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Undermining
45m - 45m
2 - 5 Players
Ages 8+
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
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
28.00
€
30 day low:
Out of stock
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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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duckweed
Great theme, nice components, solid if uninspired gameplay. The rule book is inadequate to explain several of the key gameplay aspects and we found this frustrating for such a simple little game. Luckily, the player aid card and official FAQ posted here on BGG are excellent and answered all of our questions. I must admit I question a few of the design elements - like spending the majority of your actions simply moving to and from the refinery ad infinitum. Also, there's the layer of solid rock just below the surface. It's such a deterent in most games that I'm not sure what the point was, especially given all the portals on the board. Did we need star bucks (victory dollars) associated with the upgrades? Shouldn't buying the upgrades in lieu of contracting be reward enough? Finally, what's with the extra bays on UMV cards? Why not simply have the bays start blocked, as with the upper (upgrade) spaces on the UMV cards - the ones which are only removed and available in a 5 player game. Instead, you start with the bays blocked, then once you upgrade to extra bays you get... more blocked bay tiles. Huh? What am I missing? The minerals themselves are never named or explained in the rules, leaving players guessing as to which one is "X-ium" etc. Sure, you'll eventually figure that one out based on the artwork, but it would still be nice to have a reference. Ditto for the upgrades. The extra bay upgrade, for example, is not explained in the rules. Despite some odd design elements and numerous flaws with the rule book itself, the game is decent for such a quick contest, and the multiple paths to victory give it some depth and replayability. There is no way to stop a runaway leader, but with a game so short I'm not sure it really matters. And that's one of the game's saving graces - it's so short that many of its would-be faults can be written off by simply trying a new approach in a new playing.
Born-of-Ashes
This was better than I was expecting from the reviews. It was also a lot shorter (turns) than I was expecting, but I also suspect that may have had to do with a certain AP player convincing everyone else to just rush the endgame ASAP. It is a little too random in the way contracts come out that you basically hand points to the next player, but I do like how you can camp on a portal to block it for a round. I also like how tight the game is, it really is an efficiency race.
djnesq
You can exchange the resources that you have mined either for victory points (star bucks) or for enhanced actions. However, because the victory points diminish with each exchange, it almost always makes since to go for the VPs first. That is, the choice seems more theoretical than real, at least early in the game. Unusual and nicely implemented theme, though.