy is handled in HiS when compared to VQ (essentially just the luck of the draw). Definitely need to play more, but this is a once-a-year event.
aubrix
[b]FIRST IMPRESSION 09/22:[/b] wow, absolutely riveting. think i enjoy it more than [i]Virgin Queen[/i]. starting at a 9 for now but i think it might go up to a 10 for me. i'm having to hold myself back from making it so right now. highly asymmetrical gameplay. massive decision space. rich and robust entanglements. i played as the French and it was incredibly fun. i can see how each game could unfold in a pretty unique way. we ended it short in a threeway tie between the Ottomans, the Papacy, and myself although i think the Ottomans were about to skyrocket away from the rest of us. i may have had to ally with my erstwhile enemy Charles V to properly police them. absolutely cannot wait to play this again. the only downside i can see to this game is that it feels like a mandatory six-player game. i cannot imagine any other player count delivering such an experience like the one i had. i'm honestly not even sure its core conceit works terrifically at any other count? p: 2 (really?) - 6; [b]6[/b]
callasmar
An interesting game and one where you come to the limits of the BGG rating system: It really captures the feeling of the epoch and gives every player a ton of different options. There´s a lot of player interaction and negotiation, and sooo much chrome. Military, diplomacy, theological debates, book(and sometimes debaters) burning, piracy, exploration and conquest of the new world, getting your wife pregnant,...all this and much more is there to find in this game. But it´s also really complex, goes on for a long time and often feels terribly slow. I always feel pretty frustrated when playing it. I should have fun, but I simply don´t. Not sure if I´ll ever play tghis again.