Crave

Crave

RRP: £24.99
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Crave is a new strategic deck building card game, featuring modern hipster vampires and vampire hunters. You’ll battle your opponent and use your influence to bring new characters, spells, actions, and items to your side. Each game is unique based upon what you see available to acquire, in addition to the varying paths your opponent may take. Crave is a fast playing, competiti…
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Category SKU ZBG-HPSBFS2020 Availability Out of stock
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The 1v1 direct gameplay
  • The weird and wonderful creatures
  • The Artwork
  • Easy to pick up
  • Unique market layout

Might Not Like

  • Limited starting hands
  • Lack of components
  • Modern trendy theme
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Description

Crave is a new strategic deck building card game, featuring modern hipster vampires and vampire hunters. You'll battle your opponent and use your influence to bring new characters, spells, actions, and items to your side. Each game is unique based upon what you see available to acquire, in addition to the varying paths your opponent may take.

Crave is a fast playing, competitive game for 2 players per set, playable for up to 6 players at a time. You represent either Vampires or Vampire Hunters, and can acquire new characters exclusive to your side, as well as other factions available to either party.

Each turn, spend your influence to gain new cards which make your deck more powerful. Equip items to characters, and create special combinations unique to your side, whether you are a vampire or vampire hunter. Use patrols to block your opponent, and poison their deck with wolfsbane and other plants. Win by draining your opponent's health before they do the same to you in your battle to survive.

The 6 factions include:

- Vampire Hunters #strongertogether
- Vampires #lessismore
- Werewolves #moreismore
- Plants #pickyourpoison
- Groupies #pickme
- Enchanted #inyourdreams

Unique attributes include:

- Mutual card purchasing market PLUS personal markets
- Asymmetrical, unique starting hands, exclusive to your side
- Some purchased cards go into your opponent's deck
- New keywords and special abilities

Factions:

VAMPIRES:
Vampires are bent on destruction, draining the life from others, and are able to trash cards more frequently. VAMPIRE HUNTERS:
Vampire Hunters have a team-based attack with more healing, dexterity, and benefits in the marketplace. WEREWOLVES:
Their heavy attack grows even stronger as they increase in number. GROUPIES:
A support group who want more than anything to be either Vampires or Vampire Hunters. Will even sacrifice themselves to support their side. PLANTS:
Acquire poisons and drop them into your opponent’s deck to weaken them. Poisons affect your opponent directly, as well as affecting their characters in play. ENCHANTED:
Special characters, items, and spells giving strong, varied, inter-co

 

Crave-feature-image

Did you just spill my gluten-free pint!?

Crave is a 1v1 (for each copy of the game) deck building game set in the modern world – but with some mythical creatures, poisonous plants and the odd hipster.

Crave-cards-1

How to play

Each player takes control of either the Vampires or the Hunters and a starter deck of ten cards. The starting player draws four cards, whilst the opposition draws five, after which, every hand draws five – bolstered by any active cards or special abilities.

Each side also has a ‘private’ market from which they can buy more units from their faction and then there’s the ‘public’ market which is available to both sides and contain other ‘factions’ such as Werewolves (which gain strength from pack tactics – meaning the more you have the stronger the pack) or Groupies (that kid that laughs at anyone’s jokes in the hopes of being invited to join the group) or Enchanted (not your average big smiler). And then there’s Plants – which can heal or hurt and can be bought, added to the opponents deck and used to both think out a potentially good hand and hurt and damage the player at the same time.

Each card has Influence points and Attack points and special abilities.

Influence points let you recruit new cards to your deck, from either your private or the public market, whilst attack points grow and combine with progressively stronger draws, whilst special abilities do many things – from stunning an opposing creature or to turning them to your cause – to damaging the enemy if defeated or outright killing an opposing creature without effort.

Within the decks are characters or who are either Sentry’s or Sentinels and are cards that, when drawn, remain on your tableau, bolstering both your Influence and Attack points and access to their special abilities. There are also equipment cards that have to be ‘attached’ to a character, which strengthen it but are removed if the character is defeated. A Sentry character (represented by a triangle symbol) ‘patrols’ your camp and provides relevant bonuses but are optional targets whilst a Sentinel (represented by an octagon) are obligatory targets and must be attacked and defeated before you can damage the opposing player or any other patrols.

However, both can be ‘stunned’ or ‘turned’ if you possess a character with that ability, meaning that you can attack weaker targets or even hit the opposition full force without wasting any damage.

On top of that, Vampires have the ability to heal via the ‘Drain’ ability and Hunters can focus on healing – with the likes of cups of coffee or damage each other with things like nightshade and garlic.

Crave-cards-2

Overall

The overall aim of the game of the game is to attack until the opposition’s health drops to zero – and then you win (Side note – the ingenious health tracker using two overlapping cards).

I confess, it may sound a little confusing or difficult but after one game, you’ll be fully in control and working out strategies to win.

The cards are beautifully illustrated, linen finished for quality and tarot sized, for more visual impact on the table. It plays fast once you’re all good with the rules and although there are only two base hands, which feel a little limited, once you begin to expand with other factions (or more of your own) the game really comes into its own. My only real gripe being – I wish there were alternate starter decks, just to maximize the replayability.

A great little card game!

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The 1v1 direct gameplay
  • The weird and wonderful creatures
  • The Artwork
  • Easy to pick up
  • Unique market layout

Might not like

  • Limited starting hands
  • Lack of components
  • Modern trendy theme