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03.03.2023

BOARD GAME REVIEW NO THANKS! In the game "No Thanks!" players try not to draw cards from the center of the table, paying for the privilege by placing one of their 11 starting chips next to the card. During a table game, chips accumulate until one player decides to take a card (and all chips) or is forced to take a card because they are out of chips.  "No Thanks!" contains a deck of 33 cards numbered from 3 to 35 and 55 game chips. PREPARATION FOR THE GAME To prepare "No Thanks!" , deal 11 chips to each player and return the remaining chips to the box. Shuffle the cards and draw 9 cards at random by placing them in the box without looking at them. GAME PROCESS In "No Thanks!" the first player reveals the top card of the deck. After that, the player must choose whether to place the card in front of him or place the chip next to the card and pass it; "No, thank you." Play then proceeds clockwise to the next player, who must make the same choice: pass or take. Continue like this until one player takes the card in the middle (along with all the chips), either by choice or because they are out of chips. The player who takes the card will also be the player who turns over the next card in the next round with the same set of decisions. Play continues in this manner until the last card is turned over and taken. RECEIVING THE CARD IN NO THANKS! Taking a card in "No Thanks!", the player places this card face down in front of him, a little further away from the other cards. At the end of the game, each individual card is worth as many points as the face value of that card. Cards grouped together in a continuous numerical sequence are worth the value of the youngest card in the sequence. In the following example, only 19 will be worth points at the end of the game.  Gaps between individual cards (and even grouped cards) count as a space and will cause the lowest card in each group to score a point. In the following example, both 19..

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02.03.2023

LINKO BOARD GAME REVIEW!  Linko! is another interesting card game that I think all fans of the genre should try if they get the chance. I'm not surprised to see Kiesling and Kramer's names associated with this game, but I am amazed at how diverse their design portfolios are. I've tried 4 of their creations in the last 18 months, which is pure coincidence, but I've enjoyed getting to know these designers' games. Linko! has been around since 2014 and I would consider it an almost unknown gem. It was originally released as Abluxxen I learned that the word is made up, but it is roughly derived from the German word Abluchsen, which means to take away, rob or steal. Add a picture of a lynx and realize that luchs is German for lynx and you have Abluxxen (I prefer the name Linko!... much more). Anyway... language lesson over. Ignoring all that Linko! it's a fairly easy-to-explain card game that has plenty of options and room for tricky moves. COMPONENTS Like many other great card games, all you need is Linko! it's a set of cards and some rules. Cards – there are only 110 cards in the game. Almost all (109) are used in the game, and one special card is used to keep track of whose turn it is...but we never use it because it's unnecessary. The deck itself consists of value cards and 5 jokers (X). Cards with denominations vary from 1 to 13, and there are 8 such sets in the game. Each value has its own color, mostly pastel. The meanings are clearly printed in each corner, and in the center is a nice image of a cartoon bobcat, smiling slyly at you the whole time. The colors do not affect the game, it all depends on the numbers. The 5 Jokers are very simple looking, consisting of an "X" and are grey/black to stand out against the rainbow that is the rest of the deck. All value cards feature a paw print on the reverse to emphasize the loose theme. Linko! The card (used to keep track of whose turn it is) has bright paw prints..

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28.02.2023

 Trick games are probably the best "classic" card games in my opinion because of the combination of luck, strategy, and bluffing that occurs when playing with other people. It gets even better when you add bets, because trying to hit a certain target number of tricks (or - even harder - no tricks at all) dramatically increases the strategy. It's a complex mix of elements that's hard to replicate in a single-player game because trick-or-treating games thrive on player interaction. For Northwood! so clever because it turns everything into a puzzle.  During the preparation of the game, you arrange 8 fiefdoms in a row. The object of the game is to convince each possession to ally with you through skillful diplomacy (by winning the required amount of bribes for that possession). Instead of forcibly conquering kingdoms through violent expansion or threats, you engage in diplomatic conversation (cards of the same suit are called "conversation cards") to peacefully unite the land of Northwood. Can we have more designs dedicated to peaceful discussion of our problems rather than criticism? Let's go back to mechanics. The target number of bribes depends on the location of the fiefdom in the row. The goal for the leftmost possession is 0 bribes, while the rightmost possession is 7. Now here's what makes sense: - After setting up the game (and between each "round") you draw a hand of 8 cards. After checking your cards, you decide which estate to visit. There is no set order. And since each fiefdom has a separate trump suit, you can prioritize which one has the best chance of winning. You can only visit each fiefdom once, and if you don't reach your target number by the end of the round, they will become hostile and impossible to defeat again.  I'm visiting the King of Eyes and have to win 1 trick with this card combination - I think it's possible! - Feudal rule each bribe by playing the top card of the deck and you must respond..

