Ave Roma

2016 · Antigüedad

Ave Roma

Los jugadores gestionan un grupo de trabajadores comunes que tienen valores individuales y cambian con el tiempo. En cada ronda, los jugadores asignan cinco trabajadores durante una fase de acciones y luego recuperan trabajadores en una fase de recolección diferente, a menudo recibiendo trabajadores distintos de los que enviaron. Las acciones permiten a los jugadores construir edificios, financiar esfuerzos militares, ganarse el favor de patrocinadores, aumentar su influencia en distintos territorios y reunir dinero y recursos. El juego pone el énfasis en planificar en torno a grupos de trabajadores cambiantes y en múltiples caminos hacia la victoria mediante el control de áreas, el desarrollo económico y el apoyo político.

Jugadores
2–5 mejor con 3
Duración
45–120 min
Edad
12+
Complejidad
3,7 / 5
3,1 en Ludoyadesde 45,00 €CivilizaciónEconómicoColección de conjuntosColocación de trabajadoresPoderes variables de los jugadores

Dónde comprarlo

Precios de tiendas y copias de segunda mano, revisados cada día.

Comparar todos los precios en Ludoya
Precio más bajo, últimos 12 meses45,00 € – 45,00 €

En las mesas de Ludoya

Todas las estadísticas en Ludoya
11
Partidas registradas
26
Jugadores
2h 10m
Partida media
6
En colecciones
1
En listas de deseos

3,1/10

de 6 reseñas en Ludoya

  • Garfield2,0

    Seriously? About 20 possibilities what you can do? Big down times. And 2 hours with 3 players is way too much! [c] Theme: ★☆☆☆☆ <!-- size 7]Not really --> Gameplay: ★★☆☆☆ <!-- size 7]Too many possibilities --> Interaction: ★★☆☆☆ <!-- size 7]Not much --> Artwork: ★☆☆☆☆ <!-- size 7]Doesn't appeal me --> Luck: ☆☆☆☆☆ <!-- size 7]No --> Strategy: ★★★☆☆ <!-- size 7]Pseudo --> Components: ★★☆☆☆ <!-- size 7]Average --> Play duration: ★☆☆☆☆ <!-- size 7]Far too long --> Easy to teach: ★★☆☆☆ <!-- size 7]Bazilions of possibilities to explain --> Setup time: :nuclear: <!-- size 7]Play again to rate it --> No downtime: ★☆☆☆☆ <!-- size 7]Can be huge --> [/c]

    Sin partidas registradas

  • Evan2,0

    This game has some very poor usability choices. The board is circular, which makes the information disorienting. The icons and text are very tiny. You are looking to collect sets of cards by the same tiny text name of the card that have different pictures. When cards are used for their center ability they get tapped. When they are used to discard for a bonus action they go to the used side of your player mat, where they can still be tapped. Then there are set collection bonuses that can be gotten from combinations of cards in your used and unused piles. There are also icons on the board that sometime mean gain and other times mean pay using the same positioning and iconography. If you get past the graphic design problems, you are met with a very slow moving and restrictive resource management/worker placement/set collection game. Workers have printed numbers that determine what action areas they can be used in. At the end of the round, starting with the player who was last in turn order, players get to select groups of workers to retrieve from the board, so your turn order determines a lot about your numbers spread. It's also often hard to tell how useful a number since cards flush from certain spaces. There's enough normal worker placement tension without adding this hard to control element. Since your worker number spread is a barely controllable symptom of turn order, I don't see how even choosing what numbers to take can be considered a meaningful decision. Buying cards usually takes several turns of setup. This feels like a long process of seeing how each and every game element prevents you from doing what you want for one reason or another. Either the resource card you needed got flipped action slot your numbers won't let you use, or the resource card you need wound up where you were aiming to improve your score marker meaning you now needed two workers of that number, or even another player interacted with the spot earlier in the turn order and now the cost to do anything there is $3 more. Each resource area has a little scoring track. If someone is ahead of you on the track, you have to overtake them in a single move, because if you end on the same space as them, you get bumped back down to the next lowest available space. The tracks are not long, and the cards that take so long to get give anywhere from 0 to 3 track bumps. I found this terribly frustrating, as by the time I could manage to get what I needed to overtake on a track, one of my opponents would invariably have gotten to the top of the track where there's nothing I could do to stop them. ☆ Art, Iconography and components functional ☆ Clever or interesting mechanisms ☆ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

    Primeras impresiones · 1 partida

Lee las reseñas y valóralo

Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.