Dokmus

2016 · 領土構築

Dokmus

Players lead a tribe on an expedition to a mysterious island made of eight double-sided map tiles arranged in a 3×3 grid with the center empty. Guardians are represented by draftable cards each round; the chosen Guardian determines turn order and grants a unique power such as moving or rotating tiles, moving tokens, or claiming the first-player marker for the next round. On a turn, a player has three tokens to place as influence, to sacrifice to cross water or enter forests, or to throw into volcanoes. The island’s layout shifts as tiles are moved and rotated, and scoring awards points for discovered temples and ruins plus sacrificed tokens.

プレイ人数
2–4 ベスト4人
プレイ時間
20–40分
対象年齢
10+
複雑さ
2.1 / 5
7.1 Ludoyaで神話抽象戦略可変プレイヤーパワーマップの変形グリッド移動

Ludoyaのテーブルでは

Ludoyaで詳しい統計を見る
27
記録されたプレイ
50
プレイヤー
55m 25s
平均プレイ時間
11
コレクション登録
5
ウィッシュリスト登録

7.1/10

Ludoyaのレビュー3件より

  • Evan7.2

    In this game you have a grid of landscape tiles. You start with a single settlement piece on a corner tile's edge. Each round players draft turn order tiles, with each one having a special power. On your turn you can place three settlement tiles adjacent to your existing ones, and use your special power in any order. The powers manipulate the grid by moving a tile, rotating a tile, letting you bump one of your settlement markers one space or just becoming starting player. Then, each of the different terrain types have a special rule to deal with it. The ultimate goal is to have settlement pieces next to the different temples scattered throughout the board. The game is very engaging and clever considering it's simplicity. There's a big reward for being on all the tiles, so players really compete with each other for the moves and rotates, trying to get the most of our your limited actions. Some times require pulling a piece off the board, for example, if you leave any settlement tokens on volcanoes, they have to be pulled off. This isn't bad because these tokens are considered sacrifices to the gods, and there's a majority endgame scoring for most sacrificed. This is also fine from a scoring standpoint, since you really only care about being next to temples, so if some of your connecting pieces have to flay away to get there, it's no sweat off your back. It also helps the boards from getting impossibly clogged. I'm very impressed with this game, and I'm excited to see more. ★ 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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ゲーム情報(人数、プレイ時間、対象年齢、クレジット)の出典:BoardGameGeek