Arquitectos del Reino del Oeste

2018 · Medieval

Arquitectos del Reino del Oeste

Ambientado en los últimos años del Imperio carolingio, los jugadores actúan como arquitectos reales que compiten para construir monumentos y hacer avanzar la catedral para ganar la mayor cantidad de puntos de victoria. En cada turno, los jugadores colocan trabajadores para जुटar materias primas, reclutar aprendices, contratar especialistas y desarrollar proyectos de construcción, mientras gestionan una fuerza laboral limitada y un conjunto de acciones rivales siempre presente. Durante la partida aparecen decisiones morales y oportunidades en el mercado negro; una pista oculta de virtud registra los compromisos, que se revelan y puntúan al final de la partida. El juego termina después de que se complete un número predeterminado de construcciones, y el jugador con la puntuación más alta por edificios, progreso en la catedral y virtud sale victorioso.

Jugadores
1–5 mejor con 4
Duración
60–80 min
Edad
12+
Complejidad
2,8 / 5
7,3 en Ludoyadesde 44,95 €EconómicoConstrucción de ciudadesJuego en solitario / SolitarioColocación de trabajadoresSelección abierta

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Precio más bajo, últimos 12 meses22,50 € – 44,96 €

En las mesas de Ludoya

Todas las estadísticas en Ludoya
1393
Partidas registradas
1296
Jugadores
1h 9m
Partida media
285
En colecciones
40
En listas de deseos
1
En preventa

7,3/10

de 188 reseñas en Ludoya

  • Diversión8,0
  • Interacción7,6
  • Rejugabilidad8,2
  • Originalidad8,0
  • Atractivo9,3
  • Accesibilidad7,6
  • Vic Granell8,5

    Great worker placement game with some cutthroat strategies that can change the outcome of your strategy by other players' boycotting. Enjoyed the first play a lot, with asymmetrical characters. With Folded Space insert.

  • Garfield4,0

    Too many possibilities for my taste. Buildings are too luck based but very important. Nice mechanism with catching and releasing workers. But it's just gathering ressources to build something. Rinse and repeat. [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Too abstract for my taste --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Too many possibilities --> Interaction: :star::star::star::nostar::nostar: <!-- size 7]Catch other workers --> Artwork: :star::star::star::star::nostar: <!-- size 7]Very nice illustrations --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Building drawing --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Buildings or cathedral? --> Components: :star::star::star::star::nostar: <!-- size 7]Very good --> Play duration: :star::star::star::star::nostar: <!-- size 7]Very good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Not much downtime --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Not much I can think of --> [/c]

  • Evan5,9

    On it's face it's a fairly run of the mill worker placement game, where you place into areas to get goods, then spend those goods to buy cards either in the form of buildings that score endgame victory points on in personalities who improve your production engine in some form. The things that make this game stand out are the mechanism where you get extra goods the more workers you have in a given spot when you resolve the action, and the way you never get your workers back unless a player takes the action to capture them from the board. Captured workers turn into money for the capturing player, and the capturee, while their production engine takes an efficiency hit, they don't want to run out of workers entirely, so generally you're good with getting your guys back. So here's the question. How much can you trust your group to self-balance? If your group is good at getting a sense of who is in the lead and who needs their engine slowed down, then this is going to be a great experience for you. If not, then it's possible one player picks on another player too much, and then the third or fourth player runs away with it. I play enough dudes on the map games where the game expects you to be able to identify the leader and punch them, so it doesn't bother me here, but it also helps that my group has been so far pretty good at sussing out who is ahead. The worker capture doesn't need to feel punitive, but if one player is overly targeted it CAN feel that way. There's no in-game benefit or reason for over targeting someone so I don't think it's a problem. It's just something I've been thinking over. Overall my concern is drowned out by my enjoyment of a euro mechanism that encourages a natural flow of player interaction. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

Lee las reseñas y valóralo

Dudas de reglas

Respondidas a partir del reglamento por el asistente de reglas de Ludoya.

If I start my turn with no workers on my player board, can I return a worker and place it in the same turn?

No — if you start your turn with no Workers on your Player Board your entire turn is spent returning any one Worker from the Main Board to your Player Board and you may not place it until your next turn; the returned Worker cannot be taken from the Guildhall, Black Market, Prison, or another player's Board (page 6).

Can I capture my own workers at the Town Centre, and where do captured workers go?

Yes — you may capture your own Workers; captured opposing Workers are placed on the top-left of your Player Board (your own captured Workers return to your supply), and later you can send captured Workers to Prison to gain 1 Silver per Worker (page 11).

How does skipping Apprentice cards with Silver work, and who collects that Silver?

You may place Silver on the left-most Apprentice card to skip it (placing always starts on the left-most card and proceeds right if skipping more), and any Silver placed on an Apprentice is collected by the player who later hires that Apprentice; note hiring normally costs a total of 4 Silver (2 of which are Tax) (pages 9–10).

What triggers a Black Market Reset and what happens during it?

A reset is triggered when all three Black Market spaces are filled or when a Worker is placed in certain left-most Guildhall spaces; after resolving the triggering action, move all Black Market Workers to Prison, flip the top Small Market card onto the Large Market, resolve any Black Market-Reset apprentices, players with 3+ Prison Workers lose 1 Virtue, and the player(s) with the most Prison Workers each take an unpaid Debt card (page 17).

If I have 10 or more Virtue, can I still place Workers on the Black Market?

No — once a player has 10 or more Virtue they can no longer place Workers in the Black Market; dropping below 10 removes that restriction (page 16).

When I construct a Building, do my Apprentices get used up and when do immediate vs end-game effects apply?

Apprentices are not discarded when used to meet skill requirements; immediate effects are resolved as soon as the Building is constructed, while end-game effects are scored during final scoring (page 14).

Abre el asistente de reglas de Ludoya, que lee el reglamento de este juego.

Hojas de puntuación y ayudas de juego

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  • ES ✶ Arquitectos R. Oeste
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