Citrus

2013 · Wirtschaft

Citrus

Die Spieler pflanzen und erweitern Zitrushaine und bauen an Fincas an, indem sie Landschaftsplättchen draften und platzieren, um Punkte zu erzielen. Die Züge sind einfach: Plättchen nehmen oder auf einer Finca bauen, dann Plantagen ernten, um Einkommen zu erhalten und Platz für neues Wachstum zu schaffen. Der Zeitpunkt der Ernten bestimmt, welche Plantagen noch für die Finca-Wertung im Rennen bleiben, also müssen die Spieler sofortiges Einkommen gegen langfristige Punktchancen abwägen. Unterstützt 2–5 Spieler mit einer kürzeren Variante und familienfreundlichen Regeln; spielt sich in etwa 50 Minuten und funktioniert auch zu zweit sehr gut.

Spieler
2–5 am besten mit 2
Spielzeit
60 Min.
Alter
10+
Komplexität
2,5 / 5
5 auf LudoyaGebietsaufbauLandwirtschaftGebietsmehrheit / EinflussArbeiterplatzierungPlättchenlegen

An Ludoyas Tischen

Alle Statistiken in Ludoya
24
Erfasste Partien
37
Spieler
43m 30s
Durchschnittliche Partie
7
In Sammlungen
6
Auf Wunschlisten
1
Vorbestellt

5,0/10

aus 6 Ludoya-Rezensionen

  • Spaß8,0
  • Interaktion10,0
  • Wiederspielwert6,0
  • Einzigartigkeit8,0
  • Optik6,0
  • Zugänglichkeit6,0
  • Garfield2,0

    #TilePlacement Way too chaotic with 5 players. If you're lucky you get the right tiles, if not, you gonna lose. [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Not much you can do --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Very little direct interaction --> Artwork: :star::star::star::star::star: <!-- size 7]Archipel tiles are gorgeous --> Luck: :star::star::star::star::nostar: <!-- size 7]Plantation tiles are drawn from a bag --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]Connect as many haziendas as possible? --> Components: :star::star::nostar::nostar::nostar: <!-- size 7]Average --> Play duration: :star::star::nostar::nostar::nostar: <!-- size 7]Too long with 5 players --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: <!-- size 7]not yet read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::nostar::nostar::nostar::nostar: <!-- size 7]Can be huge with AP-Players --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Random tiles and plantation placements --> [/c]

  • Kevin Van Loo7,6

    Good game, abstract feel. End game scoring can be huge and unexpected when you hop over people. Also using this to introduce people to boardgaming.

  • Evan5,9

    On a turn, you either buy tiles which are placed on the board in chains of the same color, and then you place a claim meeple on a tile of the chain, or you can remove one or more meeples from the board to score points and collect money. As the game progresses, scoring house tiles get completely surrounded which triggers their payout for whoever has the first and second place in number of tile chains in some way surrounding the scoring tile. This creates a really interesting dynamic of trying to snake chains of tiles between multiple houses. This gets tricky as each house demands a different color on each of it's orthogonal adjacencies, yet diagonal adjacent chains still count. The board is littered with one time use special action tiles you collect when you build on top of them. The game has a good set of short term planning with a lot of tactical choices. :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

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