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Remnants
45m - 60m
2 - 4 Players
Ages 13+
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
22.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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RustyBaker
Asked for it as a gift before really researching it, and discovered after receiving it that I didn't think I'd like it at all.
Kamaitatchi
Cool post-apocalyptic dice game. I'm a bit bummed that there seems to be little reason to prefer expanding your forces over just getting upgrades...
AlephBias
Played it at a demo event. A few key rules were missed (scavenge ends not on the first Bonus Tile taken, but when there are no more bonus tokens; resource granting developments can't be saved up, and can be used immediately upon being purchased; etc), so I really don't know how it would play with those, and I'm giving it the benefit of the doubt with this rating and not rating lower. Liked: Simultaneous dice rolling was by-definition exciting. The integration of theme was actually very well done, in my opinion. The die rolling for parts felt very on-theme for scavenging through a ton of areas trying to find something you could use. Too many things to focus on in the post-apocalypse, and always felt a bit hopeless against the raiders. Ketchup being the most valuable commodity. Disliked: Felt like you either needed to focus all on Combat, or just ignore it completely. No middle ground, and felt like even focusing on combat wasn't smart, as it only comes up 3 times and most of the enemies seem to negate or partially negate your offense or defense. Had a hard time seeing multiple paths to victory: Seemed like they would all involve spamming getting more workers. Felt like it was the type of game where you try to resist being torn down, not where you build up. My opinion soured when it seemed like I could only get a single development card per turn at most, when everyone else was getting 2+, or a development card and a survivor or 2, due to (what I now know was) the rule mistake. I would play it again, but I would want to get all the rules right, as I felt like my score was heavily impacted by the missed rules, and that would predispose me to having a bad experience. It has the potential to get a higher score in my mind, but I'd want to see that multiple paths to scoring high are possible, that the main strategy isn't just to buy all the workers possible, and that combat doesn't require going all in.