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Kingdom Rush: Elemental Uprising (Gamefound – Deluxe Pledge)
45m - 90m
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
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
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Medieval
Miniatures
61.50
€
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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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rseater
I have mixed feelings about this game vs. the prior iteration. I like a lot of what was added, but overall I think it is less tense and less interesting. I get the impression that the designers tried to broaden the appeal of the game by making it less of a tense calculating puzzle. There are more special monster abilities, but less interesting attack tetris shapes. Mid-game, this leads to interesting choices. However, later game it can produce anti-climactic situations where it is either obvious you can win before playing out the last turn or obvious you can't (just by counting total damage). Making it easier to solve the tiling puzzle makes the game more about total damage than about puzzling. The added special powers help, but it often comes down to "I know I can do this, just let me spend time figuring out how" which is ok for a puzzly game but not ideal. The rulebook is ok, but a bit annoying in places. for example, it never explicitly says that the upgrade stickers should be removed from tower tiles after a game. At first, I was convinced they were campaign-long upgrades (or perhaps even legacy upgrades). But now I think (but am not sure) they are meant to just last the level. Having them just last the level is a good thing, since it allows you to play a level is isolation without the entire campaign, but I wish the rules were clearer on this point. I like how the towers offer more choices about how to deploy them. The towers are powered up, allowing them to have more special powers. So are the enemies, doing the same for them. That gives the designers more design space. However, the increased tower attack patterns and ranges tend to mean that hitting the enemy is not hard, and it's just a matter of doing enough damage. This diminishes the novel mechanics the original game introduced, but does feel more like a tower defense video game. For me, this is a net loss but not a terrible problem. I think my biggest complaint is that the standard victory condition has become "kill everything within time limit" not "kill certain tricky enemies". Also, you lose if you cannot spawn more enemies. Together, those rules make the game more about total damage and less about tough tradeoffs and tactical cleverness. You can't make an end run to take out a key enemy or decide to buy time and kill it next turn. You either have the damage this turn or you can not bother playing out the last turn. That tends to produce disappointing final turns that don't live up to the interest of earlier turns. I think that change alone makes the game much worse than the original, despite all the other good ideas and updates.
Rendemedum
Elemenace Hoard Pledge + Funding period Gamefound: Feb 9, 2021 - Mar 4, 2021 (23 days) Estimated delivery: Mar 2022 Delivered: Dec 14, 2023 + Emperor Chest (Rift in Time Storage Solution) + 3D Token Upgrade
Llewellen
[url=https://gamefound.com/projects/lucky-duck-games/kingdom-rush-elemental-uprising?previewPhase=crowdfundingEnded#/]GF[/url], gamefound, PM done payé 15$ discount for previous backers