Islebound

2016 · Fantasía

Islebound

Los jugadores controlan un barco y una tripulación en un archipiélago místico, navegando entre pueblos isleños para reunir recursos, contratar tripulación y encargar edificios para una capital en expansión. Cada edificio otorga una habilidad única que determina el enfoque del jugador como comerciante, constructor o invasor. Los jugadores pueden reclutar piratas y monstruos marinos para conquistar pueblos, obteniendo acceso gratuito a las acciones del pueblo y la posibilidad de cobrar a sus oponentes, o perseguir eventos y ganar influencia para hacerse amigos de los pueblos. La victoria se consigue acumulando riquezas y desarrollando la capital más impresionante mediante el comercio, la conquista y las interacciones estratégicas con los pueblos.

Jugadores
2–4 mejor con 4
Duración
60–120 min
Edad
13+
Complejidad
2,7 / 5
6,3 en Ludoyadesde 53,24 €NáuticoPiratasLanzamiento de dadosTablero modularMayoría/Influencia de área

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En las mesas de Ludoya

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37
Partidas registradas
58
Jugadores
1h 20m
Partida media
25
En colecciones
1
En listas de deseos

6,3/10

de 11 reseñas en Ludoya

  • Poteet7,4

    Scales decently from 2-4, easy to follow gameplay, gorgeous engaging art, pretty good.

    Sin partidas registradas

  • Fernando6,0

    1 partida.

    Sin partidas registradas

  • Evan5,0

    This is a quick and light path finding game, where on your turn you sail your movement in number of spaces, then choose to either use the island ability in some way, or prospector and get however much money has accumulated from other player's paying island ability costs. The game feels a little uncomfortable, since at the start of the game getting crew is super important, but then the crew pile runs out fast and those spots become worthless. When you reach an island you have the option to conquer it, which requires spending cards that you then roll dice for, in a way that feels more random than I typically like in a euro. You also have the option to take it with diplomacy which requires spending cubes on a diplomacy track. The track itself has different values for the cube spots, and you fill left to right, so maybe you lined yourself up for a turn to get a lot of valuable cubes on your next turn, and then your opponent spends the cubes they had on the track, and now suddenly you are putting into 1 value spots instead of 3 value spots. The way you get cubes is by resolving events that pop around the board randomly, and all require different things, so there's some substantial advantage to being in the right place at the right time with the right stuff, which also feels more random than I like. Overall, this isn't a bad game. I wouldn't say the randomness is detrimental, just marginally annoying. I would be willing to play this more, but I don't think I need to own it. ★ 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 · 2 partidas

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