
2011 · Card Game
Discworld: Ankh-Morpork
Players vie for control of a comic fantasy city-state after its ruler vanishes, each secretly pursuing a personal agenda with unique victory conditions. Play unfolds on a detailed city map as players use a deck of 132 unique cards to place minions, erect buildings and trigger characters’ effects. Each card lists one or more actions; players choose which actions to resolve and can often chain a second card to extend their turn. Hidden identities, area control and card-driven tactics determine influence across the city, while familiar characters and locations from the setting populate the artwork and card effects.
- Players
- 2–4 best 4
- Playing time
- 60 min
- Age
- 11+
- Complexity
- 2.2 / 5
About the game
- Design
- Publisher
Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 163
- Plays logged
- 178
- Players
- 1h 11m
- Average play
- 58
- In collections
- 12
- On wishlists
6.4/10
from 46 Ludoya reviews
Evan4.6 This is a very fast, very punchy game, where each player is given a secret goal, and a hand of 5 cards. On a player's turn they can play up to 2 cards, and do the actions on the card in the order shown at the top of the card. Then they draw back up to 5. If at the start of someone's turn, they have achieved their secret goal, then they win. The magic of the game is trying to take actions that would make someone believe you have a different goal than you actually have, so that when they punch you, your real goal doesn't get set back. The rules are very simple, but there's still a lot to think about, as you always need to be making educated guesses as to what other people are going for and how to stop them. Something about the game that bothered me was the degree to which one has to pay attention to the board state. There are character roles who win if at the start of their turn if they control four areas, and that's a very easy goal to achieve if one or more players stop paying attention for a second. This can get tough when your secret goal is something like, collect a conspicuous amount of money, or have the game deck of action cards run out. It means game sessions are either amazing, or done disappointingly soon. For example, in our fourth play, I was money guy, and players could kinda see I was stockpiling cash, so all the punish cash cards were being thrown my way. I was only a few turns in, and starting to build some steam, and then a player who needed to control four regions declared victory; game over. For my time, I would rather be playing A Study In Emerald. ★ 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
Jan Solo7.0 Uno de los pocos juegos de control de área que me gustan, especialmente por la temática del Mundodisco. Sencillo relativamente, divertido y emocionante. Los objetivos secretos le dan un punto muy guay. Juego descatalogado, en inglés. Impro-Reseña⇒ https://youtu.be/fs6RjIKH56k
It felt funny until 3 players realised couldn't win in any way. This is not good nor as funny as it promised
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If I place a minion into an area that only has my own minions, do I still have to put a trouble marker there?
Yes — whenever you add or move a minion into an area that already has one or more minions (even if they are all yours) you must place a trouble marker there (unless it already has one). (pages 4, 7)
Can I assassinate a minion in an area that doesn't have a trouble marker?
No — you may only assassinate a minion (or troll/demon) in an area that contains a trouble marker. (page 4)
Do I have to control an area to build there, or can I build where an opponent has more minions?
You do not need to control the area — you only need at least one of your minions there, the area must not contain a trouble marker or an existing building, and you pay the area's cost to the bank. (pages 4–5)
If a card attempts two assassinations and I play an interrupt, can that interrupt protect two of my minions?
No — an interrupt card only protects a single minion; if the attacker has a second assassination symbol they can still attempt to remove another minion unless you play another interrupt. (page 7)
When do Personality victory conditions check — at the start or end of my turn?
Except for Commander Vimes, all Personality victory conditions must be true at the start of your turn to win; the game can also end immediately if the Riot random event conditions occur or the draw pile is exhausted. (pages 6, 3)
If a card shows the Random Event symbol, do I have to draw that event?
Yes — the Random Event action is mandatory: you must draw the top Random Event card and resolve it (and each Random Event card is used only once). (page 5)
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Game facts (players, playing time, age, credits) from BoardGameGeek.