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28.02.2023

Hello everyone, in the last days of autumn we got a lot of great games, therefore, we are happy to inform you about new products and renewal of goods in our store Meet the fresh arrival and what's new in Lelekan-chiku Hurry up, the games are great and for all tastes, be the first to buy :)..

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27.02.2023

 I played a few games of Napoleon vs. Europe (NaE), a strategy wargame spanning the entire period of the Napoleonic Wars. At the heart of it is a card engine; Most of the actions you take are related to cards. Of the wargames dedicated to this period, I had to play The Napoleonic Wars and Wellington (a card engine wargame from GMT Games). They didn't leave a particularly bright impression, because both games adhere to the real story quite strictly and do not generate such a tense atmosphere as other wargames on the card engine such as Hannibal, Paths of Glory and Crusade and Revolution. After looking at the box, the map of Europe, and some of the cards, I decided to buy Napoleon against Europe in the hope that the game would have about the same experience as the old Napoleonic wargames I played a long time ago (Empires in Arms and War and Peace by Avalon Hill) - only without the need to look for a bunch of fanatical players who are ready to play for several months. Napoleon against Europe is a purely card-based wargame with somewhat simple but very interesting mechanics of sea battles, diplomacy, economics and logistics, as well as large-scale land campaigns involving army movements, battles, sieges, pursuits... Although I have limited experience playing NaE, I will try to describe the game mechanics, their pros and cons.  The action begins in 1805, when the French army stands near the English Channel, and French ships are in their ports. They are opposed by the ubiquitous British fleet and England's continental allies: Austria nearby, Russia in the distance. Each game move is one year (up to 1815); there are 11 moves in total. Each turn consists of a preparation phase and 6 rounds (however, due to event cards, their number can be reduced to 5 or increased to 7 if there is a winter campaign), in each of which participants take turns playing, as a rule, one or more cards . The French are always the first to go. The game has two separate..

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26.02.2023

ABOUT THE GAME It's a modular dungeon crawler, somewhat similar to Massive Darkness 2. There are 3 types of custom dice (black, green, and pink from weakest to strongest) that are required to pass various skill checks (usually when you fight, solve a task, or dodge from attack). There is also a built-in "try your luck" mechanic: you decide how many dice to roll during a check, but more dice means not only an increased probability of success, but also an increased probability of trouble. The characters roam the field in search of the items they need to carry out their escape plan (a winning condition with varying objectives and a boss battle), encountering various enemies and traps along the way, and if they're unlucky, Batman himself (what a monster ). After collecting items, the characters move to a new map - from Arkham Hospital to the place of the final confrontation. In this map, they have to complete a series of difficult tasks to successfully escape, with a limited number of actions at their disposal. The one who gains the most bad fame (which is given for successfully completing the most actions) will be the winner in the event of a successful escape.  The first introduction to the game (learning the rules and training newbies) took a lot of time, but subsequent games in TTS (solo and 3 players) were faster: about 2-2.5 hours. They ended in the sixth round on average. PROS OF THE GAME  The characters are very thematic and interesting. A comparison with Marvel United is suggested, where there are many interesting villains in terms of mechanics, but most of the heroes are quite boring and primitive. Here, all 5 characters available in TTS (Joker, Two-Face, Bane, Harley Quinn and Scarecrow) are unique due to the presence of various skills that are issued for completing certain tasks. Sometimes it's very thematic when you do something that suits your character to get a new skill. Yes, the Joker will most likely act chaotically and often..

