
2013 · 해양
Amerigo
Players assist an explorer on voyages to chart and settle newly discovered islands. A modular board of island tiles forms the map; ships move through this map to land, plan and build settlements that generate resources and victory points. Actions are determined by dropping colored cubes into a vertical tower: cubes correspond to different action types and may become stuck or dislodge others, creating a changing set of available actions. Players balance short-term tactics with long-term strategy, manage trading routes, invest in cannons against pirates, and acquire progress tokens to gain special abilities.
- 인원
- 2–4 최적 4명
- 플레이 시간
- 90분
- 연령
- 10+
- 복잡성
- 3 / 5
구매처
매장 가격과 중고 매물을 매일 확인합니다.
- Gameplay재고 확인 49.9 €
Ludoya 테이블에서는
Ludoya에서 전체 통계 보기- 104
- 기록된 플레이
- 134
- 플레이어
- 1h 47m
- 평균 플레이 시간
- 31
- 컬렉션 보유
- 8
- 위시리스트 등록
6.6/10
Ludoya 리뷰 20개 기준
Evan5.9 In this game, cubes of a single color are dumped into a cube tower which is supposed to retain some of the cubes. Whichever colors of cubes fall out determines which actions are available each turn with an action strength equal to the highest number of highest number of single color cubes that fell. A big part of the strategy is counting the number of cubes of each color that aren't in the tower, and make predictions about the likeliness of future potential action opportunities that round. Like most Feld games there are a lot of different things to do to get points, but the different elements are nicely tied together. I really enjoy the aspect of sailing around the map, putting down houses on anchor spaces, collecting the sets of different goods and placing the fantastic tetris-style pieces on the islands to claim areas. It's good good tension throughout between competing for spaces on the map, collecting tokens, pushing turn order, grabbing techs. Every round you want to do everything. The one big issue is that the cube tower that comes in the box seems to have some trouble actually retaining cubes. This can lead to a lack of interesting tension as to what actions might be available in the future. If this single component was better constructed the game would be more successful. Another issue is the game is a bit of a one trick pony. There seems to be a lot of variability in the map and in the order tiles come out but ultimately you play very tactically and largely have the same goals game to game. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::star::nostar: Raw enjoyment
게임 정보(인원, 플레이 시간, 연령, 제작진) 출처: BoardGameGeek.


























