Arraial

2018 · Puzzle

Arraial

Players run a neighborhood summer festival, collecting decorations, performers, and food to attract visitors. On each turn they spend action points to acquire tiles from a shared market and place them on a personal board, arranging shapes and types to create effective combos. The game emphasizes spatial placement and set-building as players try to match tiles to attract the most guests. Rounds move quickly and scoring rewards well-arranged festivals and popular attractions; the player with the most visitors at the end wins.

Players
1–4 best 2
Playing time
30 min
Age
8+
Complexity
1.6 / 5
2.2 on Ludoyafrom $34.27Abstract StrategyAction PointsSolo / Solitaire GamePattern Building

About the game

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  • Arraial on the table, photo by Amy

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Full stats in Ludoya
24
Plays logged
32
Players
35m 36s
Average play
15
In collections
3
On wishlists

2.2/10

from 6 Ludoya reviews

  • Evan0.9

    This is a game where you get three actions per turn. An action is either spend a card from the center three to take the matching Tetris piece or rotate the central disllay. A taken Tetris piece goes at the top of your board. Then like Tetris you slide it to the bottom. Once at the bottom you can slide it left or right. If it links with another piece of the same color it produces a colored meeple. The largest blob of the same color among all players get a double meeple that gets passed around as the largest blob changes. If you completed a row you get another meeple and move your top barrier up. Then the game part of the game really clicks in. All of what I've written about so far falls to frustrating nothing as the game is really about other players making sure not to leave you with cards you can use without giving you unretreviable dead empty spaces. As the game progresses so do your losses as when the deck runs out of cards everyone's barriers lower. If you are unable to place a piece you take a scoring penalty. Between the raw flipluck of the cards and the core strategy of the game being focused so heavily on not providing pieces to the display that your opponent can use, I found this to be an entirely negative experience. Perhaps I'm just jaded from playing so many relatively fluffy Uwe Rosenberg Tetris piece games? Perhaps this is in particular just an unpleasant experience. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :nostar: Low or mitigatable luck elements :nostar::nostar::nostar::nostar::nostar: Raw enjoyment

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Game facts (players, playing time, age, credits) from BoardGameGeek.