
2013 · Renessansen
Bruges
Play as competing 15th-century merchants in a prosperous Hanseatic city, balancing commerce, politics, and emerging threats. Each turn a player selects one of their character cards and uses it to take one of six actions: recruit workers, collect money, reduce a city threat, build a canal, build a house, or hire the card’s character. Card color affects which actions are available or how strong they are, so hand composition shapes options and timing. Players develop buildings, employ characters, and manage relationships with powerful figures while accumulating prestige; the player with the most prestige at the end wins.
- Spillere
- 2–4 best 3
- Spilletid
- 60 min
- Alder
- 13+
- Kompleksitet
- 2,8 / 5
Om spillet
- Design
- Illustrasjon
- Utgiver
Utvidelser
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Butikkpriser og brukte eksemplarer, sjekket hver dag.
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All statistikk i Ludoya- 157
- Registrerte spilløkter
- 125
- Spillere
- 1h 13m
- Gjennomsnittlig spilletid
- 35
- I samlinger
- 12
- På ønskelister
6,6/10
fra 36 anmeldelser på Ludoya
Dídac8,5 Diversió 5/5 · Interacció 4/5 · Atractiu 4/5 · Originalitat 4/5 · Rejugabilitat 4/5 · Accessibilitat 5/5
Førsteinntrykk · 2 spilløkter
Mestremuten6,0 Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1
Førsteinntrykk · 1 spilløkt
FinnTroll8,0 lighter fare
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Regelspørsmål
Besvart fra regelboka av Ludoyas regelassistent.
If one of the draw piles runs out during Phase 1, do we reshuffle the discard or what happens — does the game end?
When a draw pile runs out it is immediately replaced with the extra draw pile set aside at setup, and play continues; if the other pile later runs out you split the remaining pile in half so there are always two piles to draw from — the round in which the extra pile enters is the final round (page 4).
Do we all get Threat markers for every die that shows a 5 or 6, including the start player?
Yes — for each die that shows a 5 or a 6, every player (including the start player) receives one Threat marker of that die's color and places it face up in front of them; receiving a third marker of a color immediately triggers that color's penalty (page 5, page 12).
When I play a card for guilders, how many guilders do I take?
Play one card into the discard to take a number of guilders equal to the value shown on the die of the same color as the played card (so 1–6 guilders depending on that color's die) (page 6).
When building a canal, does the played card need to match the canal space color and do I have to pay the cost on the space?
Yes — to build you must play a card matching the color of the canal space you wish to build on and pay the guilder cost shown on that space before placing a Canal token (page 7).
When can I activate people I recruited — immediately, during my turn, or only at the end?
People with the arrow icon activate once immediately after being played; those with a worker icon can be activated during your turn (once per round by paying the shown worker) and some infinity-loop cards either activate once per round or trigger automatically when their situation occurs; laurel-icon people only activate during final scoring (pages 8–9).
How do Majority markers work — can more than one player score the same majority and how many points are they worth?
A player may flip a Majority marker colored-side up only if she has a clear majority in that category at the end-of-round check; once flipped it stays colored-side for the rest of the game, and more than one player can score the same majority if they each held the majority at some point (page 10); each flipped Majority marker is worth 4 points at final scoring (page 11).
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