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The Realm of Shadows: A Trio of Solo Games (Kickstarter – All In Pledge)
10m - 20m
Solo Play
Ages 12+
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
Fantasy
57.00
€
30 day low:
In stock
The Realm of Shadows: A Trio of Solo Games (Kickstarter - All In Pledge) quantity
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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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spike8888
Based on my initial plays, it's not my favorite small box game. For one thing, the game has too much going on for it to be played in one hand as intended; it's got way more rules than, for example, Palm Island or even Maiden's Quest. It's much more manageable on the table, holding the main deck in hand (since you are constantly moving cards from/into that one). The method of taking damage/exhausting abilities makes it the most difficult to play in hand, as you have to keep your hero at a certain level and then also remember which abilities you have triggered with strength cards (can only be done once per ability) or exhausted. This is also remedied by playing it on the table and using counters to cover your heroes' used abilities. Lastly, certain monster combinations (dependent on luck of shuffle) can create large loops of AI abilities that trigger before you even have a chance to react. This is another hit against playing it one hand, if those abilities mean you have to keep moving cards around, but it also takes away from the fun of the game by making it feel like you have no control over it. Gonna put this one away for now and try it again at a later date.
CaseyMoeller
There’s some really neat ways the game is played so you can theoretically play it in your hands. Practically you’re going to play this on a table. There’s character abilities that only seem useful for the ones that are free to activate. Feels like you can either pick a range hero or a melee hero and their abilities aren’t that big of a deal. Sometimes the deck can stack against you and it’s impossible to win. Other times it’s stacked for you and you just walk through. There doesn’t feel like much choice on a turn or much of a way to influence the game.
Grislan
Excellent idea to be able to play a game in your hands without any table. The way monster waves are created is also pure genius. Nice and simple gameplay too. Only, it's darn difficult to hold cards in several different orientations and not just drop them all around the floor. My left wrist aches of squeezing.