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The Arrival
75m - 90m
2 - 4 Players
Ages 12+
In Action Point (AP) Allowance System games, each player is allotted a certain amount of points per round. These points can be spent on available actions, until the player does not have enough remaining to "purchase" any more actions.
Action Point Allowance System
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
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Ancient
Mythology
26.50
€
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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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gidorah
03.2023 THOUGHTS Maybe the most interesting bit about Arrival is the way players get resources. Seeing an approximation of what you may get on the backs of the cards helps you feel, in a small way, that you are making an informed decision. You flip the first two cards and cancel a row; flip the third and cancel a second row; and then flip the fourth to see all the resources you’ll get. It’s pretty clever! Unfortunately, there are really only two things that matter: the number of demons (Fomori) and tactic tiles. Buildings, swords, shields… yes, you’ll need all of those but they’re on a lower tier than the former items. Tactic tiles are the rule breakers of Arrival. More importantly, won at the right time, they mean a helluva lot of points. Did you happen to have a bunch of buildings in Temair? Here’s 8 VP. How many size-3 buildings do you have? Here’s 12 more VP. Stuff like this is absolutely maddening when you’re looking from the outside in, and like winning on a slot machine if it happens to benefit you. There’s no way to prevent opponents from getting them, no way to take them away: they appear, they give someone a huge advantage, and you either rise to the top or look off into the horizon at your opponents’ score markers. Like several Marty Wallace designs, The Arrival has multiple win conditions. The first is pretty straightforward: if the demons have been beaten back, the player with the most VP wins. But, if the demons have overrun the land, the player with the least corruption wins. While I appreciate that the second win condition exists, the likelihood of being a player who strategically plays for this win seems almost out of the realm of possibility. In order to have more demons on the board, you have to take more corruption so how could you ever push for that win condition? As someone who was working this strategy as hard as possible due to being shut out of tactic tiles, I don’t see a way to make it viable. The Arrival is a push-your-luck game disguised with a lot of baggy, uninteresting mechanisms thrown in just because. Worse, it takes up far too much precious table time to ever be worth returning to.
Dark Herald
STATUS: Keep Designer: Martin Wallace Publisher: Cryptozoic Entertainment Player Count: 3 Best Notes: Friends: Eugene & Jacques
joffgracia
Although many mechanics in The Arrival have been developed in other Wallace's games, this one is worth a try. Territorial expansion without dice rolling, amazing resources collection system. As it happens in this kind of games, kingmaking can be an annoying fact.