
2014 · Politiek
The Walled City: Londonderry & Borderlands
Players jointly build a growing medieval town by playing cards to place roads, settlers, nobles and then walls across the board. The game plays over two phases: in the first phase players lay road and population cards to create neighborhoods and populate them with loyal peasants and nobles; in the second phase players complete walls, assign nobles to towers as Watchmen, and manage gaps that can cause nobles to leave. Areas score by majority control, converting controlled neighborhoods into votes toward the city council seat. The box contains two distinct maps with separate guild powers and mechanics, and guild cards may be mixed between maps to create varied setups and strategies.
- Spelers
- 2–4 best met 3
- Speeltijd
- 60 min
- Leeftijd
- 13+
- Complexiteit
- 3,2 / 5
Over het spel
- Ontwerp
- Illustraties
- Uitgever
Uitbreidingen
Bekijk ze in LudoyaWaar te koop
Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
Aan de tafels van Ludoya
Alle statistieken in Ludoya- 3
- Vastgelegde speelsessies
- 5
- Spelers
- 1h
- Gemiddeld potje
4,7/10
uit 3 Ludoya-recensies
Evan4,6 This is a wonderful hour long ish area majorities game where you are cutting up the borders of the areas and adjusting the values while you deploy your markers. At the start of the game the board is filled with colored dice that have numbers 1 to 3. Each color's victory points value is tracked by the sum of those dice. You play two rounds. In round 1 on your turn you play a card from your symmetrical deck and place an area border on the map. Then you use the two numbers on the card to place tokens on the two sides of the border you placed. Then, you can adjust the value of a die in one of the regions you placed into +1 or -1, changing the value for that color across the whole map. In round 2 you do the same process, but you are now placing walls around the edge of the map, as the meeples placed will flush out of areas not completely enclosed before the second round scoring. Before each round players also draft a single powerful ability card they can use any time during their turns, although realistically this is always saved for the final round when players can least respond to it. It's all the area majority elements I love the most in a tidy little package. ★ 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
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