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Wilderness War
Play strategy cards as events or operations, activate armies, move along routes and waterways, fight battles, conduct sieges and raids, build forts, and control the frontier by war’s end.
Year2001
Players1-2
Time180
Weight3.31
Age12+
Age of Reason
American Indian Wars
Wargame
Action / Event
Campaign / Battle Card Driven
Dice Rolling
Unmatched: For King and Country
Select a Marvel hero, spend two actions to maneuver, scheme, or attack, resolve card effects in order, use battlefield items, and defeat the rival hero.
Year2023
Players2-3
Time20-40
Weight2.57
Age14+
Card Game
Comic Book / Strip
Fantasy
Action Points
Card Play Conflict Resolution
Hand Management