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War Chest
30m
2 - 4 Players
Ages 14+
Deck building/Pool building refers to a collection of related mechanisms. Players have a personal pool, or collection, of cards or tokens, that provide different actions and/or resources. A subset of those cards/tokens are randomly drawn each turn.
Deck / Pool Building
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
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Medieval
39.90
€
30 day low:
Out of stock
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
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Plunder boxes
Marvel: Crisis Protocol
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allantsai
Easy to learn, difficult to master. Deep strategy. High replayability. More unpredictable and fun than Chess. Heavy chips so satisfying to handle.
asfhgwt
Great production values, theme, mechanics, replayability. Abstract and somewhat chess-like (which I normally don't enjoy), but with only four units/types per side the combinations aren't overwhelming. Additionally, the game isn't over if you make a couple of mistakes or don't see your opponent's plan, and you can easily calculate what might be left in your opponent's draw bag. Finally, there's just the right amount of luck in the game. My choice for game of the year -- although it wasn't a very good year.
aruhsenberger
The short of it is, there are better abstract strategy games, like Onitama, Hive, Tak, and, perhaps my favorite, Tash Kalar. The long of it is--this is a worse version of the Undaunted series developed by the same designers: David Thompson and Trevor Benjamin. This is like a prototype, with similar systems, for that more thematic game, and as such the faults are much more pronounced here. I can't quite understand why this game is so popular. Perhaps the components, which are nice but also unnecessarily fancy at times, pull it up with "wow" factor. Although, this inflates the price of the game--which I'm not a big fan of. The problems here seem obvious. The game relies on a bag drawing system to move a type of unit (all which have special abilities), which you only have one of. Also, you use the bag draws to spawn new units or bolster (give more hp to) old units. Like Undaunted, you have three tokens to use for unit movement, summons, fighting, and the like in each round, and then you re-draw back to three after three turns back and forth with your opponent. There's nothing wrong with bag-drawing, but keep in mind this is bag-drawing that is tied to movement, attacking, and everything else. War games often add randomness to a game by added die rolls for attacks. They usually don't vary movement with die rolls, or outright prevent you from moving certain units with a random factor. Memoir 44 will do this a little, at times with cards, but usually it gives you a lot more options than not. That's what this game is doing--and I can see now why we shouldn't do it again. You might prepare for a left flank, but you may also never get the draw needed to execute it before your opponent draws attack after attack on you. Having movement go with random draws, especially, is immensely frustrating. Furthermore, there is no terrain and no way to hold off defensively, so this issue is made much more bare than in Undaunted, where at least you could gamble on defensive positions for a certain time. I have had games of this all too often, where you struggle to get out of the gate. If you don't get a good draw to move your units, and so you can't spawn more if you don't move your units off spawn points, it can mean a lot of wasted time. And, in general, this game can be quite slow. The board is small, but units move so glacially at one hex at a time, and so sporadically from turn to turn, that what looks like a few hexes might as well be marching for miles thematically speaking. Many games rarely have fighting in the first three rounds (or set of 9 turns). Tying basic movement and attack to bag draws of specific units is just far too random and luck oriented for what should be a bread-and-butter mechanic in a strategy game, that I can understand why other war games or abstract games don't do it typically. This idea is not likely to catch on and will remain the novel feature of this game mostly. Finally, unit balance does seem to be an issue. Some units just have much better abilities than others--and unlike a game like Hive, many units feel like an afterthought in that they offer very little thematically or conceptually to play with. Quite a few units, if playing with drafting, will just never get picked. In the end, you'd better buy Undaunted. It's cheaper where it counts. It's more thematic to hold up against the bad luck and much quicker to play. There is no compelling reason for this to be your first purchase over that. If you like Undaunted, you may give this a shot. But try it on BGA before you buy.