Exposition Universelle 1893

2016 · Post-napoléonien

Exposition Universelle 1893

Les joueurs incarnent des organisateurs de l’exposition internationale de 1893. Ils envoient leurs soutiens dans cinq zones d’exposition pour récupérer des cartes et développer leur influence. À son tour, un joueur place un soutien dans une zone, prend toutes les cartes qui s’y trouvent, puis regarnit certaines zones. Les cartes comprennent des propositions d’exposition, des personnalités influentes qui accordent des soutiens supplémentaires et des billets pour le Midway et ses attractions. La partie se déroule en trois manches de décompte, déclenchées lorsqu’un nombre collectif de billets pour le Midway est atteint. Les joueurs gagnent de la réputation en ayant le plus de soutiens dans les zones, en collectant le plus de billets à chaque manche et en possédant des expositions approuvées qui correspondent au contrôle des zones. Le décompte final rapporte de la réputation pour la variété et l’étendue des expositions approuvées.

Joueurs
2–4 idéal à 4
Temps de jeu
35–45 min
Âge
10+
Complexité
2 / 5
5,3 sur Ludoyaà partir de 26,87 €Collection d'ensemblesSélection ouverteMajorité / Influence de zone

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
36
Parties enregistrées
56
Joueurs
53m 18s
Partie moyenne
25
Dans des collections
3
Dans des listes de souhaits

5,3/10

sur 10 avis 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.

    Aucune partie enregistrée

  • 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.

    Aucune partie enregistrée

  • 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

    Premières impressions · 1 partie

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