Whoah Nelly! Minimum of 5 players. But wow! The game play on this one. Clue meets Kill Doctor Lucky meets Murder mystery parties. It's maybe not the most simple game to learn, but the mechanics are there and I can clearly see how the different roles work together to create a great murder mystery story. As players drop off one by one, it makes killing harder to get away with. Luckily the murderer only needs his/her two kills for the night. Sounds like a bloody good time. The game.. not murdering at a social party.
This is a great starter's strategy game for parents and their kids. With the turn rotation of first moving your
mouse and then playing your tile, it help kids think ahead for their next turn. I would highly recommend this to any family with kids.
"This game of Swedish nobility is not the sort of thing that would normally turn my head but because it’s in ‘Flux Capacity Publishing Challenge’ I decided to give it the same attention as all of the other entries and I’m really glad that I did. You will see for yourself that all of the assets are really detailed and authentic looking. From the heraldic symbols to the historical mapping everything suggests attention to detail and a designer with a real passion for their subject. The rules suggest a game that is quite nuanced with elements of competition and cooperation. I see this as a game that would be the focus of a gaming night and one that would benefit from being played again and again by the same group of friends who like to learn and counter each other’s strategies. I think Mare Balticum will appeal to history buffs and strategy geeks everywhere and I for one would love to get to know it better."
(Fancy Squid Games)
"Looks good, I'm hoping, a curious and compelling weuro (euro-wargame). Haven't played yet. Rules not hard, carefully written and professionally presented, but I think missing a couple sentences of explanation. I might be wrong though. Either way, I think I could figure it out. Took me extra effort to see that Siege and Resistance "levels" aren't so much levels as year indicators. In that respect I think symbols would be more clear than numbers. (Numbers implied to me a math process of some simple kind, an increasing or decreasing force, when really they are year signposts.) Once I understood it seems so easy now. I appreciate that the high-altitude weuro includes supply rules, almost a must for any wargame. The placing of influence reminds me of an abstract game, but with sieges, battles, cities as NPCs, and hovering black-cowled Death. How will it play? Don't know, hopeful! Curious about the player dynamics... If the players do too much damage to the cities, no one will win except the war. The designer I think is one to watch. Acquired Oct 2014."
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