Mythotopia

2014 · ウォーゲーム

Mythotopia

Compete for control of a medieval fantasy map through deck-building, resource management, and military expansion. Draft Improvement cards, customize a personal deck, and use food, stone, and gold to recruit forces, build cities, roads, and castles, or launch invasions into neighboring provinces. Variable victory conditions reward different strategies, including development, naval control, and successful attacks. The game ends when four of the seven available victory point cards are emptied.

プレイ人数
2–4 ベスト4人
プレイ時間
60分
対象年齢
13+
複雑さ
3.1 / 5
3.5 Ludoyaでカードゲーム領土構築手札管理デッキ、バッグ、プール構築エリア多数派/影響力

ゲームについて

デザイン

購入先

ショップ価格と中古品を毎日チェックしています。

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Ludoyaのテーブルでは

Ludoyaで詳しい統計を見る
15
記録されたプレイ
20
プレイヤー
2h 3m
平均プレイ時間
11
コレクション登録
1
ウィッシュリスト登録

3.5/10

Ludoyaのレビュー8件より

  • Evan2.5

    I wasn't super happy with this game. I could see the design influence from A Few Acres of Snow, but the charm was gone. The way this works is each player gets a certain number of random provinces at the start. You need to hope that your stuff gets clustered vaguely together, and that you have a decent spread of all the different types of resources, as each province has a card you add to your deck that produces a single type of good. At the start of the game a certain number of cards containing victory points are used. These act as the game timer, with the game ending when however many cards run out of chips. There is also an array of 16 special cards available for purchase. There is only one copy of each card and they don't replenish, so the deckbuilding portion of the game ends pretty quickly once these get snatched up. You get 3VP for each province you control plus whatever perma-points you get from the chip cards, and that's your score. We spent some time trading provinces back and forth uselessly, but the game dragged as we felt like pretty early on we couldn't effect the content and flow of our decks. In order to attack, you need the card matching the province you are attacking from, so often times our invasions of each other were more about the fact we had lined up the cards in our hand rather than the idea we were actually aiming for a specific goal. We happened to get mostly VP cards that required building, so players who happened to start more in the easier-to-fortify edge of the board brick producing areas had a big advantage. We quit mid-game. I'm not opposed to trying again with a different group, but I don't feel any particular pressure to either. :nostar: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: 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