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Maiden’s Quest
10m - 30m
1 - 5 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
Fantasy
Medieval
19.00
€
30 day low:
Out of stock
Search for:
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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badinov
I like the concept of this solo fantasy game, which is basically upgrading and deck building as you run through the cards repeatedly with the thematic goal of escaping a tower. Satirical descriptions on the cards are amusing. Unfortunately, this is a fiddly game with lots of icons and rules to keep track of, giving it a learning curve that takes multiple playthroughs before you start getting the hang of it. Rulebook not written well, recommend watching some videos on YouTube about it.
ajpeart
This game is surprisingly simple and easy to play, but the rule book is overly complex. Some elements are either not explained at all or is organized in an unintuitive way. I watched Rhado's run through before getting the game and that made it easier to pick my way through the rules. You just work your way through a deck of cards and decide to challenge monsters or run away. When you challenge, you try to match symbols with the monster card, and that is pretty much straight luck. When you run away, you suffer usually a minor set-back. In each case you're deciding to upgrade or downgrade a card by changing its orientation in the deck (flipping it or rotating it). That's it! However, the simplicity makes it so easy to pick up and play once you're comfortable with the overly complicated rules. You are going to make mistakes, though. As long as you accept that you have made a mistake and correct yourself for future games, you'll be alright. Each game doesn't take very long, so any mistakes you've made this time won't matter for very long. Plus, the game is primarily a solo game. In fact, I wouldn't want to play it any other way though I haven't actually tried. Being a solo game, you're the only one playing, so who cares if you made a mistake and cheated a little bit? Some people don't like how much shuffling there is. It's true that there's a lot. It doesn't take long to get through the deck and you shuffle each time you do. I am personally not bothered at all. My hands are big enough and the cards are a reasonable shape to be shuffled. They have to be shuffled in a way that doesn't change the orientation of the cards, but if you cut the deck in the right way, this isn't a problem. The amount of shuffling seems moot to me. Maybe if you have trouble shuffling or if you're carrying the deck around with you and don't have a suitable surface to shuffle, then it might be a pain, but I have yet to have an issue. There's a question about memory. Did you play your dress yet? How many keys are left in the deck? How long until the next rest card? How many hearts do you have left? For some people, remembering the key pieces will be part of their strategy, but I have found that I don't worry to much about it. I take my chances. If it's a monster that I've had a lot of trouble defeating, maybe I'll run away more often than not. If I feel lucky, I'll challenge it. As a result, I lose a lot, but that makes winning more sweet and, since the games are generally short, if I lose this time, I'll reset the deck, shuffle, and either leave it waiting to be played another time or just dive in a try again. Furthermore, if that fails, I restock the deck and see if a different combination works better. You have to be fair to yourself, as well. Restocking the deck can sometimes feel like cheating, but like I already said, you're the only one playing the game. If you're having trouble, make some adjustments. It's all about having fun. However, I beat one boss by restocking with hand-picked obstacles in the deck and I felt like I had cheated myself. Now, I do it as random as possible. More shuffling leads to random cuts and random cards added to the deck and then maybe I have better luck this time. And, if I see when I've chosen to run away that I could have defeated the monster after all, I have to swallow my pride and be true to my choice. Even though I'm the only player doesn't mean that I should start making exceptions. I like to think about it this way: Thematically speaking, the maiden has escaped from the prison cell and is making her way through the castle, looking for a way out. She's flying by the seat of her pants and so am I. Memory can only get me so far. Fairness to myself is paramount. If I'm having fun even when losing, that's enough for me. I find myself dreaming about this game. I find myself craving to play. Perhaps it's a honeymoon period and I will lose interest some day, but, for now, this simple, easy, fun, and inexpensive game has me hooked.
eimative
TRADED IT! (with Love Letter for Inhabit the Earth) The idea of a deck of cards you manipulate in your hand is a fantastic one. The theme here is also catchy. The clunky rulebook, the notion of it being for more than one player, and the 'campaign' cards are significant detractors. I will be on the lookout for copycats of this mechanic however, I feel it really could be done in a better game.