
2013 · Economic
Citrus
Players plant and expand citrus groves and build onto fincas by drafting and placing landscape tiles to score points. Turns are simple: collect tiles or build on a finca, then harvest plantations to gain income and reset space for new growth. Timing of harvests determines which plantations remain in contention for finca scoring, so players must balance immediate income against long-term point opportunities. Supports 2–5 players with a shorter variant and a family-friendly ruleset; plays in about 50 minutes and scales well for two players.
- Players
- 2–5 best 2
- Playing time
- 60 min
- Age
- 10+
- Complexity
- 2.5 / 5
About the game
- Design
Expansions
See them in LudoyaOn Ludoya's tables
Full stats in Ludoya- 24
- Plays logged
- 37
- Players
- 43m 30s
- Average play
- 7
- In collections
- 6
- On wishlists
- 1
- Pre-ordered
5.0/10
from 6 Ludoya reviews
Garfield2.0 #TilePlacement Way too chaotic with 5 players. If you're lucky you get the right tiles, if not, you gonna lose. [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Not much you can do --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Very little direct interaction --> Artwork: :star::star::star::star::star: <!-- size 7]Archipel tiles are gorgeous --> Luck: :star::star::star::star::nostar: <!-- size 7]Plantation tiles are drawn from a bag --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]Connect as many haziendas as possible? --> Components: :star::star::nostar::nostar::nostar: <!-- size 7]Average --> Play duration: :star::star::nostar::nostar::nostar: <!-- size 7]Too long with 5 players --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: <!-- size 7]not yet read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::nostar::nostar::nostar::nostar: <!-- size 7]Can be huge with AP-Players --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Random tiles and plantation placements --> [/c]
Good game, abstract feel. End game scoring can be huge and unexpected when you hop over people. Also using this to introduce people to boardgaming.
Evan5.9 On a turn, you either buy tiles which are placed on the board in chains of the same color, and then you place a claim meeple on a tile of the chain, or you can remove one or more meeples from the board to score points and collect money. As the game progresses, scoring house tiles get completely surrounded which triggers their payout for whoever has the first and second place in number of tile chains in some way surrounding the scoring tile. This creates a really interesting dynamic of trying to snake chains of tiles between multiple houses. This gets tricky as each house demands a different color on each of it's orthogonal adjacencies, yet diagonal adjacent chains still count. The board is littered with one time use special action tiles you collect when you build on top of them. The game has a good set of short term planning with a lot of tactical choices. :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::star::nostar::nostar: Raw enjoyment
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.












