Terramara

2019 · Antichità

Terramara

Guida un clan dell’Età del Bronzo in un villaggio su palafitte e accompagnane lo sviluppo nell’arco di diverse stagioni. Assegna i lavoratori alla caccia, all’agricoltura, all’estrazione mineraria e alla forgiatura di utensili in bronzo, studia nuove tecnologie e migliora la forza in combattimento. Viaggia su strade e in barca per esplorare la valle, commerciare con altri insediamenti e raggiungere i siti sacri. Gestisci le risorse, produci manufatti grazie alle tecnologie apprese e ottieni punti sviluppo attraverso la crescita, le scoperte e le spedizioni riuscite. Il giocatore con più punti sviluppo diventa il capo del clan e vince.

Giocatori
2–4 ideale in 4
Tempo di gioco
120 min
Età
12+
Complessità
3,4 / 5
6,7 su Ludoyada 58,95 €Tabellone ModularePiazzamento lavoratoriPoteri Variabili dei Giocatori

Sui tavoli di Ludoya

Tutte le statistiche in Ludoya
34
Partite registrate
69
Giocatori
2h 25m
Partita media
17
Nelle ludoteche
7
Nelle liste dei desideri

6,7/10

da 10 recensioni Ludoya

  • Mestremuten8,0

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

    Prime impressioni · 1 partita

  • halbert825,0

    Essen'19 Opinió després de una lectura de regles: euro de gestió de recursos i de col·locació de treballadors. Moltes accions diferents disponibles. Cada ronda "s'obren" noves accions, i pots enviar treballadors a accions que s'obriran en un futur deixant bloquejat el treballador en aquella acció fins al final de la ronda on s'obre. Poders especials inicials (asimetria), molts tracks per guanyar bonus i més poders especials i interacció negativa robant recursos a la resta de jugadors. El tema d'activar accions futures sembla interesant, però per el que he vist, totes les accions son molt similars: agafa x recursos d'un tipus, o transformal's de raw a processed (tipus Le Havre). Aquests recursos serveixen per construir artefactes, que et donen PV i poders especials. Mecanicament no em sembla res novedòs, no deixa de ser el de sempre: acumula recursos per comprar cartes, que et donen PVs i poders per guanyar és recursos, per poder comprar més cartes, etc... No hi ha cap "mapa" o similar on lluitar amb la resta de jugadors, es tracta de fer més PVs amb combos de poders especials.

    Prime impressioni · 1 partita

  • Evan7,0

    This is a worker placement game with some really interesting ideas and mechanisms. Essentially, you can place meeples on any actions available on the entire board, but the further down the board you place them, the longer it takes for them to reset back to you and the best actions are towards the bottom. In addition to this, there's a military track, where being ahead gives you the ability to place in the same space as players below you, but it also costs you a step on the track. On top of this there's a marvelous decision point where each player has a special power card, and once per game before a round, you can flip it to it's reverse side replacing your current power with a new one. All these fascinating elements get washed out by some pretty big negatives however. The game has a substantial take that action space. This space steals resources from all other players, at a rate depending on your relative positions on the military track. The action space is once per round, with only one player being allowed to take the action, which would be troublesome but acceptable if they didn't put the effect of the action on a few card effects, and also on a special era-3 tile that could be hit as many as eight times over the course of the game. The idea is that the game wants to prevent players from hording too many resources and not buying the weaker cards which would clog the display and prevent the era 2 and 3 cards from coming out at the right time, but the mechanism feels bad. Particularly bad as a result of that age 3 tile, where the player hitting it is probably doing pretty well already and doesn't need to punch down like that, preventing players from catching up while fueling their next big card purchase. Speaking of card purchases, only a few cards have interesting effects, as many are just there to bank your resources into so they don't get stolen. These ability cards are game defining, and getting the right one vs getting stuck with cards that have weaker effects or cards that only serve as points can be a game losing situation. Another issue is that it doesn't scale well. You use a neutral player and fire tokens to clog and block up spaces randomly, which can lead to some warpy situations. ★ 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

    Prime impressioni · 2 partite

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