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Path of Light and Shadow
60m - 120m
2 - 4 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
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 Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Medieval
75.00
€
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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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djberg96
Feels like a mish-mash of [i]Clash of Cultures[/i] and [i]Tyrants of the Underdark[/i] in that you have both board position and tech upgrades, and then toss in a dash of [i]Thunderstone[/i] for good measure. The net result is a game that feels overwrought, with up to 20 different persistent abilities you have to remember, along with plenty of reshuffling and die rolling. The idea of mercy vs cruelty seemed neat at first, but in reality only one of them really works, at least in a 4p game, unless at least 2 players are going the same route. Otherwise, you'll just end up as a kingmaker at best. Plus, it turns out that culling your deck isn't that important because you can just upgrade your existing cards and almost all of the cards have some level of both currencies, leaving little tension in your deckbuilding decisions. To exacerbate the issue, there's tech that lets you put upgrades on top of your deck. In other words, it doesn't matter if you've fattened your deck because it's rare that you won't be able to do what you want anyway. Meanwhile, you'll be racking up huge points just by exceeding that 12 point max because of the 2 free draws you get at the end of each turn which you get for zero cost. So, yet another deckbuilding game from APG that just doesn't excite me.
cc_TheToph
I like this game a bunch. I like what it’s trying to do with culling versus acquisition. I think the theme is done well because it’s brought out by the deck building. I love the components, except the art on the back of the cards. But, it runs a bit long.
candoo
A super duper deckerbuilder, with mutilple tech trees, and area control. Deck building is not a much loved mechanic for me, but this one has tension. After one game, seems like there's lots to explore.