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Legend of the Five Rings: The Card Game
45m - 90m
2 - 2 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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
37.00
€
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
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Plunder boxes
Marvel: Crisis Protocol
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AnotherHorrorFan
2019-05: I really like L5R for so many reasons but at the end of the day the design is killed for me by the idea that most of the card play comes down to I go (+1), you go (+2).
BrendansBoat
It makes me so sad to give this game a "meh" rating, because the design of this game was ambitious and the production quality top notch. Not to mention the setting: a fantasy realm inspired by medieval feudal Japan. Samurai warriors. Ninja assassins. Mystical monks with magical tattoos. And mythic creatures from ancient legends of the far east. Who could resist?? Unfortunately, after a promising launch in the fall of 2017, this game totally died at my local game store, so I hardly got a chance to play it. And the game takes so long to play that getting it to the kitchen table with family was always difficult. Ironically, it may have been TOO ambitious. No doubt players fortunate enough to have a vibrant local scene or who enjoyed playing online were able to learn how to find and execute clear lines of play, and were able to appreciate the depth, complexity, and intricacy of this beautiful, immersive, and thematically rich game. But as an occasional player (at best), oftentimes I couldn't figure out what my game plan actually was and how each turn's multiple decision points contributed to it. Perhaps that was the experience of too many players. No doubt L5R LCG also suffered from the Living Card Game Problem: after several sets have been released, starting the game as a new player is just too daunting due to the learning curve AND the financial outlay required. This was in the days when to get a complete play set of the first set of cards, a new player had to buy THREE core sets at $40 each. Then you had to figure out which of the many expansions to buy...egads. No wonder a lot of potential new players said, "No thanks."
ArcticLancer
Honestly, just not what I hoped it would be (as good as Netrunner). Does not help that FFG pretty much took every possible step to kill the game as quickly as possible.