
2013 · Political
Rialto
Players compete to score the most victory points by placing council members, building bridges and gondolas, and acquiring buildings across six Venetian districts. Each round players draft a set of cards, play them across six character phases to take actions (gain gold, place councilors, claim buildings, advance on the Doge track, etc.), and then activate building abilities by paying gold. Playing the most cards of a character in its sub-phase grants a free bonus action; ties are broken by position on the Doge track. District values change as bridges and gondolas are placed, and final majority control of each district awards endgame points based on those values.
- Players
- 2–5 best 4
- Playing time
- 45 min
- Age
- 10+
- Complexity
- 2.6 / 5
About the game
- Design
- Publisher
Photos from Ludoya tables
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Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 74
- Plays logged
- 98
- Players
- 1h 19m
- Average play
- 34
- In collections
- 2
- On wishlists
6.3/10
from 23 Ludoya reviews
Mestremuten5.0 Rating: 3/5 Production value: 2/4 Is the game in my collection/Love to have?: 0/1
Evan5.9 This is an area majorities game where the board state only scores once, and only right at the end of the game. The flow of the game is incredibly fast. Each round, players select a set of action cards from the display that's partially faceup and partially face down. Then, the name of each card gets called out in turn, and players play as many of that card as they want to or have. The player with the majority in each card gets a minor bonus, but most of this is in service of sending influence tokens into the single region allowed each round, and/or manipulating the value of those provinces. There are little ways here and there to get tokens into previous or future areas, but it becomes much harder, so there's an interesting focus this game has on trying to keep the areas you are winning for worth more, and areas you care less about worth less. I really enjoy this push and pull and the feeling that everyone is still in it right until the end. Meanwhile, the game has some buildings that can be built that add whole new strategies that don't necessarily even relate to what's happening on the board. Although the game shares some look similarity with San Marco, the two games have very different feelings to them. :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
Simple Eurogame. Some people say that's not the best Feld. It's really abstract and cold, but has interesting majority mechanics combined with area control. By the way it doesn't shines much for me.
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.
























