Rhodes

2016 · Économique

Rhodes

Les joueurs incarnent des marchands et des fermiers sur l’île de Rhodes dans l’Antiquité. Ils produisent des olives, du raisin, des céréales et du lait de chèvre, puis envoient leurs marchandises aux navires du port pour les vendre. Un marché commun et dynamique ajuste les prix à l’arrivée des navires ; les joueurs choisissent de vendre immédiatement ou de stocker leurs marchandises pour plus tard, influençant ainsi la valeur du marché et les revenus des autres joueurs. Le jeu met l’accent sur des choix tactiques et stratégiques liés à la production, aux interactions avec le marché et à l’ordre du tour, avec la possibilité d’agrandir ses terres, de développer des compétences permettant de contourner les marchés ou de manipuler l’offre pour créer une pénurie. Les interactions fréquentes entre les joueurs et l’évolution des conditions du marché créent des dilemmes récurrents ; les approches équilibrées sont généralement plus performantes que les stratégies trop spécialisées.

Joueurs
2–5 idéal à 3
Temps de jeu
60–90 min
Âge
10+
Complexité
2,7 / 5
5 sur Ludoyaà partir de 19,90 €TransportConstruction de villesPlacement d'ouvriersOrdre des phases variable

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
17
Parties enregistrées
37
Joueurs
1h 48m
Partie moyenne
11
Dans des collections

5,0/10

sur 6 avis Ludoya

  • Evan4,6

    This is a nice, lighter euro where players are trying to fulfill recipe cards. The way this happens is pretty interesting. There's a communal "grow" action where a player takes the action spot and then chooses two types of fields that will generate new goods, along with assigning a quantity tile to each of those types. Then the number of goods produced gets distributed evenly among all players who can grow that type of good, starting with the person who took the action. Then, with another action, players put their goods on boats in the center of the board. When someone wants to complete a recipe, they can buy goods from any of the boats they want, paying the people they took the goods from. The recipe tiles have some nice points on them, and they also act as the endgame timer, but points can also come from bonus buildings, or by just spending money on the relevant action spot. There's some really nice tension about wondering if players will buy your goods, or if they'll sit on the line of boats, slowly getting pushed ahead in line, becoming cheaper and cheaper. If they happen to reach the end of the line, you get to keep them for free, which is really cool. Timing the push of the boats is a lot of fun. All that being said, I felt like the game didn't have enough complication or excitement for me. Even though I was amped enough for this game that I ordered a copy from europe, I decided to sell it, as I have other games that play in about this time that I liked better. I think one of the things that made me shy away in the end was that many of the buildings you can construct didn't seem very interesting. I could see how they would be helpful to you, but the bonuses seemed small and somewhat mundane. If those had been a little wilder, I think this would have been a hit. :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::nostar::nostar::nostar: Raw enjoyment

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