Hadara

2019 · Zivilisation

Hadara

Führe eine Zivilisation durch drei Epochen, während sie sich von einer Siedlung zu einer Hochkultur entwickelt. Ziehe und spiele Personentableaus aus verschiedenen Kulturen, Kontinenten und Zeitaltern, um Landwirtschaft, Kultur, Wissenschaft und Militär zu entwickeln. Balanciere das Erreichen von Errungenschaften, den Ausbau von Ressourcen und das Wachstum der Bevölkerung, um Punkte zu sammeln. Die Mitspieler verfolgen ihre eigenen Kombinationen aus Personen und Entwicklungen, und das Timing der Aktionen sowie die Auswahl der Karten bestimmen, wer zuerst die kulturelle Vorherrschaft erreicht.

Spieler
2–5 am besten mit 4
Spielzeit
45–60 Min.
Alter
10+
Komplexität
2,2 / 5
6,8 auf Ludoyaab 44,30 €StädtebauEndspiel-BoniSets sammelnOffenes Drafting

An Ludoyas Tischen

Alle Statistiken in Ludoya
387
Erfasste Partien
490
Spieler
50m 35s
Durchschnittliche Partie
109
In Sammlungen
11
Auf Wunschlisten
1
Vorbestellt

6,8/10

aus 58 Ludoya-Rezensionen

  • Spaß10,0
  • Interaktion10,0
  • Wiederspielwert10,0
  • Einzigartigkeit10,0
  • Optik10,0
  • Zugänglichkeit10,0
  • Martin Peral6,5

    Después de la última partida he acabado por sentirlo como un juego bastante repetitivo. Como amante de la asimetría en los juegos de mesa y las multiplicidad de caminos hacia la victoria/estrategias viables, siento que Hadara ofrece poco. Las cartas iniciales son pocas y no muy variadas y de una partida a otra tengo la sensación de estar haciendo lo mismo, aún intentar estrategias distintas. Lo mismo con las cartas moradas, son las que le dan vida a tu tablero y aún así, hay pocas que sean más que extra PV o avanzar más puntos en los demás tracks. Funciona muy bien para iniciarte en los motores de producción, pero poco más

  • Garfield9,0

    29.3 I really like the card collecting mechanism and how you can specialize. Unfortunately a multiplayer solitaire. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]None --> Gameplay: :star::star::star::nostar::nostar: <!-- size 7]Not many decisions to make --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]None --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice looking cards and board --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Card drawing --> Strategy: :star::star::star::star::nostar: <!-- size 7]You have to stick to one I guess --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok, nothing special --> Play duration: :star::star::star::star::star: <!-- size 7]Perfect --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Quite easy --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::star::nostar: <!-- size 7]Quite fast --> No downtime: :star::star::star::star::nostar: <!-- size 7]Almost no downtime --> Replay value: :star::star::star::star::nostar: <!-- size 7]Random cards, different strategies --> [/c]

  • Evan3,5

    This is a drafting game with a really interesting system to draft the cards, but unfortunately, the things the cards do isn't really enough to hold my interest. Essentially, each player gets to look at two cards from each colored pile, one pile at a time. They can buy one of the two for money and place it in front of them, or sell it for an amount of money depending on the round. The unselected card goes in a face-up discard pile. Once everyone has done this for each pile, in turn order players can buy any of the face-up cards in the discard piles, or sell them for money. You get a $1 discount for each previously purchased card of the same color as one you are buying, so things stack. For the most part the cards just come with steps on one or two of the four colored tracks on your player board. The yellow track produces money at the end of the round, so getting bumps on it is important for everyone. The green track measures your capacity to own cards between rounds, so it's important for everyone. Then the red and blue tracks are point scoring, so one or both of them need to be focused on. The game also has purple cards, which sometimes have abilities on them other than track bumps, but they are uncommon. I could see the same game engine with more interesting goals and cards being a hit, but this just felt a bit too straight forward to get me excited. :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::nostar::nostar::nostar::nostar: Raw enjoyment

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