World's Fair 1893

2016 · Posnapoleónico

World's Fair 1893

Los jugadores actúan como organizadores de la exposición internacional de 1893, enviando seguidores a cinco áreas de exhibición para recoger cartas y aumentar su influencia. En cada turno, un jugador coloca un seguidor en un área, toma todas las cartas de allí y luego repone ciertas áreas; las cartas incluyen propuestas de exhibición, personas influyentes que otorgan seguidores adicionales y entradas del Midway para las atracciones. La partida transcurre a lo largo de tres rondas de puntuación, activadas al alcanzar colectivamente un número determinado de entradas del Midway; los jugadores ganan reputación por liderar el número de seguidores en las áreas, por conseguir más entradas en cada ronda y por tener exhibiciones aprobadas que coincidan con el control de las áreas. La puntuación final otorga reputación por la variedad y el alcance de las exhibiciones aprobadas.

Jugadores
2–4 mejor con 4
Duración
35–45 min
Edad
10+
Complejidad
2 / 5
5,3 en Ludoyadesde 26,87 €Colección de conjuntosSelección abiertaMayoría/Influencia de área

En las mesas de Ludoya

Todas las estadísticas en Ludoya
36
Partidas registradas
56
Jugadores
53m 18s
Partida media
25
En colecciones
3
En listas de deseos

5,3/10

de 10 reseñas en Ludoya

  • Daniel García Cruz6,0

    Se deja jugar, es un familiar muy chu-chu-chuli. Ideal para iniciar a alguien en el mundillo sin quemarse mucho la cabeza.

    Sin partidas registradas

  • Benjamín Amorín3,0

    Beautiful but plain set collector game. Easy to teach, and with some interesting mechanics but very abstract, boring for me, and a majority cube mover at last.

    Sin partidas registradas

  • Evan3,0

    Played this game 4 player, and was very disappointed. This is a game that on paper I should have loved. A quick playing majorities game with set collection. The flaw in the game is it's too chaotic. To collect sets, you need to get cards of all the different colors. You gain cards by adding a cube to a region and collecting whatever randomly got drawn into that area. To then get those sets to score, you have to majority win or tie in regions matching those colors. Since these are tied closely, you wind up needing to get cards by placing into regions that you can't hope to win a majority in. That, or you can take nearly no cards and place a cube into a region you need, but then you aren't working on your sets, and since you can't control when the areas will score, you are just setting yourself up for worse failure. The regions also get moneyed up with new cards after someone takes from a region clearing it out. This means which regions are the most lucrative to place into is largely decided by turn order rather than any sort of strategy. The game does come with one use special ability cards, which spice things up a little, but overall just feel like they add to the chaos of the game. Particularly because they have to be spent the turn after you claim them. In majorities games I enjoy, there should be some ability to have a plan and carry out that plan. Some aspect of stability or predictability, and it's just missing here. At least it is with 4 players. Perhaps with fewer this becomes a better game, but then at the same time there's nothing unique this game really brings to the table that inspires a desire for repeat plays. ★ 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 · 1 partida

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