
2017 · Sciencefiction
Otys
Players command a colony's team of divers who descend into submerged ruins to recover materials and artifacts for contracts and objectives. Each player manages a stacked diver queue with depth positions and limited oxygen: choosing a depth activates a shared action, then the diver at that depth performs a personal retrieval before surfacing and pushing the others deeper. Recovered items accumulate by depth on a player board and are combined to fulfill shared or personal objectives for reputation points. Players can develop their meter to cycle gauges faster, creating more action options and optimizing the timing and depths of their divers.
- Spelers
- 1–4 best met 3
- Speeltijd
- 60 min
- Leeftijd
- 14+
- Complexiteit
- 2,9 / 5
Over het spel
- Ontwerp
- Illustraties
Waar te koop
Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
Aan de tafels van Ludoya
Alle statistieken in Ludoya- 35
- Vastgelegde speelsessies
- 66
- Spelers
- 1h 2m
- Gemiddeld potje
- 26
- In collecties
- 2
- Op verlanglijsten
5,1/10
uit 20 Ludoya-recensies
Garfield4,0 #ActionProgramming Not thematic. No interaction except the spy action. Missions can be accomplished right before your turn and then you're stucked. And if you're lucky you draw a mission that you already can fulfil. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Very little. --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Programming your action, not more --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Almost no interaction --> Artwork: :star::star::star::star::nostar: <!-- size 7]Very nice artwork --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Mission drawing luck --> Strategy: :star::star::star::star::nostar: <!-- size 7]Programming your action, you should know what you are doing... --> Components: :star::star::star::star::nostar: <!-- size 7]Nice solid components, very good board --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Good --> Easy to teach: :star::star::nostar::nostar::nostar: <!-- size 7]It takes its time... --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::nostar::nostar::nostar: <!-- size 7]Can be played fast, but depends on the players --> Replay value: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nothing changes --> [/c]
Evan4,6 In this game players are trying to get the right combination of cubes into rows of their player boards in order to complete recipes. Each player gets a symmetrical set of ability tiles, which get arranged side by side in a column at the center of their player board. Next to each tile in the same row is a number tile and an area to collect the cubes. To use one of your tiles, you have to spend the number which only resets once the area for the numbers gets completely full. Then you get an additional effect from the central board matching the number your chose, and get to activate the printed ability on your own tile. Then your tile gets moved up to the top of your column, moving all the others downwards to fill the space. It's a fascinating system with lots of room for planning and clever moves. The only truly random element here is what recipe cards flip, and when player's effects adjust the order of special effect tiles on the central board. In our game, I and one of my two opponents spent a lot of time upgrading our tiles which cause them to have better and cheaper effects, meanwhile our third player focused on just making as many cubes as possible wherever and whenever, and that third player ended the game way before either of us were even remotely ready. I felt a bit cheated by the sudden end honestly. I didn't even see it coming. I'm interested to try it again soon, because I've never seen mechanisms like how these tiles get activated, and hopefully I'll be more conscious of the tight clock. We did find the art to take something away from the game. It's well done, but it's neither exciting nor does it help the clarity of the game much. The rulebook is also somewhat difficult to understand, as they do that thing I hate where they use thematic names for components when explaining how things function which always leads to confusion. I was reminded a little bit of Noria, in that both games have this really innovative action selection system, but neither ultimately does anything very creative with the product of that system. I'm not saying recipe fulfillment is bad, just that maybe it could have been something equally innovative. :star: 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
Mestremuten4,0 Rating: 2/5 Production value: 2/4 Is the game in my collection/Love to have?: 0/1
Gratis, op het web, Android en iOS
Speel Otys met Ludoya
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