World's Fair 1893

2016 · Post-napoleonico

World's Fair 1893

I giocatori vestono i panni degli organizzatori dell’esposizione internazionale del 1893, inviando sostenitori in cinque aree espositive per raccogliere carte e accrescere la propria influenza. Durante il proprio turno, un giocatore colloca un sostenitore in un’area, prende tutte le carte presenti e poi rifornisce alcune aree; le carte includono proposte di esposizione, personaggi influenti che forniscono sostenitori aggiuntivi e biglietti per il Midway, l’area delle attrazioni. La partita si svolge in tre round di punteggio, innescati dal raggiungimento collettivo di un certo numero di biglietti per il Midway; i giocatori ottengono reputazione per avere il maggior numero di sostenitori nelle aree, per aver raccolto più biglietti in ogni round e per avere esposizioni approvate che corrispondono al controllo delle aree. Il punteggio finale assegna reputazione in base alla varietà e all’estensione delle esposizioni approvate.

Giocatori
2–4 ideale in 4
Tempo di gioco
35–45 min
Età
10+
Complessità
2 / 5
5,3 su Ludoyada 44,99 €Collezione di SetDraft ApertoMaggioranza/Influenza di area

Sui tavoli di Ludoya

Tutte le statistiche in Ludoya
36
Partite registrate
56
Giocatori
53m 18s
Partita media
25
Nelle ludoteche
3
Nelle liste dei desideri

5,3/10

da 10 recensioni Ludoya

  • Daniel García Cruz6,0

    Se deja jugar, es un familiar muy chu-chu-chuli. Ideal para iniciar a alguien en el mundillo sin quemarse mucho la cabeza.

    Nessuna partita registrata

  • Benjamín Amorín3,0

    Beautiful but plain set collector game. Easy to teach, and with some interesting mechanics but very abstract, boring for me, and a majority cube mover at last.

    Nessuna partita registrata

  • Evan3,0

    Played this game 4 player, and was very disappointed. This is a game that on paper I should have loved. A quick playing majorities game with set collection. The flaw in the game is it's too chaotic. To collect sets, you need to get cards of all the different colors. You gain cards by adding a cube to a region and collecting whatever randomly got drawn into that area. To then get those sets to score, you have to majority win or tie in regions matching those colors. Since these are tied closely, you wind up needing to get cards by placing into regions that you can't hope to win a majority in. That, or you can take nearly no cards and place a cube into a region you need, but then you aren't working on your sets, and since you can't control when the areas will score, you are just setting yourself up for worse failure. The regions also get moneyed up with new cards after someone takes from a region clearing it out. This means which regions are the most lucrative to place into is largely decided by turn order rather than any sort of strategy. The game does come with one use special ability cards, which spice things up a little, but overall just feel like they add to the chaos of the game. Particularly because they have to be spent the turn after you claim them. In majorities games I enjoy, there should be some ability to have a plan and carry out that plan. Some aspect of stability or predictability, and it's just missing here. At least it is with 4 players. Perhaps with fewer this becomes a better game, but then at the same time there's nothing unique this game really brings to the table that inspires a desire for repeat plays. ★ 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 · 1 partita

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Dati del gioco (giocatori, durata, età, crediti) da BoardGameGeek.