
2018 · Nautisch
Century: Eastern Wonders
Players sail the high seas as merchants and privateers working to establish spice trading networks among the Indonesian islands. They draft and play cards to upgrade and exchange goods, manage ship movement around a modular board, and acquire scoring objectives by delivering specific spice combinations. Gameplay centers on efficient engine-building and route selection: convert and combine spices, deploy ships to control islands, and compete for lucrative contracts and trading posts. Variable objectives and modular setup create different strategic paths and replayability.
- Spelers
- 2–4 best met 4
- Speeltijd
- 30–45 min
- Leeftijd
- 8+
- Complexiteit
- 2,1 / 5
Over het spel
- Ontwerp
- Illustraties
- Publisher
Speelt samen met
Bekijk ze in LudoyaWaar te koop
Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
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Aan de tafels van Ludoya
Alle statistieken in Ludoya- 174
- Vastgelegde speelsessies
- 191
- Spelers
- 45m 43s
- Gemiddeld potje
- 86
- In collecties
- 4
- Op verlanglijsten
5,6/10
uit 37 Ludoya-recensies
Evan2,5 In this game, players sail around the board turning cubes into other cubes, with the goal of trying to sail over to a contract spot and complete the contract before someone else gets it. When a contract is taken it's replaced with a new one, but you don't know what cubes it will need, and you have a limited cube storage capacity. One cute twist in the game is that if you want to move more than one space on your turn you have to leave behind one cube on the space you jump, which gets collected by the next person to end their movement there. Another interesting element is that in order to use an action space you have to drop a house, which costs cubes equal to the number of players who already have houses there. Then the icon on the tile determines which house you drop, and there are bonuses for unlocking all of a row or column. The game works. The design choices are all logical, but I found the game was lacking any real magic or excitement. The gameplay is quite repetitive as you wind up carving out a little cube conversion path, and then more or less stick to it until you buy a contract and then have to start the loop over again to aim for the next one. I'm not sure what else this game needs, as everything is pretty tight design wise, but it definitely feels like it's missing something. ★ 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
I prefere the first one, I'm not much into Pick And Deliver
Regelvragen
Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.
How do I acquire a Merchant card — what do I pay and does the leftmost card cost anything?
To acquire a Merchant card, place one cube from your cargo hold on each Merchant card to the left of the card you are taking, then take that Merchant card into your hand; taking the leftmost card requires placing no cubes (page 1).
When I play a Trade card or do a Market action, can I perform the same trade multiple times?
Yes — both Trade cards and Market actions allow you to perform the listed trade any number of times in a row as long as you have the required cubes available (page 2).
How many cards do I have to discard to move my boat, and where can those cards come from?
For a Move action you discard one or more cards (each discarded card equals one adjacent tile of movement) from your hand and/or your face-up cards to the right of your player board into your face-down discard pile; the first movement also requires a discarded card (page 2).
Can I end my movement on a market tile that already has other players' boats?
You may end on a market tile with other boats only if you can pay each owner 1 cube from your cargo when you land there; if you don’t have enough cubes to pay all concerned players you cannot end your movement on that tile (page 2).
What does it cost to build an outpost on a market tile?
You may build one outpost per market tile if you don’t already have one there; the cost is 1 cube for each outpost currently on that market tile (in a 2-player game this counts as 2 cubes per outpost), so placing the first outpost on a tile costs no cubes (page 2).
How do Port VP tiles and the Closed Port tile work when I claim a VP tile?
To claim a port’s VP tile return the cubes shown on that VP tile to the supply and take the tile face down, then draw and reveal the next VP tile for that port; if the revealed tile is the Closed Port tile the port is closed (no VP tiles are placed while it is present), and whenever a VP tile is later claimed at another port you move the Closed Port tile to that port and then place a VP tile on the port that previously held the Closed Port (page 2).
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