Mythotopia

2014 · Oorlogsspel

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.

Spelers
2–4 best met 4
Speeltijd
60 min
Leeftijd
13+
Complexiteit
3,1 / 5
3,5 op Ludoyavanaf € 13,96KaartspelGebiedsopbouwHandbeheerOpbouw van kaartenstapels, zakken en voorradenGebiedsmeerderheid / Invloed

Over het spel

Illustraties

Waar te koop

Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.

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Laagste prijs, afgelopen 12 maanden€ 13,96 – € 13,96

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Alle statistieken in Ludoya
15
Vastgelegde speelsessies
20
Spelers
2h 3m
Gemiddeld potje
11
In collecties
1
Op verlanglijsten

3,5/10

uit 8 Ludoya-recensies

  • 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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