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Tainted Grail: The Fall of Avalon 2.0 (Gamefound – Core Pledge Sundrop)
60m - 120m
1 - 4 Players
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
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
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Medieval
Mythology
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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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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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alakat
Muy inmersivo pero se vuelve monótono hacia el capítulo 6 de 15, los combates se vuelve triviales(haces siempre el mismo combo) y la gestión de los recursos la tienes controlada con las habilidades
Am0rph1st
Easily the best tabletop game I've ever played. Rich story, stunning visuals and top notch overall quality.
Ambar88
After about a month of play, so far an 8.5. Playing on 2 player only, I can see how this would not be fun with 3-4. Story is super immersive and original, although the game slows down at times and seems to punish you seemingly out of nowhere just to pad the game time. Currently about halfway through and stuck on a particularly long chapter that has you running back and forth between locations that you have already explored already. We prefer it much more on story mode, as the Menhir costs are the primary source of "grindiness" in the game. Have heard it picks up in later chapters, will update review after completion. UPDATE AFTER COMPLETION: The game definitely does pick up after a mid-way event changes things around. The story was interesting enough to carry the game and keep us invested, and the grindiness goes away by the later chapters. Will leave at an 8.5 because of the issues listed below. The largest issue was balancing. The game takes away the Level 1 encounters too quickly, introduces Level 3 encounters to quickly, and leaves in Level 2 encounters for too long even after they have become trivial. Maybe it was because Chapter 6+7 had lasted for so long and we had farmed too much XP and upgrades, but by the late game combat/diplomacy was oftentimes over in seconds. It got to the point where we had so much XP we ran out of meaningful things to spend it on. The game does throw in a mechanic towards the end to make combat/diplomacy more difficult, but by then it's only a short while until the campaign is over. We also had about 25+ reputation by the end of the campaign, with no real way to spend it. Balancing also affected items (some of them are garbage, some of them are OP), Skills (90% are useless, 10% are must-haves), and Attributes (Caution is used in 90% of exploration, others barely ever). The ending also feels somewhat abrupt, as the only real "final boss fight" takes place well before the actual ending of the story, so when it ends it feels somewhat anticlimactic.