Hexagon Fighting Championship (2020)
Temps de jeu: 15
Age min.: 12
Joueurs: 2
Editeur: World Pankration Authority
Concepteurs: Ryan McCourt
Artistes: Ryan McCourt
Mécaniques: Trick-taking, Roll / Spin and Move, Grid Movement, King of the Hill, Static Capture, Zone of Control, Dice Rolling, Hand Management, Take That, Hexagon Grid, Simulation
Age min.: 12
Joueurs: 2
Editeur: World Pankration Authority
Concepteurs: Ryan McCourt
Artistes: Ryan McCourt
Mécaniques: Trick-taking, Roll / Spin and Move, Grid Movement, King of the Hill, Static Capture, Zone of Control, Dice Rolling, Hand Management, Take That, Hexagon Grid, Simulation
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With defensive maneuvers, movement, and an array of attacks, in the Hexagon Fighting Championship you can gradually grind your opponent down in a war of attrition, or win a sudden victory. Using of a hexagonal-grid game board, a 54-card deck, a 6-sided die, 2 tokens to represent fighters, and poker chips for damage, two adversaries seek positional advantage, attacking one another, and defending against, strikes, grappling, chokes, locks, and fouls.
Attack cards are played at various ranges, and to varied effect. Strikes (clubs) can hit from distance, and do damage. Grappling attacks (spades) apply from closer range, do damage, and put you in control of your opponent. Chokes (hearts) can be played within the grappling clinch, and end the fight immediately when successful. Locks (diamonds) do the same, but unlike chokes, score damage, too.
Defending attacks generally means playing a higher card of the same suit as the attack, or two lower cards in the same suit, unless you're in top position in a grappling clinch, in which case your grappling (spades) trump your opponent's chokes (hearts) and locks (diamonds). Fouls (jokers) trump everything.
Players pay for damage caused by attacks with their supply of poker chips; but, when those chips run out, or if your opponent scores a successful submission hold on you, you've lost the fight: the winner takes the chips.
—description from the designer
Attack cards are played at various ranges, and to varied effect. Strikes (clubs) can hit from distance, and do damage. Grappling attacks (spades) apply from closer range, do damage, and put you in control of your opponent. Chokes (hearts) can be played within the grappling clinch, and end the fight immediately when successful. Locks (diamonds) do the same, but unlike chokes, score damage, too.
Defending attacks generally means playing a higher card of the same suit as the attack, or two lower cards in the same suit, unless you're in top position in a grappling clinch, in which case your grappling (spades) trump your opponent's chokes (hearts) and locks (diamonds). Fouls (jokers) trump everything.
Players pay for damage caused by attacks with their supply of poker chips; but, when those chips run out, or if your opponent scores a successful submission hold on you, you've lost the fight: the winner takes the chips.
—description from the designer
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ag.gameitem.lastUpdated: 2025-05-15 12:30:34.301