Game Info
Year
2016
Collection
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Description
Clash of the Cards is a high-speed, strategic battle card game in which you battle your opponents to steal cards and win hands. To win each hand of this rummy-style game you collect armies (sets of 4). The first player to collect 2 armies wins the hand, and all players count points. Keep playing hands until someone reaches 1,000 points.
Each card in the game can be harnessed during battle. Use special cards to defend your armies, to walk away from battle, slow down your opponents, or join battles you were not invited to, in order to increase your chance at winning cards. This game allows you to set up traps for other players and develop attack and defense strategies from your first turn.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 0 ·
mix 1 ·
neu 0 ·
neg 0
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Video 3RGbV57xiXc
Board Games UnLocked Review at 0:43 sentiment: mixed
video_pk 113703 · mention_pk 325991
Click to watch at 0:43 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The wooden unit pieces are liked, with well-done print.
- The art style is personally enjoyed, compared to The Grizzled.
- The special units (mortar, command tank, spy, general) are considered cool.
- The game is seen as a labor of love.
Cons
- The reviewer received the game in a state that suggested it was a prototype.
- The theme is not personally interesting to the reviewer.
- Felt no strategic depth.
- The word 'random' is misused a lot.
- The rulebook is in multiple languages and lacks clarity on certain rules.
- The game can feel like it would never end if certain rules are interpreted a certain way.
- Random elements (victory cards, maneuver cards) undermine strategy and feel frustrating.
- The board itself feels like a prototype and is not well-finished.
- The reviewer doesn't know who the game is for.
Thematic elements
- World War II battle
- Battle of the Bulge
Comparison games
- The Grizzled
- Stratego
- Blitzkrieg
Mechanics (from transcript analysis)
- Action Points — Players have four action points to spend on actions like placing, moving, or retrieving units.
- Maneuver cards — Cards placed on roads that add another layer of randomness when players reach them, offering benefits like extra action points.
- Objective Cards — Players draw objective cards that provide goals such as controlling specific roads or conquering a certain number of roads.
- Rock-Paper-Scissors — The unit combat follows a rock-paper-scissors system where infantry beats anti-tank, anti-tank beats tanks, and tanks beat infantry.
- special units — The game includes special units like mortars, command tanks, spies, and generals that have unique abilities.
- tug-of-war — Described as a core element of the game where players advance units along roads.
- Victory Cards — Cards drawn upon conquering a road that can provide immediate benefits like extra action points, adding a random element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Viewer discretion is advised.
- it's it's kind of a nothing game for me.
- Like I got really nothing out of it.
- I felt no strategic depth to it.
- The word random is uh misused a lot here
- I do not like the victory cards.
- I really, really do not like that in strategy head-to-head games.
- The special units are really, really cool.
- it's everything else that you're mainly using that's kind of lame and just provides nothing for me.
- this is it's just not for me.
- the board itself feels like it's a prototype board
- make sure that the finished copy looks like a finished copy.
References (from this video)
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