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The Court of Miracles
40m - 40m
2 - 5 Players
Ages 10+
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Medieval
32.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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dtmoura
Excellent games that does exactly what it sets itself to do. Great player interaction, very tactical, 60second setup, 5min rules explanation, games may take 20-45min. It reminded me a lot of Hansa Teutonica, but it much lighter form with a but more luck, which is totally fine because it is a quicker game. You can get some nice combos but some players may AP a little bit. Great game to be used as gateway to non-gamers without alienating heavier gamers.
curtc
Update: Rating going down after additional plays. Never a good sign. The cards are just not that interesting, and would have benefited from more/better development. I love the look of the board, but unfortunately I think we're done with it. I don't have (m)any games like this, so it feels fresh. Maybe partly because I don't usually play bluffing games. Players try to get all 6 of the renown tokens on the board, and first player to do so wins. Most of your renown tokens will be put on the Renown Square, which is an area that you can buy into at various price points for various benefits. The other option is to get renown markers on the neighborhoods of the main board as control markers. The main thing you do on your turn is play one of your rogues to a one of 3 spots in each of 5 neighborhoods. Both the spot and the neighborhood have some benefit, and you get both. Owner of the neighborhood gets $1 anytime someone plays in the neighborhood, so you want to control them during the game, not just for victory condition (I missed that on my 1st read). Occasionally the neighborhoods are evaluated for ownership in a "standoff" (such as when all 3 spots are full, but there are other possibilities to have a standoff when all spots are not full), and rogues are revealed. Highest sum wins. Rogues come in different values, and the value is on the bottom of the token, so it's a bluffing game. Everyone starts with the same set of rogues, but you can upgrade them, and when you do other players don't know what you're getting / giving up, so it's hard to keep track of what everyone has. You can also play a card on your turn, and those were a bit frustrating as they varied significantly in usefulness. On the high end is getting 3 coins. On the low end is getting literally nothing. The components are generally nice, even though the box is mostly air. The irregular board shape is interesting, but the tokens with hidden values on bottom and player markers on top work really well. But the iconography on the coins could have been better. Sometimes seeing a coin means either get or pay coin(s), and sometimes there is a condition that you either win or lose the standoff for your token's benefit to kick in. There is no iconography to distinguish between these. By the time you finish your first game it's easy enough to remember, but better iconography would have helped new players. Note to self: With 5p I suggest giving 3rd player $2 to start instead of $3.
hexagrvm
Not bad, not good. Nothing interesting but it works well. Fast area control for unsophisticated players.