Castaways

2010 · Negocjacje

Castaways

Semi-cooperative game of being shipwrecked on a deserted island. Players collaborate to improve their shelter, gather food and firewood, and explore inland toward the island’s highest point. From there, they must spot a passing rescue ship and signal for help before time runs out. If the group is rescued, the player with the most story points wins by telling the best account of the adventure.

Gracze
1–4 najlepiej w 4
Czas gry
120 min
Wiek
14+
Złożoność
3 / 5
4,9 w Ludoyaod 147,92 złPrzygodaUmieszczanie pracownikówZmienne zdolności graczyRzucanie kości

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Pełne statystyki w Ludoya
72
Zapisane rozgrywki
64
Gracze
2h 37m
Średnia rozgrywka
23
W kolekcjach
1
Na listach życzeń

4,9/10

z 22 recenzji w Ludoya

  • halbert825,0

    Joc semicoperatiu d'aventures amb elements d'eurogame. Afegeix una mecánica molt interesant de "Elige tu propia aventura", de manera que les decisions que prenen els jugadors van variant l'"argument" de la partida (afegint unes determinades cartes o unes altres a les baralles d'exploració). Tot i això, el joc presenta un parell de problemas de difícil sol·lució: - tot i ser semicooperatiu, el joc s'ha de jugar de forma cooperativa, ja que la dificultad és molt elevada. Això provoca que, si un jugador decideix mirar primer per el seu propi profit, la resta de jugadors han de fer el mateix i es torna impossible la victoria. - el joc té el seu màxim interés en la "sorpresa" (objectes, cartes d'exploració, etc...), de manera que, en unes poques partides es perd aquest element sorpresa i el joc es torna una mica repetitiu. - l'atzar és bastant determinant, no només en les tirades de daus, si no també en les cartes d'exploració. - escala molt malament a menys de 3 jugadors, sent impossible la victoria en solitari, i molt complicada a 2 jugadors.

  • Mestremuten6,0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1

  • Evan1,6

    This game tries to be semi-cooperative and fails. The idea is all players have to accomplish certain things in order for everyone to be saved. What they need to accomplish is semi-random as it is determined by random card draw, but the faster you act, the more chances you get for that random draw. The problem is that as you play, players can collect points, and if everyone is rescued then whoever has the most points wins. All the surefire ways of getting these points produce nothing towards the goal of being rescued, which means if you are trying to win, you are essentially making it more likely everyone will lose. If you only try to get rescued, the player who took the points action one more time than you will just win. That's of course an exaggeration, since the points are face down tokens ranging from 1-4, so really, nobody has any idea what's going on in terms of the points. The plot of the game is pretty nice, it works off these card decks that call each other to the deck when you resolve them. There is a high degree of replayability here in terms of the plot alone. Overall, if you are willing to ignore points entirely, this game is good, but not as good as Robinson Crusoe: Adventure on the Cursed Island. :star: 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 :nostar: Low or mitigatable luck elements :nostar::nostar::nostar::nostar::nostar: Raw enjoyment

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