Orbis

2018 · Construcció de territoris

Orbis

Els jugadors fan de deïtats i van draftant fitxes de regió i de déu per construir un món personal i acumular punts de creació. A cada torn, un jugador agafa una de les nou fitxes de regió compartides o una fitxa de Déu disponible (cada jugador només pot reclamar com a màxim una fitxa de Déu), i després col·loca les fitxes de regió al seu tauler seguint unes restriccions de col·locació. Agafar una fitxa de regió col·loca fidels d’aquell color a les fitxes adjacents, cosa que altera el valor futur de les fitxes i influeix en les decisions dels rivals. Algunes terres donen bonificacions especials o puntuació al final de la partida, i els jugadors gasten fidels per aconseguir regions més potents. Després d’un nombre fix de rondes, els jugadors sumen punts de creació, atorguen bonificacions i comparen els totals per determinar el vencedor.

Jugadors
2–4 millor amb 3
Durada
45 min
Edat
10+
Complexitat
2 / 5
4,6 a Ludoyades de 10,00 €CivilitzacióMitologiaSubhasta: holandesaCol·locació de pecesBonificacions de final de partida

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A les taules de Ludoya

Totes les estadístiques a Ludoya
46
Partides registrades
80
Jugadors
30m 49s
Partida mitjana
38
En col·leccions
5
En llistes de desitjos

4,6/10

de 15 ressenyes a Ludoya

  • Garfield3,0

    It's way too difficult to match some tiles to score points. So the easiest way to get points are red and yellow tiles I think. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nope --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Quite boring --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nope --> Artwork: :star::star::nostar::nostar::nostar: <!-- size 7]Nothing special --> Luck: :star::star::star::nostar::nostar: <!-- size 7]Random tile drawing --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]Obvious ones --> Components: :star::star::star::nostar::nostar: <!-- size 7]Nothing special --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Not much to set up --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Not really --> [/c]

  • Evan4,6

    In this game you are building a pyramid of tiles, where tiles on upper levels have to color match one of the two tiles below it. Each color has a certain effect genre, so as you choose colors you are also picking your path to scoring. Tiles are selected from a 3x3 grid, and often cost recipes of colored cubes to take. When a tile gets taken, it drops colored cubes matching the color of the tile on each orthogonality adjacent tile in the selection grid, thereby making them more appealing for other players to take. Managing your cubes is crucial as if you can't pay for or place a tile on your turn, you take one anyway, and flip it over to it's -1 vp side where it becomes a rainbow color for placement rules. Once per game instead of taking a tile, players can take a god tile which is what will sit at the top of the pyramid and give you extra points if you met it's requirements. The game plays quickly, and has that good feeling of tough decisions. You have to watch what your opponents are going for, what they are likely to take, and where they are likely to drop what color of cubes on their turns to optimize your moves. Every choice feels both good, and totally wrong as you wall yourself in. The game does cap out after a few plays. Once you've followed each color path through the game once, there's not a ton left to see. That being said, the core game play is still quite enjoyable. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment

  • Mario López Menés4,6

    An abstract puzzly game with nice aesthetics. PROS - The base idea is easy to grasp and works well within its abstract frame. - Iconography, graphic design and art are all quite good. The game is pretty easy to understand for its icons and it has a nice table presence. CONS - The game naturally constrains you, which is not bad in itself but leads to less and less possibilities and therefore decisions towards its end. - The design space seems to be underexplored, leading to some turns with little or not very meaningful decisions to make as many tiles offer kind of the same thing. - It just feels like there is nothing new here, the design doesn't feel innovative nor very exciting.

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