Signorie

2015 · Dados

Signorie

Los jugadores lideran una familia noble del Renacimiento que compite por el control de las ciudades-estado italianas mediante influencia política, religiosa y militar. En cada ronda, se van escogiendo uno a uno dados de colores de una reserva; colocar un dado en un tablero personal de ciudad activa una acción determinada por su color, mientras que el valor de la tirada reduce el coste de esa acción. Los jugadores pueden realizar hasta cuatro acciones por ronda y tratan de mantener la suma de los dados elegidos por debajo de un umbral para reclamar recompensas al final de la ronda. El juego pone el foco en la selección de dados, la gestión de costes y el momento oportuno de las jugadas, mientras los jugadores expanden su poder en múltiples ámbitos.

Jugadores
2–4 mejor con 4
Duración
60–120 min
Edad
12+
Complejidad
3,5 / 5
5,7 en Ludoyadesde 41,50 €RenacimientoLanzamiento de dadosColocación de trabajadoresPreparación variable

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Precio más bajo, últimos 12 meses42,25 € – 42,25 €

En las mesas de Ludoya

Todas las estadísticas en Ludoya
95
Partidas registradas
112
Jugadores
1h 59m
Partida media
24
En colecciones
4
En listas de deseos

5,7/10

de 19 reseñas en Ludoya

  • Evan4,6

    On a player's turn they draft a die, then place the die into the matching slot on their player board, and resolve on of the three actions associated with that color. The higher the value on the die, the cheaper that action is, however, if the sum total on all your dice is too high, you'll miss out on the cool event at the end of the round. One of the most fascinating things about the game, is one of the action options for each color is to add an additional effect to a different color of action, which allows you to build a real engine. Although I enjoyed this game a lot in plays 1 and 2, I think 3 plays is as much as I'm going to get out of this game. A lot of the game is about when you get those kicker actions unlocked and where. The problem here is that not all the columns are equally compelling, and after a few plays you sort of figure out the ideal upgrade paths. There's a little variability between plays in terms of which events come out at the end of the game, which can fluctuate your strategy between two focuses, but once you've seen both, there doesn't seem to be much else for you to experience. I'm not thrilled about how the city spots (where most of the points come from in the game) get completely filled up in the round before the final one, or best case right at the start of the final round.This leads to a really anti-climactic final round. There's a variant in the rulebook where you play 1 fewer round, and this feels about perfect. I'm also not completely sure about the design decision to limit the shield tokens you can pick up by color, and then additionally vary those tokens with different numbers of printed points between 2 and 4 for the same shield token. This creates somewhat artificial point differentials between players for accomplishing the same sets. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment

  • Garfield6,0

    #2.2 Worker placement in extremis. I don't feel the theme. Too many possibilities. Way too long.

  • Germán Kijel8,0

    Online

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