Seeland

2010 · Wirtschaft

Seeland

Die Spieler übernehmen die Rolle wohlhabender Bürger im Seeland des 17. Jahrhunderts, die Land vom Meer zurückgewinnen und Polder mit Windmühlen und Feldern entwickeln. In jedem Zug nehmen die Spieler Plättchen aus einem rondellartigen Markt (Saatgutarten oder Windmühlen) und legen sie in den Landbereich, angrenzend an ihre Windmühlen-Pöppel oder an bereits ausliegende Plättchen. Das Auslegen von Windmühlen kann verdeckte Inselplättchen umdrehen und so Saatgut oder Farmen aufdecken; Farmen bringen Münzen und können einen sofortigen Extrazug ermöglichen. Das Umgeben einer Windmühle bringt Punkte basierend auf den angrenzenden Saatgutplättchen — dafür braucht man mindestens zwei Saatgutarten und erhält einen Bonus, wenn alle drei Arten vertreten sind. Das Spiel endet, wenn ein Plättchenvorrat aufgebraucht ist, und abschließende Boni werden gewertet, um den Sieger zu bestimmen.

Spieler
2–4 am besten mit 2
Spielzeit
45–60 Min.
Alter
9+
Komplexität
2,3 / 5
3,7 auf LudoyaLandwirtschaftPlättchenlegenHexfeldrasterRondel

Über das Spiel

Illustration
Publisher

An Ludoyas Tischen

Alle Statistiken in Ludoya
8
Erfasste Partien
9
Spieler
33m
Durchschnittliche Partie
7
In Sammlungen
1
Auf Wunschlisten
1
Vorbestellt

3,7/10

aus 5 Ludoya-Rezensionen

  • Evan2,5

    I last played this game in 2014. I liked it ok at the time, but wound up replacing it with other, similar games. A friend brought it by this week wanting to play it, so holding fond memories I gave it a go. I'm sad to say it really hasn't held up well. In this game, you have a tile selection wheel, and an area where the tiles will be placed. There are essentially two types of tiles. Windmills, and flowers. When a windmill is completely surrounded by 2 or more types of flowers, you sum the values of all tiles being considered and score those points. There's a little more to the game than that in that during the tile selection process you can spend money to jump over the next tile on the wheel, but you can't jump more than a few spaces ahead if one player hasn't jumped any spaces yet. There are also houses which when built next to give you an extra action coin. Ultimately though the process manages to be both mathy and dull. The game also comes with some mini expansions of varying degrees of quality. One lets you place a marker down when you score, and then whoever got the most points gets even more bonus points at the end. Very weak. Another, gives your windmills ever shifting target numbers of points you need to hit to get a bonus, and not be penalized. I liked this one, because it meant you might delay completion of a mill on a turn the target number of points is too high. Overall though, it's not enough to turn this ok game into something I'd be willing to play again. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

  • Pahn5,9

    Cutthroat tile laying! Good times. Will probably not play dozens of times, but I'd be happy to get 6-10 plays out of it.

  • ursasmar6,5

    Only played the basic game so far. I have a feeling this rating will go up playing with some of the advanced rules.

Rezensionen lesen und bewerten

Spieldaten (Spieler, Spielzeit, Alter, Mitwirkende) von BoardGameGeek.