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Pandoria
90m - 120m
2 - 4 Players
Ages 10+
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
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
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
Fantasy
Farming
44.00
€
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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Ajax
Brain burn-y game. Took me a looooong time to get the rhythm of the game. Even longer for any kind of strategy. Felt fiddly.
carlcorey
The game is way too long considering the type of decisions you have to take. Would have been more interesting with half the length, but even then it's not something that really catches my interest.
cymric
The central mechanism of enclosing and counter-enclosing areas promises quite a bit because of similarities with various (near-)abstract titles. It's not easy to work out the little brinkmanships in allowing others to help you enclose areas in exchange for you helping others. But it's been so overburdened by card multiplexing and card comboing that I wonder why all that extra stuff was put in there. It's another pack of action icons I need to learn, understand, and evaluate. Is it worth that many wood to put down that building for that particular action which will then help me secure so many crystals for the spell on that card annnnnnd... I'm enclosed early again so all my deliberations are for nought. It's not a pattern I enjoy much. It would seem that you really need those castles and lakes with their special 'influence does not disappear'-rule: their function is not unlike a crowbar breaking open the entire enclosing mechanism to have you profit for what feels like a reasonable amount of time. The action sequence is also quite strange, with resources/points obtained for scoring an area happening a few steps after actually enclosing it. I suppose that's the way it is and that you'll get used to it, but it just feels weird. My fellow players remarked that core was quite similar to earlier Citrus by the same co-author, which I only played once before during a forgotten Spiel. The comment I left with this game did not immediately ring a bell; frankly if I had to draw a parallel I would have chosen Die Dolmengötter and Through the Desert.... which are nice, clean, fast-playing titles without all the fluff. But also quite abstract, which is not a major selling point of course.