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The Expanse Board Game
60m - 60m
2 - 4 Players
Ages 14+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Movies / TV / Radio theme
44.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Family and Children
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Ελληνικα Παιχνιδια
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
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D & D
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asgersteffensen
Simple, elegant rules and mechanics that yet feel thematic in coordination with the card contents and that allows deeply strategic decisions. A good design, and a good game.
darthboywonder
A solid and relatively brisk take on the COIN system, with some fun features all its own. The cardplay is very engaging, particularly given the VP expense of the newest cards and the possibility of holding a card and playing it immediately before scoring. Faction asymmetry is subtle but meaningful and grows nicely as the game progresses, especially if playing with the technology module of the expansion. Those technologies, paired with a narrowing number of bonus scoring tiles, give the game a nice arc, making the conflict more focused and more bloody with each scoring interval. There are a few things holding this one back. The rulebook and cards contain a significant number of ambiguities that slow the game's pace. The board, while improved (in some ways) by the expansion, is not particularly user-friendly. Scoring every base, plus each faction's preferred resources, also slows the game's otherwise solid pacing. And, finally and probably most importantly, what you are actually *doing* (i.e. dropping cubes and moving ships) feels a little thin at times--one more layer of depth or subsystem or level of player interaction would really add a lot. Still, I really enjoy this one and appreciate it for filling a unique role in my collection.
ajewo
The Expanse is a tactical, competitive area control board game by Geoff Engelstein (Space Cadets, Survive: Space Attack!) base on the tv show. The game uses a similar event card system like Twilight Struggle. There is a lot of player interaction without being vicious with a lot of back and forth. Scoring happens dynamically and shifts over the course of the game. [b]Pros:[/b] + Settting captures the TV show quite well on a tug-of-war influence-level. + Multi-used cards that grant a number of action points or grant an ability which is usually only available for some of the four factions. You may spend one victory point to keep the card to play it later (timing, flexibility). + Simple core game that creates a deep game: select a card from the event track: keep it or play it. Either use the card's event ability or use it's action points (other players may then trigger the event ability). There are five cards to choose from the event track with ascending costs. + Dynamic initiative order track used to determine who can trigger an event first. + The game is all about triggering event cards and scoring at the right time. There might also be some cooperation/agreement between factions (one use an event for AP and the other for the event). + Game ends when the sixth scoring card is revealed (unvertainty, timer). Sometimes not all scoring cards can be triggered. + Victory points are also used as "money" to buy event cards. Trade-offs must be made: Do I really want to pay for that event card or is the card for free good enough? + Action points can be spent to move fleets, place influence cubes, or build fleets. + Four different factions with special abilities and default scoring objectives. The abilities are distributed on event cards, however, events can only be triggered by certain factions. Moreover, each faction gets bonus points for certain bases/resources. The expansion gives each faction more unique tech cards.. + Orbital dominance (fleets) make area control for bases more interesting. Moreover, players can only place influence where they have fleets (except for events). + "Neutral" Rocinante ship shifts alliance and grants additional abilities to the current owner (catch-up mechanism). + Secret bonus tiles for scoring provides some bluffing and potential conflict. Since scoring tiles are used up for certain areas, other areas get more valuable over time (which can also be a opportunity for catching up). + Variable scoring rounds triggered by players There is uncertainty when scoring cards are revealed. The number of scoring rounds may vary from game to game. + Compact game box. All content of the base game and expansion fits into the main or expansion box. [b]Neutrals:[/b] # Great, essential expansion that replaces some components and adds more variety variety with five new modules. The protomolecule module is best, which adds a "hot potato" area to the game. # The gameplay feels rather abstract. # Better experience with groups which play the game regularly or with people who have played the game before. # Language dependent: text on event and technology cards plus player board. # Artwork is clear and functional. # Components are okay (replaced and improved by the expansion) # Some direct player interaction: fight for area control. It is not that devastating, it is more a back and forth. # Luck of the draw for event cards (timing / player order). # Minor potential for hate drafting. # Does not scale well with different player counts. Best with 3 or 4 players. # Catching up can be difficult. # Slow and nuanced progress / player turns: the game can give the impression that you hardly make any progress in your turn. In a four player game, you may feel everything has been reset when your turn comes up again. [b]Cons:[/b] - Analysis paralysis: especially for calculating who benefits how much if a scoring card is triggered. Scoring is quite complex due to factions' bonus resources, the secretly chosen bonus tile, orbital dominance, and kept event cards of other players (hard to keep track of everything). - Not a beginner-friendly game: the event cards affect players differently depending on current state of the board, player order, and which faction is triggering it. Bad play may benefit certain players much more than others (this is also true for triggering scoring at a "bad" time). - Lack of variety for each faction (new technology cards are added in the expansion). - Reading the laid out event cards is not easy for all players (too far away, cards lie over head). - Event card effects are sometimes not clear (see FAQ). [b]Game with similar feel: [/b] * Twilight Struggle (similar action point / card event system for 2 players only) * COIN series (intertwined assymetric factions, area control)