
2010 · 経済
Troyes
Players recreate centuries of a medieval Champagne city by managing a personal pool of dice and a hand of cards that represent religious, military, and civil affairs. Dice are allocated to projects such as cathedral construction, disaster response, and civic tasks; cards enable actions, recruitments, and scoring opportunities across the three social domains. Players may spend money to hire opponents’ dice for temporary use and compete for influence, prestige, and victory points. Includes player-driven timing through dice placement and card play; later editions add a solo mode and bonus cards.
- プレイ人数
- 1–4 ベスト3人
- プレイ時間
- 90分
- 対象年齢
- 12+
- 複雑さ
- 3.4 / 5
ゲームについて
- Publisher
Ludoyaのテーブルからの写真
Ludoyaですべての写真を見るLudoyaのテーブルでは
Ludoyaで詳しい統計を見る- 807
- 記録されたプレイ
- 536
- プレイヤー
- 1h 30m
- 平均プレイ時間
- 163
- コレクション登録
- 34
- ウィッシュリスト登録
- 1
- 予約済み
7.1/10
Ludoyaのレビュー109件より
Garfield7.0 #50 Nice dice mechanism. But it's always better if you roll high? So it's a little bit luck dependent? If you always roll low you won't win for sure. Have to try with expansion. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Gameplay: :star::star::star::nostar::nostar: <!-- size 7]Placing dice to do something --> Interaction: :star::star::star::nostar::nostar: <!-- size 7]Blocking each other --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::nostar: <!-- size 7]Dice rolling --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Not sure --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: :star::star::star::star::nostar: <!-- size 7]Very good --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Different random cards --> [/c]
Evan4.6 My group was a big fan of this game, but it never really worked for me. First and foremost the look of this game really bothers me. The garrish patterns combined with the ketchup red and mustard yellow really bothers me, more than it should. I like to think that I'm a mechanisms over theme guy, but art like this I find troublesome. Additionally, this game is very guilty of difficult to understand icons. Each game doesn't have that many cards, but the cards will often have one time use icons on them, so it hurt my experience substantially that when I played this it was before a BGG card lookup player aid was available. I'm not thrilled with the way your meeples get kicked out of the various offices. I'm also not thrilled with the feeling you get when your opponent buys the die you needed out from under you. These two forms of negative player interaction would be forgivable in a game with a better look to it, but when combined with the visual static of the game, it hurts an already difficult experience. I'm also feeling a little done with the game mechanism where there are invader cards collecting at the bottom of the board that players need to collectively fend off. It's so perfectly executed in Lowlands, that it's hard to imagine going back. The expansion is also troublesome. The purple die module means that my issue with people stealing my dice out from under me is resolved, as nobody can steal your purple die, but the flip side of that is it removes key tension from the game that's really the game's soul. I may not like the steal mechanism, but without the threat of it, there's a hollow feeling to the rest of what happens. There's also a module where you walk your people around the exterior of the board that feels very tacked on. I was unimpressed, and it certainly didn't add anything that saved the experience of the base game for me. It's rough, because I really should like this game. I understand it's a good game. I just can't manage it. :nostar: Art, Iconography and components functional :star: 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::star::nostar::nostar::nostar: Raw enjoyment
Mestremuten9.0 Rating: 4/5 Production value: 4/4 Is the game in my collection/Love to have?: 1/1
ルールに関する質問
Ludoyaのルールアシスタントがルールブックに基づいて回答しています。
黒いダイスはいつ広場を取り除くの?それで、何に取り消し線を引けばいいの?
毎半日の開始時に、黒いダイスは置かれている広場を破壊する。3日目からはさらに、各プレイヤーは自分のスコアシートで、黒いダイスの出目と広場の色に一致するダイスを横線で消さなければならないし、その色の欄にある未建設の建物もすべて消さなければならない。建設済みの建物は破壊されず、その列にある要塞がそのダイスの破壊からあなたを守ってくれる(4ページ参照)。
プラザはいつ裏返して、いつ車輪を回転させるの?
各半日の終わりに、街の触れ役は破壊された広場を裏返して反対側にしてから、ホイールに戻します。そして各1日の終わりには、街の触れ役がホイールの小さい層を時計回りに1つ進めて、次の日の番号を示します(5ページ)。
サイコロから資源って、具体的にどうやって獲得するの? サイコロの出目と同じ数だけ丸を付ける感じ?
「資源を獲得する」アクションを行うときは、出目の値と同じ数だけ、その色のトラック上で左から右へ資源を丸で囲みます。市民タイプの資源を得る場合は、対応する市民をそのトラック上で丸で囲みます(6ページ)。
アクションを実行するとき、Influence、Deniers、Knowledge はダイスをどう修正するのですか?
Influence(赤)を使うと、使うたびに1点ずつ選んだダイスの出目を±1調整できます。deniers(黄)はダイスの位置を使うためのコストを支払い、knowledge(白)を2点使うと、選んだダイスの色を変えられます(6ページ)。
要塞って何をするの?自分の建物に取り消し線を引かれないようにしてくれるの?
列に要塞を建てると、その列への黒ダイス攻撃から守られます(その列で攻撃されたダイスを消す必要がなくなります)。また、描かれている市民と、適用可能ならリンクボーナスをすぐに得ます。なお、すでに建設済みの建物はイベントで破壊されることはありません(7ページと4ページ)。
大聖堂を建てるには白いダイスが必要ですか?それと、ゲーム終了時にはどうやって得点になりますか?
はい—Cathedralアクションには白いダイスが必要です。建てるたびに、特定の建物タイプのゲーム終了時得点が解放されます。最初の2つのCathedralでは1VP、次の2つでは2VP、最後の2つでは3VPを記録します。これはゲーム終了時にそのタイプの建物1つごとに得られるVPです(8ページ)。
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。




























