
2018 · Náutico
Century: Eastern Wonders
Los jugadores surcan los mares como comerciantes y corsarios, trabajando para establecer redes de comercio de especias entre las islas indonesias. Draftean y juegan cartas para mejorar e intercambiar bienes, gestionan el movimiento de sus barcos por un tablero modular y consiguen objetivos de puntuación al entregar combinaciones específicas de especias. La partida se centra en construir una máquina de juego eficiente y elegir bien las rutas: convertir y combinar especias, desplegar barcos para controlar islas y competir por contratos lucrativos y puestos comerciales. Los objetivos variables y la configuración modular crean distintos caminos estratégicos y mucha rejugabilidad.
- Jugadores
- 2–4 mejor con 4
- Duración
- 30–45 min
- Edad
- 8+
- Complejidad
- 2,1 / 5
Sobre el juego
- Diseño
- Publisher
Se juega con
Verlas en LudoyaDónde comprarlo
Precios de tiendas y copias de segunda mano, revisados cada día.
En las mesas de Ludoya
Todas las estadísticas en Ludoya- 174
- Partidas registradas
- 191
- Jugadores
- 45m 43s
- Partida media
- 86
- En colecciones
- 4
- En listas de deseos
5,6/10
de 37 reseñas en Ludoya
Evan2,5 In this game, players sail around the board turning cubes into other cubes, with the goal of trying to sail over to a contract spot and complete the contract before someone else gets it. When a contract is taken it's replaced with a new one, but you don't know what cubes it will need, and you have a limited cube storage capacity. One cute twist in the game is that if you want to move more than one space on your turn you have to leave behind one cube on the space you jump, which gets collected by the next person to end their movement there. Another interesting element is that in order to use an action space you have to drop a house, which costs cubes equal to the number of players who already have houses there. Then the icon on the tile determines which house you drop, and there are bonuses for unlocking all of a row or column. The game works. The design choices are all logical, but I found the game was lacking any real magic or excitement. The gameplay is quite repetitive as you wind up carving out a little cube conversion path, and then more or less stick to it until you buy a contract and then have to start the loop over again to aim for the next one. I'm not sure what else this game needs, as everything is pretty tight design wise, but it definitely feels like it's missing something. ★ 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
I prefere the first one, I'm not much into Pick And Deliver
Dudas de reglas
Respondidas a partir del reglamento por el asistente de reglas de Ludoya.
How do I acquire a Merchant card — what do I pay and does the leftmost card cost anything?
To acquire a Merchant card, place one cube from your cargo hold on each Merchant card to the left of the card you are taking, then take that Merchant card into your hand; taking the leftmost card requires placing no cubes (page 1).
When I play a Trade card or do a Market action, can I perform the same trade multiple times?
Yes — both Trade cards and Market actions allow you to perform the listed trade any number of times in a row as long as you have the required cubes available (page 2).
How many cards do I have to discard to move my boat, and where can those cards come from?
For a Move action you discard one or more cards (each discarded card equals one adjacent tile of movement) from your hand and/or your face-up cards to the right of your player board into your face-down discard pile; the first movement also requires a discarded card (page 2).
Can I end my movement on a market tile that already has other players' boats?
You may end on a market tile with other boats only if you can pay each owner 1 cube from your cargo when you land there; if you don’t have enough cubes to pay all concerned players you cannot end your movement on that tile (page 2).
What does it cost to build an outpost on a market tile?
You may build one outpost per market tile if you don’t already have one there; the cost is 1 cube for each outpost currently on that market tile (in a 2-player game this counts as 2 cubes per outpost), so placing the first outpost on a tile costs no cubes (page 2).
How do Port VP tiles and the Closed Port tile work when I claim a VP tile?
To claim a port’s VP tile return the cubes shown on that VP tile to the supply and take the tile face down, then draw and reveal the next VP tile for that port; if the revealed tile is the Closed Port tile the port is closed (no VP tiles are placed while it is present), and whenever a VP tile is later claimed at another port you move the Closed Port tile to that port and then place a VP tile on the port that previously held the Closed Port (page 2).
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Juega a Century: Eastern Wonders con Ludoya
- Tenlo en tu colecciónControla tu copia y sus expansiones, préstala a tus amigos o ponla en tu lista de deseos y te avisamos cuando baje de precio.Añadirlo a tu colección
- Registra cada partidaPuntuaciones, ganadores, temporizadores y fotos, y luego tus estadísticas: porcentaje de victorias, número de jugadores favorito, mejor puntuación.Registrar una partida
- Resuelve dudas de reglasPregunta lo que quieras sobre las reglas y obtén una respuesta sacada del reglamento, con la página donde comprobarla.Preguntar al asistente de reglas
- Encuentra gente con quien jugarloClubes, noches de juegos y eventos cerca de ti que sacan este juego a la mesa.Ver eventos
Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.









