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Kanban EV & Speed Charger Exp
60m - 180m
1 - 4 Players
Ages 14+
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 Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
112.00
€
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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bast92
A big game with lot interaction. Deep, difficult, strategic and tactical. Good with 2 players, excellent with 3 and 4 players (best with 3 to me). A deep and interesting solo mode (3 players simulation).
b4retina
Kickstarter, rec'd 12/23/20 Solo Mode-Standard - Fired after first meeting - 37pts, Factory Manager - 31pts, Factory Manager
AdelinDumitru
One of the aspects making Kanban EV so interesting is the significant degree of agency that players have in triggering the intermediate scorings. There are 2 of them, each occurring when certain conditions are fulfilled – when the test car reaches a striped spot on the track (by players taking cars from the circuit or resulting from Sandra acting in that department) or at the end of the week, when Sandra returns to her desk in the Administration department. The game ends when one of these scorings has occurred for a 3rd time, and the other had already been triggered twice. Which one happens 3 times, though, as well as when exactly the scorings occur, depend in turn on the players’ actions. If both players select the R&D department, for instance (which has as one of the actions picking up cars and placing them in your garages), when Sandra is still at her desk, she will skip evaluating the department, which also results in the end-of-the-week scoring triggering earlier than it would have been had players opted for different departments. While this end-of-week-scoring rewards players for their tested designs (upgraded tiles which correspond to cars added to their garages) and for how much a car’s parts have been improved throughout the game by all players, the other type of scoring is even more interesting. It involves variable scoring conditions (based on the cards that are drawn by players and the 4 ones that are public information from the board), as well as being based on the concept of players taking turns speaking their mind and presenting their ideas. Over the course of the game, players can collect generic speech tokens (which are immediately converted into speech tokens of their player color) – accumulating more of these means that you’ll be able to talk several times during the meeting, i.e. score several cards at this intermediate scoring. There are multiple ways of gaining speech tokens during the game – delivering cars for which there is high demand, being the first to become an expert in a department, becoming certified in multiple fields, upgrading designs or adding cars to your garages – all of which substantially increase player interaction.