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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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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 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.

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. Destroy all of your opponent’s camps, with their water, to declare yourself the alpha tribe and win the game. The game is designed with a vibrant neon art style while taking place in a post-apocalyptic setting. [2] [3] Reception [ edit ] 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 LearnedBut 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. Worried that this might have indicated a balance issue, we decided to try again with the same setup. Once again, largely relying on the Mercenary Camp, I handily emerged victorious. Frank was able to delay the inevitable for much longer, but there was never a point where the outcome felt contested. This seemed like a real problem. It was my first game not using the introductory setup suggested by the manual, and we were immediately running into what seemed like an inevitable loss for one of the players. With so much to explore, Radlands gives the experience of a huge expandable card game, in a form factor that your gameshelf can actually handle.

Let me tell you about the night I fell in love with Radlands. My roommate and I were playing a game in which I had the Mercenary Camp, an incredibly powerful card. I opened the game by using it to destroy one of his camps, and things only went downhill from there. The whole game took less than ten minutes, and there was little opportunity for Frank to turn the tide. After 2 years of polishing, our development team is still completely addicted to the game. We have still never seen two matches play out the same way, and continue to discover new synergies and strategies that we've never seen before. 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 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.

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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.

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