Olympos

2011 · Combate

Olympos

Los jugadores guían una civilización antigua por un mapa de Grecia y la Atlántida, equilibrando la expansión territorial con el desarrollo tecnológico o arquitectónico. Las acciones se realizan gastando tiempo en un marcador de tiempo compartido: avanzar permite colocar colonos para conquistar territorios y recolectar recursos, o adquirir descubrimientos y construir maravillas en un tablero de descubrimientos. Los descubrimientos otorgan nuevas habilidades (por ejemplo, mejoras militares) y las maravillas dan puntos, mientras que una mecánica de piedad registra el favor religioso y puede activar recompensas o castigos de un conjunto variable de dioses. Losetas de descubrimiento variables, dioses y control del mapa crean distintas decisiones estratégicas en cada partida; las partidas duran aproximadamente entre 60 y 90 minutos para 2–5 jugadores.

Jugadores
2–5 mejor con 4
Duración
45–90 min
Edad
10+
Complejidad
3 / 5
7,3 en Ludoyadesde 50,95 €MitologíaCivilizaciónColección de conjuntosMovimiento por áreasMayoría/Influencia de área

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En las mesas de Ludoya

Todas las estadísticas en Ludoya
21
Partidas registradas
21
Jugadores
1h 35m
Partida media
13
En colecciones
1
En listas de deseos

7,3/10

de 5 reseñas en Ludoya

  • Jorge S8,0

    Juego ágil y con confrontación. El setup es un poco enfarragoso y los iconos son un poco complicados de entender al principio, pero te deja con ganas de mas y no se hace largo.

    Sin partidas registradas

  • Evan7,0

    In this game, players place and move discs around a map trying occupy areas that produce the resources that they need to purchase the technology tiles that will grant them abilities and/or points. Player actions are fueled by spending points on the time track. Whichever player has spent the least amount of time overall gets to take the next action. Players can take areas from one another, but the cost in time to do so grows if you don't have more military icons than they do. Losing a region usually isn't a big deal either, as you get a free time point from the supply, and you can walk your disc out of the defeated region at your leisure. Potentially even taking the space right back if you wanted to spend your action that way. The game also features events that will help the players with the most zeus icons, or punish the players with the least. This offers an interesting inventive to jockey for positions, although this does introduce a small element of randomness in a otherwise fairly non random game. The only troublesome random element are the hand cards. When a player crosses an icon on the time track, they get to draw a card to their hand. Some of these cards are played for beneficial effects, others get played for points. Due to luck of the draw, it's possible that one or two players happen to get all the point generating cards, which means they have opportunities for points that other players don't. There is a technology to mitigate that however, turning draw 1 into draw a few choose one, but this aspect is possibly a little troublesome. Overall though, Iove the tension of the game, in terms of who can be the most efficient with the time track, who gets in who's way, and who can be the first to grab that crucial power tile. ★ 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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