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Undaunted: North Africa
45m - 60m
2 - 2 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
32.50
€
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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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al_games
Enjoyable but a mixed bag overall. I like the systems and theme on the surface, but the scenarios are largely one-sided and the decision-making required is more simplistic than I'd like--there's usually one or two winning approaches to keep in mind and then you're playing out the rolls and draws.
bcnevan
Undaunted: Normandy had pretty slick deck-building that was held back by a poor scenario mix and mediocre board play, which often highlighted the low decision tedium of the system's combat and area control. Undaunted: North Africa zooms in closer to the battlefield, introduces vehicles, adds a bit of asymmetric flavor, and relaxes the control rules a touch to lessen the chance of entering a low decision attritional loop. These changes require different approaches to playing the LRDG and the Italians, and smartly keep a session moving towards a conclusion. The LRDG typically maneuver to strike or to escape, while the Italians often try to gain initiative and fire as often as possible. The vehicles add nice wrinkles to the board play without much overhead, and manage to be both effective and brittle at the same time. The scenario mix is pretty good; I'm much more willing to play a random scenario in North Africa as compared to Undaunted. Unfortunately, the changes of North Africa also narrow the deck-building choices. Bolster choices are fairly obvious in view of the scenario goals. And the game play exudes the feeling of a skirmish game, and not a particularly good skirmish game in view of the obvious decisions. The absence of the choices generated by Normandy's card reserve of different squads (A, B, C) is strongly felt. There's also less thematic flow to the card play in view of the scale change having each card type be a single soldier (as opposed to Normandy's scale, which has each card being a single soldier). Overall, many of the aspects that caused me to stop playing Normandy have been smoothed over and I'm willing to continue playing in North Africa. But while this implementation takes some steps forward, it also seems to take other steps backwards. There's still another riff on this system--perhaps somewhere between the implementations of North Africa and Normandy--that would capture all the benefits that give this system its promise.
aubrix
looks like a fun, light wargame so i can more effectively get my friends addicted to wargames more generally. starting at an 8 which i think it's slightly better than but we'll see. the second scenario is [i]way[/i] better than the first. very exciting. p: [b]2[/b]