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Wild: Serengeti (Kickstarter Edition)
45m - 120m
1 - 4 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
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Animals
53.00
€
30 day low:
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Wild: Serengeti (Kickstarter Edition) quantity
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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Sapphire Sleeves
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esfive
W: upgrades & mini expansion Pros: beatific minis, coolish table presence Cons: put me and gf to sleep. The game is like a very bad and basic version of Everdell. It’s a tableau builder, but lacks excitement. You know how in everdell after every season you compound your tableau to gain resources? Well, in this game you have to get an incredibly, and unrealistically large amount of the “resources” printed on card captures to get a reward. What’s the reward? Always victory, sorry, DOCUMENTARY points. So in between turns you’re going to fall asleep and then wake up to the real nightmare: this horrible game. Oh and it’s 7 rounds, that’s about 4 too many for this basic butt euro.
djs326
A very solid game, unfortunately it takes entirely too long. If I'm going to play a game this long, I would play a game that I love. There are pieces of it that I enjoy, but I cam get those feelings from much shorter games (eg, a feeling of 'can I make this happen?' and finding it, I get in from Element in 15 minutes). After one play, it seems that the green icons are completely useless/undervalued and you shouldnt ever go for them. Diamonds are an undervalued honey trap. Because of the animal icons counting during Awards, the actual animals printed on the goals mean almost nothing and the animal for the award means almost nothing. It's really discouraging taking a few minutes each turn evaluating how the board state has inevitably changed from what you'd planned, and trying to scrape anything productive out of your turn -- and then getting nothing. You can try to set yourself up for a future turn, but again, it will likely change. I would be interested in playing again with 2 house rules -- 1) animal icons dont count when determining award winner, but do get counted for points, 2) taking two actions on your turn, so that you can immediately set yourself for something. Curious if this would expand the decision space on your turn too much and slow it down, or if players would stop when they find something to do instead of taking forever to search the entire decision space and realizing they have no meaningful option whatsoever.
Coralouwho
Wild: Serengeti has 198 cards & Animal Specialist Mini Expansion has 17 cards, so 213 sleeved with Mayday Standard-Card "Green" (63.5x88mm, MDG-7041, 100pk). Originally was KS - https://www.kickstarter.com/projects/badcomet/wild-serengeti KS Unboxing - https://youtu.be/xiPfIlXM56o #LetterW #Animals, #Wildlife, #Hippos, #Giraffe, #Lions, #Jaguars #Nature #Africa #Photography