Burano

2015 · Construction de villes

Burano

Les joueurs dirigent une famille sur une petite île vénitienne au fil de quatre saisons, en affectant ses membres au travail, au développement et à la vente de marchandises. Les actions incluent envoyer les hommes pêcher, envoyer les femmes produire de la dentelle destinée à l’exportation, ainsi que réparer les toits ou peindre les maisons le long des canaux. Le jeu utilise un moteur en forme de pyramide de cubes : les joueurs dépensent des pièces pour utiliser une pyramide à code couleur qui déclenche des actions spécifiques à chaque manche. Les ressources et les actions rapportent des points de victoire grâce à la production, aux ventes et à l’amélioration des bâtiments au cours de 14 manches. Le jeu met l’accent sur l’optimisation du placement des ouvriers, le bon timing des opérations de la pyramide et l’équilibre entre revenus et réputation à long terme.

Joueurs
2–4 idéal à 3
Temps de jeu
90–120 min
Âge
12+
Complexité
3,8 / 5
5,7 sur LudoyaCollection d'ensemblesDéplacement point à pointMajorité / Influence de zone

À propos du jeu

Illustration
Éditeur

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
9
Parties enregistrées
14
Joueurs
1h 47m
Partie moyenne
17
Dans des collections
1
Dans des listes de souhaits

5,7/10

sur 8 avis Ludoya

  • Evan5,0

    Placing delightful colored cubes next to each other or on top of each other as an action selection method is really delightful. It's an interesting and colorful puzzle I fully enjoy. I wish I could say the same about the rest of the game. From what I've read, the second edition of the game solves a lot of the problems I've read about in the first edition, but the game still has a few issues. There appears to be a strong first player advantage. It's not hard for the first player in turn order to grab up a few majorities and drop some big scoring roof tiles before anyone has a reasonable chance to contest them. There's no difference in starting positions for players later in turn order, and they don't have these same opportunities for scoring without battling anyone. The house cards that are earned for placing roof tiles are of wildly different levels of usefulness. For example, all the cards that give you points are points locked in for the rest of the game, except one type of card that gives you points for each person you have in a contestable area. This appears to be an unintentional weakening from a change from 1st to 2nd edition that was paid no attention. The game does have a lot of flip luck, in terms of what fish cards come up, which house cards are available at any given time, and what color roof tiles you randomly draw. The last thing is the actions that you take just aren't that compelling. On your turn you get 1-4 actions, and each action you take means you spend more money. A compelling idea, but when half your actions consist of moving a cube from your pyramid to your "ready area", the efficiency and opportunities for clever moves is overshadowed by a stale feeling. Overall, the game isn't bad for a tactical game, but it doesn't shine as a strategy game, which is a real pity as I love putting bricks on top of other bricks. ★ 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

    Premières impressions · 1 partie

Lire les avis et le noter

Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.