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24.02.2023

 Beyond the Rift: A Perdition's Mouth Card Game is a cooperative game with a campaign mode. It has a lot in common with its predecessor Perdition's Mouth: the same characters, the same (not all, but many) enemies, the same decks of modifiers and wounds that clutter your deck. However, there is no field and neither is the pan; several decks of cards are enough for the game. The mechanics are actually very simple. There is a hero action card deck (each has a fixed set, but new cards may be added during the campaign), an enemy deck, and a terrain deck (not in every scenario). The composition of enemy decks and terrain depends on the scenario. That's basically all, if you don't take into account character tablets and cards of wounds and fatigue. However, the variety generated by these simple mechanics is astounding. Then you try to kill the summoners before they finish the ritual. You are rescuing peasants from a burning hut. Then go through the dungeon in search of a dwarven mechanism. So you find yourself in the middle of a battle between orcs and elves and trying to stop them from killing each other... The scenarios are very diverse, despite the fact that the game consists of only a few hundred cards and a 15-page rulebook, all of which are fan-made.  In addition to the impressive variety provided by the 78-page campaign book, I really like the hand management (the game encourages combo-making) and the try-your-luck style combat. Each turn in the card selection phase, you replenish your hand to the maximum size (6 cards when playing with 2 heroes; by the way, you can play here with 1 hero), after which the characters take turns playing cards in any number (so that there is enough energy). Only when they can't or don't want to play any more cards does the enemies phase come. You defend, attack, and do a bunch of other things by playing cards and paying for them with energy, a resource that's also generated during the card draw phase. It is possible to play..

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23.02.2023

 Civilization with euro elements without a map is about making our policy the best in all of Greece. We get an economy game with different factions, dice, cards and great fields for players. DESIGN AND COMPONENTS The game looks very beautiful, and the box cover itself attracts attention. The player fields are expertly crafted and indented to accommodate faction tablets. Each field also has all the information you need about the actions you can take. I like this solution.  The only thing I would complain about is the scoring track, where there is only a value every five points. It would be easier to calculate points if all values were displayed. It's especially troublesome when you get a lot of points in one round. There are 7 factions to choose from - each different, with different abilities and different victory conditions. There is also a short description on the back of each nation tile. Our countries guide us on the strategy we must use in each game to win. GAME PROCESS The game is played over 9 rounds and let me tell you, Hora is very fast playing. One hour - and it's done. In preparation for the game, we draw 7 event cards out of 14. There will be a total of 9 events in the game, with the first and last always being the same. At the beginning of each round we take one event card, and at the end of the round we resolve it. They give a certain bonus to the player who has the most military power and take something away from the player who has the least. I wish they were more varied and created more chaos in the game. There are 7 actions in the game, which have values from 0 to 6. In each round, we roll 2 dice (if we unlock the corresponding space on the player's tablet, then three), we choose which two actions we want to perform and assign them dice. To perform an action, the die must show a result equal to or greater than the result on the die. It may happen that someone is unlucky (as the last meeting showed) and will not be able..

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16.02.2023

Hello everyone, we have received many great games in the last few days, therefore, we are happy to inform you about new products and renewal of goods in our store Meet the fresh arrival and what's new in Lelekan Hurry up, the games are great and for all tastes, be the first to buy :)..

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14.02.2023

DESCRIPTION OF THE CELESTIA BOARD GAME  In Aaron Weisblum's last game, a remake of 1999's Cloud 9, players board a skyship to collect treasure in various cities around the world of Celestia.  Celestia is a light dice game with a try-your-luck mechanic and features top-notch components. That's what drew me to Essen 2015, when the game topped many hot lists. And over the course of a few games, I began to admire the clever gameplay in addition to the beautiful components. ABANDON SHIP OR TRY YOUR LUCK  Celestia is a card and dice game. Each player's goal is to discover and collect treasures in the most remote cities of the world of Celestia. The player who builds the most prestigious treasure collection (ie the player with the highest score when the player reaches 50 points) is the winner. Each player chooses a color and their pawns are placed on the ship. The ship will move from cities with a low number to cities with a high number, and the longer the player stays on the ship, the better the reward. But if the ship doesn't survive the peril, any players unlucky enough to stay aboard get nothing! One player is appointed captain; this role will change as the journey progresses. The captain cannot disembark while there are other passengers on board.  In a certain turn, the following will happen: The captain rolls the die. The number of dice rolled depends on the number of dice symbols in the next city on the ship's path. Each passenger chooses whether to continue the journey. Going around the table clockwise, each player announces whether he will stay on the ship or leave. If they leave, they take a "treasure" from the deck corresponding to the city they are currently in. A player always gets at least the number of points corresponding to the city, but he can get more. Treasures become more expensive the further along the ship goes, so the passengers try to stay on it as long as possible. The captain must then (if he has any) use "equipment..

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