
2011 · Economic
Belfort
Players compete as rival architects directing Elves, Dwarves and Gnomes to gather resources and expand a pentagonal city. Elves harvest wood, Dwarves extract stone, and combinations of workers obtain metal or gold. Players place workers to collect resources, construct buildings across five city districts, and recruit Gnomes to staff buildings and activate special abilities. The game combines worker placement with area-majority scoring for each district and worker type. Buildings provide influence and income but increase tax liability as a player’s score rises, so resource management and timing of builds determine the winner.
- Players
- 2–5 best 4
- Playing time
- 120 min
- Age
- 12+
- Complexity
- 3 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 64
- Plays logged
- 58
- Players
- 2h 15m
- Average play
- 28
- In collections
- 6
- On wishlists
6.3/10
from 21 Ludoya reviews
Evan5.9 This is a worker placement game where your aim is to get points through having majorities of your house markers in the five regions of the central board. The game phases work a little differently from how I'm used to. You place your workers in turn order one at a time on action spaces until you pass. When you pass, you dump all your remaining workers in the resource collection boxes. Then workers placed on the resource collection board resolve, gathering you building materials with the player who sent the most workers to each collection box getting 1 bonus resource. You then adjust turn order based on who took the turn order action, then finally in the new turn order you resolve the workers placed everywhere else, with each player resolving all their actions at once before the next player goes. In order to place a house into a region, you need to pay the resource cost on a card from your hand. The card may have extra income you'll earn each round, it may have a special ability, and it might have a special action space that can be used by only your own workers. Most critically, that card has an icon on it, which represents the locations on the main board you are allowed to place a house. For example, each region has a limited number of tower icons, so if you build a tower card, then your options for where your house can do become more limited as spaces fill up. For additional intrigue, there are two types of workers in the game which restricts your options for which resources they are allowed to gather, and each of those types has the potential to be upgraded which means they gather twice as much. I very much enjoy this game, although I will say that the visual design of the game is much busier than I'd like. I always feel a little intimidated going in after taking a long break from the game, despite the game not being terribly complicated. It's also a little uncomfortable that each game there is always a "take that" action space available. The central board has a few worker placement spots that get filled at the start of each game with a random tile from a pile of options, with one of those tiles always being from the "interactive" pile. I'm not a huge fan of take-that game elements where you are effecting someone's personal board or resources as opposed to a back and forth interaction jockeying for majorities on the central board. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment
Garfield2.0 46 Just not interesting enough to keep it. Get resources to build *zzZzZz*
Me encanta este juego.....tiene un poco de todo.....muy bonito y sencillo de explicar, juego de mayorías y de colocación de trabajadores. Para mi Top 5
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.



























