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Wyrmspan
90m - 90m
1 - 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
Fantasy
75.00
€
30 day low:
Available on backorder
Wyrmspan quantity
Pre-Order
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
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Plunder boxes
Marvel: Crisis Protocol
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BlueRoninRob
I prefer the real-world subject of Wingspan over the fantastical nature of dragons that is the basis for Wyrmspan. Set that aside and it seems like Wyrmspan is an improvement on Wingspan in almost every area. I do kind of miss Wingspans bonus cards that would give each player different objectives. Now you just have the end-of-round goals and the dragon guild, which are all public information. In Wingspan I could sometimes feel like the dice just weren't working in my favor. No dice here in Wyrmspan. The card draw is really the only luck element you need to deal with. Now when I end up low on resources, I know that the only one to blame is me. Rounds don't get shorter as you build your engine. There are many options for squeezing out just one more point at the endgame, including passing and ending your round early. Practically everything you have at the end of the game contributes to your score so while you will almost certainly feel like you didn't optimize everything, you won't feel like you're being punished for having more resources, dragons, or caves than you could use. This one will definitely hit the table again.
Aredan1528
Basically if you like Wingspan I can't see anyone liking this one less it's either even or slightly better.
Achire
Played twice at Tantrumcon. First time - table hated it. Second time - table loved it. First - definitely better at smaller player counts and if you hated Wingspan, you're not going to like it. The really great stuff about Wyrmspan is: (1) all resources are always available (2) shorter downtime (but not short enough to allow for high player counts (3) guilds are super-exciting and do add a bit of interaction (4) caves a fantastic twist. The theming, however, is much weaker in this one, which is going to make it harder to teach to people who've never played wingspan. Meat-eaters go on top, gold-hoarders in the middle, and crystal-hoarder on the bottom just doesn't feel as intuitive as "pelicans eat fish and go in water." I also don't know if the hatchlings really feel worthwhile... I'd have to play more to see how I feel about them. So overall, mixed feelings - I enjoyed it and I think more mechanically-inclined people will prefer it over Wingspan, while people who like thematic integration & appreciate ease of teaching will like it a lot less. Also, some people just like the excitement of rolling dice.