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SHASN (The Kickstarter Presidential Edition)
90m - 120m
2 - 5 Players
Ages 12+
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
In games with a trading mechanic, the players can exchange game items between each other.
Trading
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
90.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
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D & D
Pathfinder
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joewyka
Players start their turns by answering a yes or no question about a politcal topic. Based on their answer they collect resources of political capital in funds, media, clout or trust. This capital is then spent to win voters or purchase Conspiracy cards that basically give a secret action you can use later in the game. The board is divided into a number of voting districts and when a player gains an absolute majority of voters, those voters are flipped and become points as the district becomes settled. Most votes when all of the districts have been decided wins. The most interesting aspect of the game are the political cards, theoretically. You are read a question and then you are read the yes and no answers with a bit of context around those answers. Every answer is associated with one of four political personas - the capitalist (funds), the showstopper (media), the supremo (clout) and the idealist (trust). The voting cards show what combination of resources are needed that turn and as a player you are trying to determine which answer will get you what you need. It is interesting in the way that the game ties correctly identifying a point-of-view in order to generate a particular resource. I've never seen a game do that before. Whichever answer you give, you get those resources and keep the card. When you get 3 and 5 cards of a particular persona, powerful abilities become unlocked and hasten the game to a conclusion. There are some mechanics, such as gerrymandering, that allow some movement of voters to and from certain districts, so there is some dynamic game play aside from the card play, which is needed and actually makes this a workable design. My problems? First off, when playing with a familiar political theme, the resources you will get off of your answers are pretty obvious. I played the Brexit deck and was frankly repulsed by the tedium of hearing a regurgitation of our common political themes of the last four years (Brexit issues are not that different than USA issues it turns out). I think the game is better when you play with the politics of an unfamiliar culture so that you can learn what is politically important there. I had thought that political familiarity would be an asset, but I actually think it is a detriment to the experience of the game. The questions are not deep at all and they do not really spark conversation or controversy like the designers advertise. This makes the game, despite its unique qualities, start to feel a bit generic. Other aspects such event cards and super-flexible resource collection tends to sap away much of the potential tension. The end result was a game that felt less unique and more bland the more we played.
Carter_Burke
Wanted to like but decided not to back. Grossly over-produced take-that game. Could almost make a home-made copy with cubes, but mechanics are not innovative.
hightouch
It's good. Very interesting mechanics, very dependent on negotiation and playing to a character, and totally 100% nails the political theme. Not sure how many plays it'd last before learning too many of the cards, but seems like you could then focus on playing to character more directly. Just can't see ever playing it with our group.