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Impulse
30m - 60m
2 - 5 Players
Ages 13+
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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Player elimination occurs in multiple-player games (>2) when a player can be eliminated from the game and play continues without the eliminated player.
Player Elimination
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
29.00
€
30 day low:
Out of stock
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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
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Abdul
Some cool ideas in here, all the craziness I expect from a Chudyk game. The shared actions track that players build together is particularly clever, it is not easy to pick a card that will only push your strategy without benefiting the other players. The long downtime between turns hurts the game though. Each players turn drags on a bit, as it will always be a long impressive chain of actions, but with little for you to do in between (aside from resolving the occasional combat). Plays very quickly though, so doesn't outstay it's welcome.
bcnevan
I have the second edition from Czacha. Impulse manages to provide a 4X feel in a short play time--though it's probably rare that you'll hit that exterminate condition. The experience is driven by the Chudyk-style multi-use cards and card combinations. Players that dislike a high volume of direct player confrontation and the appearance of a lack of control will dislike this game more than other Chudyk games. To explain a bit regarding this game's control, at least as compared to Innovation, Impulse foists more control over to the players. If an opponent has a juicy combination ready, players may need to force battles to whittle hands down in size and deny access to those cards (while being careful not to hand too many points over to that opponent). There's many different paths to points and Impulse seems to provide more of a sandbox as compared to Innovation. Gameplay requires planning, timing and, of course, some fortuitous card draws. The game does give a number of ways to mitigate bad draws -- and bad planning can exacerbate the effect of a bad draw -- but it seems to take a few plays before players start understanding the hand management and how certain 'bad draws" should be used. At least with my current plays, Innovation seems more susceptible to a degenerative state than this game; we'll see if that changes with future plays. To continue the comparison to Innovation, the interface is improved over Innovation; there's much less bookkeeping. In theory, down time can be less in Impulse, but large chains of actions can increase down time from turn to turn. Impulse: All Your Base (2017) Impulse: Brake for Launch (2017)
andylatto
very short; I"m a little worried that it will be luck-dominated by who gets good cards early. 2 or 3 player may have much more control than 4.