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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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Kromlek
Tried on tabletop simulater. Row selection mechanic was interesting but didn't seem like too much else in the game to excite me.
ajewo
The Arrival by Martin Wallace (Steam, Brass) is a competitive area control game against a common foe. [b]What makes it special?[/b] * Unique action selection system (reveal cards and block rows until one row remains) * Twisted win condition (like in A Study in Emerald) * Network building (like in AuZtralia) * Fighting competitively against a common enemy (like in AuZtralia) [b]Pros:[/b] + Unusual fantasy theme in Ireland + Semi-cooperative fight against a common foe + Unique action/resource selection: reveal cards, block rows until you commit to the remaining row with define your actions (tactical decisions, simultaneously play). + Twisted win condition (most victory points vs most corruption). + Network and defense building + Simple, deterministic combat system + Variable player powers in the second edition + Easy to teach and play [b]Neutrals:[/b] # Second edition has a clearer rulebook and better artwork, however, wooden tokens were better in the first edition. # Rather quick playing time, but could have been a little shorter # Direct player interaction # Some luck of the draw (enemy tiles and resource cards) [b]Cons:[/b] - Neutral enemy may be too less a threat (depends on player count and group) - Fights may result in a back and forth repeat stalemate - May be too light for some gamers - Color scheme makes it hard to distinguish tokens on the map (second edition) [b]Related games:[/b] * AuZtralia (network building, area control, fight against common foe) * A Study in Emerald (unusual win condition)
JiffM
Nice game. Box artwork a bit deceiving. Look forward to playing and figuring out the deeper level strageies.