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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
€
30 day low:
Out of stock
Search for:
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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hellp
[b]Update[/b] (after ~4 multi-player games): I really like it. It has a classic feel to it. Simple rules, many possibilities, very direct interaction, just the right amount of luck-of-the-draw that forces you into some tactical decisions; still the better player will win the game. Have played 3- and 4-player. 2-player should work as well. In my Top 10 of 2016. --- First impressions (based on one third of a 2-player demo game + two thirds of a 3-player game with premature final scoring): The rules are simple, the possibilities are vast. The main action selection, based on rough ideas/probabilities of what may be on your drafted cards was found interesting by all players. I like this tactical mechanism, you always have to adapt to this rounds situation. No (very) long-term planning possible/required. I can see how some may complain about a luck factor here. Maybe. Playing *order* of your (many) actions seems *very* important, scoring tactic tiles at the right time *within* a round can make or break your scoring. Player interaction is very high. The Fomori the evil "non-player faction" that are "played" by all opponents don't shy away from decimating your villages and castles in a blink. Sometimes this may even benefit you. And while the few core actions are very strong mechanism-wise, it does not feel abstract. For being an abstract game, the card-luck/choice and tactical feel would be too high anyway. But I think there is even some identification with your tribe. You want to expand and protect your villages, your shield your regions against the Fomori -- sometimes even "semi-cooperatively" with one or more opponents. And when you throw swords at the creepy creatures, there's a sense of fighting. Two scoring tracks (typically Martin Wallace?) make the end result -- at least for me -- a mystery until it is finally counted. I have no complains about the production quality. The artwork is good but has some minor issues. Players colors on the boards could be more obvious. The region colors on the board do not exactly match those on the tiles. And the roads between the locations on the map are clearly the works of a game designer, not a cartographer. Let's say: this won't win any prices for prettiness.
DtTall
An interesting concept of a game that forces trade off between more actions and corruption. Keeps things quite balanced since going for too much honor can actually distract from the corruption scale. May tire after a few plays, but well done and kept me thinking and balancing throughout. Especially with the additional square tiles and unique player champion possibilities.
jjones8086
1st Play - 24 Feb 2017 - I've always been partial to a great number of Wallace's games and this one is a pleasant re-skin/tune-up of Mordred. The resource selection mechanism is novel and with 4P makes for great meta-game in the card-play. I like the streamlined feel to play. Once the rules are real and the Mulligans spotted it's a simple 40 min game for 2 and an hour for 4. It takes a bit to get used to sending the Fomori out to battle instead of head to head conflict but with the tactics tiles this game provides at least three levels of tactical possibilities when planning and I see no reason not to give this another 10+ plays to see if it makes the shelf cut.