Wildcatters

2013 · Industrie / fabrication

Wildcatters

Les joueurs incarnent des magnats du pétrole du XIXe siècle qui développent des gisements, enchérissent pour obtenir des concessions et construisent des plateformes, des pétroliers, des trains et des raffineries sur une carte du monde divisée en régions pétrolifères. À chaque manche, les joueurs placent des équipements de départ identiques, choisissent des cartes de zone, réunissent des fonds et acquièrent des actions pétrolières pour explorer et produire des barils. La production et le transport sont coopératifs dans le sens où les joueurs peuvent utiliser les trains et les pétroliers des autres pour acheminer le pétrole vers les raffineries, tout en se faisant concurrence pour livrer le plus de barils possible et accumuler des parts et de l’argent à la fin des sept manches.

Joueurs
2–4 idéal à 4
Temps de jeu
120 min
Âge
12+
Complexité
4 / 5
6,9 sur LudoyaTransportÉconomiqueMajorité / Influence de zoneDéplacement point à pointSélection ouverte

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Toutes les statistiques dans Ludoya
41
Parties enregistrées
94
Joueurs
3h 37m
Partie moyenne
13
Dans des collections
8
Dans des listes de souhaits

6,9/10

sur 16 avis Ludoya

  • setropo8,0

    ECDE #10

    Premières impressions · 2 parties

  • Evan6,0

    The currency of this game is stock certificates in your own player color. When you need to pay for things, it's usually some combination of one time user worker cards, and your personal supply of these stocks. Players spend these resources to build oil rigs, turn those rigs into pumps, build trains and boats to transport the oil tokens along and build storage areas to deliver the barrels to. The game has a ton of interesting player interaction. You can piggyback other players moves, pay them to use their trains and boats and even drop off your oil tokens in their storage areas. When each storage area is full with 5 oil tokens, it empties. If the tokens belonged to other players, they get added to that continent's area majorities scoring box and you get. stock payout to your supply. If the oil tokens belonged to you, then you have to choose to add your barrels to the majorities fight, OR get the stock payout. This is a really interesting decision when it comes to where to build, what areas to develop, and what majority scorings to fight for. Where the game falls a little short for me is the intense punchyness that can occur in terms of other players using your infrastructure. Each time someone uses your train or boat, you have to give them one stock in your color. Each time they deliver to your storage area, they have to give you two per barrel delivered. If you don't have the stocks in hand, you need to take out loans from the bank. The loans are expensive to pay back and come with a huge vp penalty for not repaying them. If multiple players decide to use your features all at once, you can easily be eliminated from contention. If you survive however where you planned well, and stockpiled enough of your own stocks to make it through the dogpile, you emerge nearly invincible from the massive payout people handed you when the storage areas empty. This is always like dancing on a knife's edge since you can't hold back building too much or you take yourself out of the running for winning anyway. I understand this is a feature a lot of people really enjoy, but I found it to be too mean for my taste.

    Premières impressions · 2 parties

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