Signorie

2015 · Würfel

Signorie

Die Spieler führen eine Adelsfamilie der Renaissance, die um die Kontrolle über italienische Stadtstaaten ringt und dabei politischen, religiösen und militärischen Einfluss nutzt. In jeder Runde wird eine Auswahl an farbigen Würfeln nacheinander gedraftet; wenn man einen Würfel auf dem eigenen Stadtbrett platziert, löst das eine Aktion aus, die durch seine Farbe bestimmt wird, während der Augenwert des Würfels die Kosten der Aktion senkt. Die Spieler dürfen pro Runde bis zu vier Aktionen ausführen und versuchen, die Summe ihrer gewählten Würfel unter einem bestimmten Schwellenwert zu halten, um Belohnungen am Rundenende zu erhalten. Das Spiel legt den Fokus auf Würfelwahl, Kostenmanagement und gutes Timing, während die Spieler ihre Macht über mehrere Bereiche hinweg ausbauen.

Spieler
2–4 am besten mit 4
Spielzeit
60–120 Min.
Alter
12+
Komplexität
3,5 / 5
5,7 auf LudoyaRenaissanceArbeiterplatzierung mit WürfelarbeiternArbeiterplatzierungSets sammeln

Über das Spiel

Illustration

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95
Erfasste Partien
112
Spieler
1h 59m
Durchschnittliche Partie
24
In Sammlungen
4
Auf Wunschlisten

5,7/10

aus 19 Ludoya-Rezensionen

  • Evan4,6

    On a player's turn they draft a die, then place the die into the matching slot on their player board, and resolve on of the three actions associated with that color. The higher the value on the die, the cheaper that action is, however, if the sum total on all your dice is too high, you'll miss out on the cool event at the end of the round. One of the most fascinating things about the game, is one of the action options for each color is to add an additional effect to a different color of action, which allows you to build a real engine. Although I enjoyed this game a lot in plays 1 and 2, I think 3 plays is as much as I'm going to get out of this game. A lot of the game is about when you get those kicker actions unlocked and where. The problem here is that not all the columns are equally compelling, and after a few plays you sort of figure out the ideal upgrade paths. There's a little variability between plays in terms of which events come out at the end of the game, which can fluctuate your strategy between two focuses, but once you've seen both, there doesn't seem to be much else for you to experience. I'm not thrilled about how the city spots (where most of the points come from in the game) get completely filled up in the round before the final one, or best case right at the start of the final round.This leads to a really anti-climactic final round. There's a variant in the rulebook where you play 1 fewer round, and this feels about perfect. I'm also not completely sure about the design decision to limit the shield tokens you can pick up by color, and then additionally vary those tokens with different numbers of printed points between 2 and 4 for the same shield token. This creates somewhat artificial point differentials between players for accomplishing the same sets. :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

  • Garfield6,0

    #2.2 Worker placement in extremis. I don't feel the theme. Too many possibilities. Way too long.

  • Germán Kijel8,0

    Online

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