
2011 · Construction de territoires
Olympos
Players guide an ancient civilization across a map of Greece and Atlantis, balancing territorial expansion and technological or architectural development. Actions are taken by spending time on a shared time track: advancing allows placing settlers to conquer territories and gather resources, or acquiring discoveries and building wonders on a discovery board. Discoveries grant new abilities (for example military upgrades) and wonders score points, while a piety mechanic tracks religious favor and can trigger rewards or punishments from a variable set of gods. Variable discovery tiles, gods, and map control create different strategic choices each play; games run about 60–90 minutes for 2–5 players.
- Joueurs
- 2–5 idéal à 4
- Temps de jeu
- 45–90 min
- Âge
- 10+
- Complexité
- 3 / 5
À propos du jeu
- Auteurs
- Illustration
Extensions
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- Parties enregistrées
- 21
- Joueurs
- 1h 35m
- Partie moyenne
- 12
- Dans des collections
- 1
- Dans des listes de souhaits
6,3/10
sur 5 avis Ludoya
Evan5,9 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. :star: Art, Iconography and components functional :star: 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::star::nostar::nostar::nostar: Raw enjoyment
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.
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