Hands in the Sea

2016 · Wargame

Hands in the Sea

Two players reenact the First Punic War, commanding Roman and Carthaginian forces across Sicily and the western Mediterranean. Each player manages a personal deck to perform up to two actions per round—moving fleets, conducting naval or field battles, besieging cities, colonizing territory, and recruiting mercenaries or cavalry. Players buy new cards from personal or shared decks and may acquire one Strategy card for a lasting advantage. Play proceeds over a series of turns (up to twelve) with income, random events, and scoring resolved each turn. Victory comes from having the highest score or by capturing the opponent’s capital.

Joueurs
2
Temps de jeu
90–120 min
Âge
14+
Complexité
3,1 / 5
3,8 sur Ludoyaà partir de 59,95 €AntiquitéDéplacement point à pointSimulationGestion de la main

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27
Parties enregistrées
20
Joueurs
2h 56m
Partie moyenne
15
Dans des collections
5
Dans des listes de souhaits
1
Précommandé

3,8/10

sur 5 avis Ludoya

  • Evan2,5

    I don't know what I thought I'd find here, but it wasn't what I wanted it to be. If I want to play A Few Acres of Snow, I should just play A Few Acres of Snow. Accept no substitutes. I guess I was drawn to the idea that the deck of event cards would keep the game different across multiple plays, but in practice the event deck was just full of very harsh and random effects that kept wiping away turns and turns of build-up to a die roll. Big pass on this for me. Component wise, we ran into a lot of cards that didn't seem clear as to how they functioned with no appendix in the rulebook to check. There are also a few procedural rules you have to just remember despite there being opportunities to have things written on the player boards or the central board itself. ☆ Art, Iconography and components functional ☆ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

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