Dokmus

2016 · Construcció de territoris

Dokmus

Players lead a tribe on an expedition to a mysterious island made of eight double-sided map tiles arranged in a 3×3 grid with the center empty. Guardians are represented by draftable cards each round; the chosen Guardian determines turn order and grants a unique power such as moving or rotating tiles, moving tokens, or claiming the first-player marker for the next round. On a turn, a player has three tokens to place as influence, to sacrifice to cross water or enter forests, or to throw into volcanoes. The island’s layout shifts as tiles are moved and rotated, and scoring awards points for discovered temples and ruins plus sacrificed tokens.

Jugadors
2–4 millor amb 4
Durada
20–40 min
Edat
10+
Complexitat
2,1 / 5
7,1 a Ludoyades de 24,90 €MitologiaEstratègia abstractaMajoria/Influència d'àreaMoviment en graellaSelecció oberta

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Preu més baix, últims 12 mesos24,90 € – 24,90 €

A les taules de Ludoya

Totes les estadístiques a Ludoya
27
Partides registrades
50
Jugadors
55m 25s
Partida mitjana
11
En col·leccions
5
En llistes de desitjos

7,1/10

de 3 ressenyes a Ludoya

  • Evan7,2

    In this game you have a grid of landscape tiles. You start with a single settlement piece on a corner tile's edge. Each round players draft turn order tiles, with each one having a special power. On your turn you can place three settlement tiles adjacent to your existing ones, and use your special power in any order. The powers manipulate the grid by moving a tile, rotating a tile, letting you bump one of your settlement markers one space or just becoming starting player. Then, each of the different terrain types have a special rule to deal with it. The ultimate goal is to have settlement pieces next to the different temples scattered throughout the board. The game is very engaging and clever considering it's simplicity. There's a big reward for being on all the tiles, so players really compete with each other for the moves and rotates, trying to get the most of our your limited actions. Some times require pulling a piece off the board, for example, if you leave any settlement tokens on volcanoes, they have to be pulled off. This isn't bad because these tokens are considered sacrifices to the gods, and there's a majority endgame scoring for most sacrificed. This is also fine from a scoring standpoint, since you really only care about being next to temples, so if some of your connecting pieces have to flay away to get there, it's no sweat off your back. It also helps the boards from getting impossibly clogged. I'm very impressed with this game, and I'm excited to see more. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment

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