The Speicherstadt

2010 · Economic

The Speicherstadt

Players act as Hamburg wholesalers around 1900, acquiring shiploads of spices, coffee, tea and carpets to fulfill contracts and score points. Cards are drafted across four seasonal decks; later seasons introduce more powerful options, so players plan acquisitions over time. Bidding occurs by building towers of meeples over cards: placing meeples increases a card’s cost for players beneath them, and each player has a limited number of bids per round, creating timing and positional strategy. Players also collect special cards and sets for endgame points and must obtain fireman cards or suffer penalty points for fires.

Players
2–5 best 4
Playing time
45 min
Age
8+
Complexity
2.3 / 5
4.7 on LudoyaAuction / BiddingIncomeEnd Game Bonuses

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Full stats in Ludoya
139
Plays logged
132
Players
1h 8m
Average play
19
In collections
4
On wishlists
1
Pre-ordered

4.7/10

from 21 Ludoya reviews

  • Mestremuten8.0

    Rating: 4/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

  • Evan1.6

    There's a ton I dislike in this game. Everyone seems enamored by the bidding mechanism where the first player in has the opportunity to buy it, but everyone who bids after him makes the price more expensive. I dislike this, because the income per turn is so low, that forcing someone to pay more than they should for a card they need can cripple you on future turns, but choosing to not pay can mean you just don't get any cards at all, which is equally crippling. Then the mechanism of how fire resolves, where it rewards the player who was able to get the firehat card and hurts the player struggling to get any cards at all. Then, I also dislike how in the first few rounds you need to buy contracts and merchants who require resources that come into play randomly in the future, which you also then need to be able to afford, and it's not uncommon to have cards in front of you that you had to really fight for that you never get to execute. The expansion also is bad in that it adds another card row at the top that allows players to make sure some cards never see play as an aggressive move, and gives nearly free cards to whoever happens to be last in turn order. I really don't see any appeal to this game at all. ★ 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

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