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Unfathomable
120m - 240m
2 - 5 Players
Ages 14+
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Deduction
Fantasy
Horror
69.00
€
30 day low:
In stock
Unfathomable quantity
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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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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bcnevan
The streamlining over the original version results in a three hour game where you do fewer things throughout the game. And what's left is a bunch of creaky card-based skill checks. The game does a terrible job of generating a dynamic experience on its own. There's little information exchange and little to no generation of ambiguous distrust. Instead, the game asks you to make decisions based on scant information. Games like Homeland do more to generate dynamic, ambiguous spaces. The questions the game asks of the players truly do not match the Cthulhu-setting. The monsters feel more like a game timer and nearly every other Chilulthu-based FFG game does better with narrative. The omnipresent flavor text is discordant with a monster invasion, as many pieces of narrative make the ship feel more like it is filled with clowns oblivious to the current invasion. The Cthulhu setting is also not supported by the game. This isn't about unknowable threats or cosmos horror. This is simply an invasion. Overall, I'm hard-pressed to find anything this game does well.
Arkeas
I had been wanting to play this one for quite a while after hearing about how amazing Battle Star Galactica was and now having basically the same game with the Cthulhu theme applied to it. Having a second traitor card dealt out half way through the game was a fun twist but the rest of the experience was a little underwhelming. We certainly had the right group for it, it just failed to impress. There were too many turns where it felt like you didn't really have many interesting choices. Any deep ones on the ship? No. Any damage? Sure, but I don't have the right cards for it. Well, I guess I'm taking a few cards? Whee. It would have been fine it that was the rare turn but it seemed to happen to everyone on a fairly regular basis. I'll stick with Shadows Over Camelot
AndreasFrank
With the right group, this is an awesome experience. It's not for competetive players who have "randomness allergy", but as a social experience with a strong meta game going on, this is a marvel.