Wildcatters

2013 · Industrie / productie

Wildcatters

Spelers nemen de rol aan van 19e-eeuwse oliemagnaten die velden ontwikkelen, bieden op rechten en boorinstallaties, tankers, treinen en raffinaderijen bouwen op een wereldkaart die is verdeeld in oliegebieden. Elke ronde plaatsen spelers identieke startmiddelen, kiezen ze gebiedskaarten, halen ze geld op en verwerven ze olie-acties om te verkennen en vaten te produceren. Productie en transport zijn coöperatief in die zin dat spelers elkaars treinen en tankers kunnen gebruiken om olie naar raffinaderijen te vervoeren, terwijl ze tegelijk strijden om de meeste vaten te leveren en aan het einde van zeven rondes de meeste aandelen en contanten te verzamelen.

Spelers
2–4 best met 4
Speeltijd
120 min
Leeftijd
12+
Complexiteit
4 / 5
6,9 op LudoyaVervoerEconomischPunt-naar-puntbewegingGebiedsmeerderheid / InvloedOpen selectie

Waar te koop

Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.

Vergelijk alle prijzen in Ludoya

Aan de tafels van Ludoya

Alle statistieken in Ludoya
41
Vastgelegde speelsessies
94
Spelers
3h 37m
Gemiddeld potje
13
In collecties
8
Op verlanglijsten

6,9/10

uit 16 Ludoya-recensies

  • setropo8,0

    ECDE #10

    Eerste indrukken · 2 speelsessies

  • Evan6,0

    The currency of this game is stock certificates in your own player color. When you need to pay for things, it's usually some combination of one time user worker cards, and your personal supply of these stocks. Players spend these resources to build oil rigs, turn those rigs into pumps, build trains and boats to transport the oil tokens along and build storage areas to deliver the barrels to. The game has a ton of interesting player interaction. You can piggyback other players moves, pay them to use their trains and boats and even drop off your oil tokens in their storage areas. When each storage area is full with 5 oil tokens, it empties. If the tokens belonged to other players, they get added to that continent's area majorities scoring box and you get. stock payout to your supply. If the oil tokens belonged to you, then you have to choose to add your barrels to the majorities fight, OR get the stock payout. This is a really interesting decision when it comes to where to build, what areas to develop, and what majority scorings to fight for. Where the game falls a little short for me is the intense punchyness that can occur in terms of other players using your infrastructure. Each time someone uses your train or boat, you have to give them one stock in your color. Each time they deliver to your storage area, they have to give you two per barrel delivered. If you don't have the stocks in hand, you need to take out loans from the bank. The loans are expensive to pay back and come with a huge vp penalty for not repaying them. If multiple players decide to use your features all at once, you can easily be eliminated from contention. If you survive however where you planned well, and stockpiled enough of your own stocks to make it through the dogpile, you emerge nearly invincible from the massive payout people handed you when the storage areas empty. This is always like dancing on a knife's edge since you can't hold back building too much or you take yourself out of the running for winning anyway. I understand this is a feature a lot of people really enjoy, but I found it to be too mean for my taste.

    Eerste indrukken · 2 speelsessies

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