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TIME Stories Revolution: The Hadal Project
180m - 180m
1 - 4 Players
Ages 12+
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
23.00
€
30 day low:
Out of stock
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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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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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game green
Art is great. Game itself is okay but I think it answered my question as to if I would like time stories. Not so much. Fun for an afternoon adventure but I don’t think I’ll be playing any more of this game line.
Funkofages
These are one shot games, so obviously I couldn't really play them again, but if I could, I wouldn't. Unfortunately, this game continues with the terrible rulebook and vague wording, causing several fairly long "breaks" while we try to figure our what we are supposed to do. The problem with the rules and wording ambiguities is that this is the type of game that does radical things to the board state at random times, where the answer to the ambiguities is in the next step, but you don't get to the next step until you take some leap of faith. Which would be fine if half the time leaps of faith didn't end up doing things incorrectly. I know the company producing this is French and translated to many languages, but they've had the same issues for 6 years. Additionally, we ended up "losing" our play through when one of the players took the final "test" and didn't know that it was a one time thing. I think the Azrak system and turn structure is much better than the white cycle. The "reboot" mechanic from the white cycle still stands out as the best part from that cycle, though it was poorly implemented in most of the white cycle.
jonasg
The high rating reflects my one playthrough of it, obviously I wouldn't play it again. I really like how the "blue cycle" has a small deck of indiviual dialogue/ encounter cards for each playable character. Makes the world feel so much more alive.