Mythotopia

2014 · Juego de guerra

Mythotopia

Compete for control of a medieval fantasy map through deck-building, resource management, and military expansion. Draft Improvement cards, customize a personal deck, and use food, stone, and gold to recruit forces, build cities, roads, and castles, or launch invasions into neighboring provinces. Variable victory conditions reward different strategies, including development, naval control, and successful attacks. The game ends when four of the seven available victory point cards are emptied.

Jugadores
2–4 mejor con 4
Duración
60 min
Edad
13+
Complejidad
3,1 / 5
3,5 en Ludoyadesde 13,96 €Juego de cartasConstrucción de territoriosGestión de la manoConstrucción de mazos, bolsas y reservasMayoría/Influencia de área

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Precio más bajo, últimos 12 meses13,96 € – 13,96 €

En las mesas de Ludoya

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15
Partidas registradas
20
Jugadores
2h 3m
Partida media
11
En colecciones
1
En listas de deseos

3,5/10

de 8 reseñas en Ludoya

  • Evan2,5

    I wasn't super happy with this game. I could see the design influence from A Few Acres of Snow, but the charm was gone. The way this works is each player gets a certain number of random provinces at the start. You need to hope that your stuff gets clustered vaguely together, and that you have a decent spread of all the different types of resources, as each province has a card you add to your deck that produces a single type of good. At the start of the game a certain number of cards containing victory points are used. These act as the game timer, with the game ending when however many cards run out of chips. There is also an array of 16 special cards available for purchase. There is only one copy of each card and they don't replenish, so the deckbuilding portion of the game ends pretty quickly once these get snatched up. You get 3VP for each province you control plus whatever perma-points you get from the chip cards, and that's your score. We spent some time trading provinces back and forth uselessly, but the game dragged as we felt like pretty early on we couldn't effect the content and flow of our decks. In order to attack, you need the card matching the province you are attacking from, so often times our invasions of each other were more about the fact we had lined up the cards in our hand rather than the idea we were actually aiming for a specific goal. We happened to get mostly VP cards that required building, so players who happened to start more in the easier-to-fortify edge of the board brick producing areas had a big advantage. We quit mid-game. I'm not opposed to trying again with a different group, but I don't feel any particular pressure to either. :nostar: Art, Iconography and components functional :nostar: 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::nostar::nostar::nostar::nostar: Raw enjoyment

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