The player's actions are so defined by the cards they have in hand that I found it hard to know what my opponent could do, so it was more tactical than strategic but I imagine that changes once we're familiar with all the cards.
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Started a bit slow but the end was tense and surprising due to the multiple possible end triggers. There's quite a bit to keep in mind with all the abilities and items in play. Fortunately it also plays well even if you, like me, don't care for Stranger Things.
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The part where you control the tempo of the Activation Marker really reminded me of my prototype for Carousel (later Multiuniversum), when it was about time travel and had the players controlling the flow and direction of a timeline.
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