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“Wildlands: Map Pack 1 – The Warlock’s Tower & The Crystal Canyons” has been added to your cart.
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Atlandice
20m - 40m
2 - 4 Players
Ages 8+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
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
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Ancient
25.00
€
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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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Wildlands: Map Pack 1 – The Warlock's Tower & The Crystal Canyons
18.00
€
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frankdesuza
It is better than I thought it would be but never see it played with more than two and the neutral player. Dice rolls are luck as always - this will end up with the grandkids. Super light - not a gamers game - sorry. After a few more plays, adding a bit to the rating - it's okay, but once again not heavy at all.
Alaena
Aquasphere-lite because it has Time, crystals, submarines, changing stations/districts, area control, underwater theme. Rules are easy, but incomplete for 2-player - who gets to decide for neutral player during donations? I like it, but each turn is the same. It’s kind of mindless. It outstays its welcome for 2 players as in I felt like it should have been nearing the end halfway through. And the tile drawing isn't thematic. I would have liked to see the rooms flooding and people rushing out of there.
quietcorn
The start player rolls all the dice, then arranges the dice next to the sections of the board matching the value of the die. On a player's turn they take one of the dice, take one resource token from the matching section of the board, then resolve the space's special ability. When a section is out of tokens, you do a majority scoring for whomever is holding the most and second most of those tokens, remove the section revealing the one below it with a new ability then return the resources to the ship section. This is a great idea for a quick majorities dice drafting game that doesn't even get close to it's potential. Most of the abilities on the tiles are lackluster at best. The rest only serve to set other people up for good moves. For example, there's a submarine that when next to a section of the board means that you get 2 tokens instead of 1. One section of the board's ability for this is simply, Move the sub. To where? Why? How does that help you more than your opponents? Similarly, there are abilities that move tokens from bin A to bin B, or swap tokens from C and D. Why? Unimpressed despite my high hopes. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment