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Tekhenu: Time of Seth
Expansion of:
Tekhenu: Obelisk of the Sun
60m - 120m
1 - 4 Players
Ages 14+
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
Ancient
Mythology
27.00
€
Original price was: 27.00€.
23.50
€
Current price is: 23.50€.
30 day low:
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Tekhenu: Time of Seth quantity
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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
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Chudej
This should have been a modular expansion. The way it integrates with the base game is the polar opposite of seamless, way down in the micro-rules hell. I've had the expansion since I first bought Tekhenu, but now after finally just 1 play with it, they're both going on sale. I think the only 2 ideas salvagable from this are the colorful dice and the cultist cards, the Seth board takes too much space while not bringing anything interesting to the table (come on, just a one-time resource bonus and some weak points from the houses?) You can both do much better than that Mr. Tascini and Mr. Turczi, did someone point a gun at you and made you do this expansion?
ninja_trilobite
The two-player Vizier module really amps up the competitiveness of the Maat phase, which was previously kind of an afterthought at two players, aside from the possibility of a negative point or two. By taking away a Destiny/Artifact card from your opponent, you can do some fun blocking (in addition to getting those extra 2 points when your opponent uses the Vizier's chosen god action). The expanded building strategies are also great.
Shuttlefield
On first play through, wasn't tempted to use the board that much and felt it didn't add as much as I hoped to the game. Find the placement of buildings on the main board an already good enough strategy but will see in further plays. Will give it a chance. 3rd play and the refill mechanism for the seth spaces does not work well - not a single grey dice was rolled to refill as described in the rules so it was little used. Shame - there are some good things here - but not quite enough to keep it useful or included - quite disappointed really. 4th game - proved a good addition as a technology negated all tainted effects and in combo with a cultist card was a good resource provider. The Thoth action was also a major winner as 5 buildings gave 5 cards when a decree was present giving 3 points per technology and and a 2nd decree offering to double the score from a decree for 2 gold. So 16 technologies gave 48 points and doubled to 96!