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Roxley Games | Radlands | Card Game | Ages 14+ | 2 Players | 20-40 Minutes Playing Time

£9.9£99Clearance
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Radlands comes with 34 Camp cards. Each player chooses three from a hand of six during setup. Some seem powerful to the point of breaking the game, while others barely seem useful at all, but it’s all about how they interact. In an elegant bit of balancing, the number of cards in your starting hand is determined by the Camps you choose: the more powerful and aggressive your Camps are, the fewer cards you draw at the beginning of the game. Cards are a lean economy in this game—everything is a lean economy in this game—and choosing three bruisers may leave you hurting in the long run, since your opponent can sprint out ahead of you in the early game with all those Junk actions. Workin’ ‘Neath the Wheel Till You Get Your Facts Learned

Radlands is a very serious card game with a card for pretty much every situation and this overtakes the fun a little for some players. My partner for example just finds it a little too much for her and so if you are not interested in taking part in a serious battle with one other player then this may not be for you. There is a limited number of things you can do each turn which some may find annoying. In Radlands, you take on the role of leader in a group of post-apocalyptic survivors. Your goal is to protect your three camps from a vicious rival group. The game is designed with a vibrant neon art style while taking place in a post-apocalyptic setting. [2] [3] Reception [ edit ]At the start of each turn the current player draws one punk card into their hand to help them out and if needed players can also spend 2 water to get a new card as well but, the water is needed for other things on the whole. Card abilities

Players are also able to have Punk cards in their hands equal to the card scores on their base cards, one player could have weak base cards so start with 4+ punks in hand whilst the other payer could potentially start with 1 or 0 punks in hand because they have stronger base cards in play. This leads to limited options at the start of games for some players, is from what I have played a very well-balanced system.All pieces come together in this box to make the game work smoothly as intended. The water tokens are easy to use and feel great in hand and the plastic bend resistant cards are superb. Bend shuffle these to your hearts content. No need for sleeves as these punks can take a beating. Gameplay Personally, I enjoy it and I think that the strategy is tight and very involved. There is a lot to keep an eye out for though and it can catch you out if you are not in the right mood for it. If I want a serious one-on-one card battle against another serious gamer friend, then Radlands is my new go-to game. Overview The effects available in Radlands are healing (which usually does not ready the cards unless specified), Damage (rotates a card on the first hit and destroys on the second hit), Destroy (usually costs more but is very powerful), damage a human (same as general damage but, only against "human" cards) or advance your event cards 1 space (activate immediately if in slot 1). Some cards also give you 1 extra water token but, these are rare. Event Cards The Super Deluxe Edition features the Karli Blaze box (uniquely numbered while supplies last), a hot pink vac tray, and 2 Hazmat playmats that fit right in the box.

Cards can be junked to get the ability in the top left-hand corner or played down in one of the 3 rows to protect the cards below it. If already in play, then a card’s effects can be used by spending its water cost. The water cost next to the name on each card is how much it costs to play the card down into your tableau and the effects listed at the bottom also come with a water cost, but these can only be used once the cards are in play. Gameplay is fast-paced, with powerful cards allowing the state of the game to shift rapidly. [2] While cards generally require at least one turn before their abilities can be used, the limited amount of resources players have make it difficult to mitigate an opponent's powerful cards while also playing offensively. [2] The high power of certain cards is balanced by the very limited supply of water. [3] Destroy all of your opponent’s camps, with their water, to declare yourself the alpha tribe and win the game. The effects available in Radlands are healing (which usually does not ready the cards unless specified), Damage (rotates a card on the first hit and destroys on the second hit), Destroy (usually costs more but is very powerful), damage a human (same as general damage but, only against “human” cards) or advance your event cards 1 space (activate immediately if in slot 1). Some cards also give you 1 extra water token but, these are rare. Event Cards But do not let the game's level of elegance fool you, as Radlands provides one of the highest strategic depth to complexity ratios Team Roxley has ever experienced.

How to play

The responsiveness of the design, the way I was forced/able to prioritize certain tactics long enough for the early advantage of that Camp to be negated, really impressed me, in a way I haven’t been impressed by a game in a while. Radlands rewards experience and thoughtful plays, even if it doesn’t involve much turn-to-turn strategy. The thrill of repeated plays is two-fold: you get the joy of discovering new Camp combos during setup and the satisfaction of figuring out how to play against whatever your opponent has. [Guitar & Saxophone Solos] An example of a full player setup with three camps, three people cards, and three punks.

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