Mundus Novus

2011 · Renaissance

Mundus Novus

Players act as 16th-century ship owners dispatching caravels to the New World to acquire and trade goods. The game uses a resource deck (ten resource types) and a development deck; play proceeds in rounds with an Event phase, a Supply phase where players draw resources (plus extra per caravel owned), a Trade phase where a Trade Master sets how many cards are offered and players draft the highest-value offers, and a Progression phase where resources are spent for doubloons or development cards. Sets of identical or diverse goods are traded in for developments or money; rarer or larger sets unlock better development choices. The game ends when a player collects one of each resource type or reaches a doubloon threshold, or when the development deck is exhausted and the wealthiest player wins.

Players
2–6 best 4
Playing time
45–60 min
Age
14+
Complexity
2.2 / 5
6.1 on LudoyaEconomicNauticalSet CollectionHand ManagementOpen Drafting

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On Ludoya's tables

Full stats in Ludoya
30
Plays logged
51
Players
54m 23s
Average play
25
In collections
3
On wishlists

6.1/10

from 13 Ludoya reviews

  • Benjamín Amorín6.0

    Easy Set Collector - Card Drafting Game. Plays better with more players. I prefere others, but is not a bad one.

    No plays logged

  • Evan4.0

    this is the game that takes the trading mechanic from Mare Nostrum and makes it it's own game. I thought I would enjoy this a lot, but people had a really hard time understanding it. Once they did, we had issues from the Technology cards where certain cards would just sit at the bottom because nobody wanted them, so we'd be encountering the same event over and over again. There was also disconnect when people wanted to know how to fight the pirates from the pirates event, but you don't. We ended up calling this in the middle of the game due to people not really feeling it. I'm willing to give this another go with a lighter group sometime, but I don't feel super enthusiastic. I wonder if this isn't a mechanic too far? The core idea of how the trading works, but the effect of trading seems disconnected from the method of trading. This is to say, yes, all the cards get traded, but it's such a confusing circular system, you sort of want some additional benefit or effect to result from the trading process itself, since the system is so out of the ordinary. ★ Art and components ☆ Innovative mechanics ☆ Handles 5 or more players ★ Good with different player counts ★ Low time between turns ☆ Comfortable complexity ★ Re-playability ☆☆☆ Enjoyment

    First impressions · 1 play

  • Ben Bishop4.9

    Rummy but with special powers and upgrades.

    Played it 8 times

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