Olympos

2011 · Mitologia

Olympos

Os jogadores conduzem uma civilização antiga por um mapa da Grécia e da Atlântida, equilibrando a expansão territorial com o desenvolvimento tecnológico ou arquitetônico. As ações são realizadas gastando tempo em uma trilha de tempo compartilhada: avançar permite colocar colonos para conquistar territórios e coletar recursos, ou adquirir descobertas e construir maravilhas em um tabuleiro de descobertas. As descobertas concedem novas habilidades (por exemplo, melhorias militares) e as maravilhas dão pontos, enquanto uma mecânica de piedade acompanha o favor religioso e pode desencadear recompensas ou punições de um conjunto variável de deuses. As peças de descoberta, os deuses e o controle do mapa, todos variáveis, criam diferentes escolhas estratégicas a cada partida; os jogos duram cerca de 60–90 minutos para 2–5 jogadores.

Jogadores
2–5 melhor com 4
Tempo de jogo
45–90 min
Idade
10+
Complexidade
3 / 5
7,3 na Ludoyaa partir de € 50,95AntiguidadeCivilizaçãoColeção de ConjuntosOrdem de turno: pista de tempoMovimento por Áreas

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21
Partidas registradas
21
Jogadores
1h 35m
Partida média
13
Em ludotecas
1
Em listas de desejos

7,3/10

de 5 avaliações na Ludoya

  • Jorge S8,0

    Juego ágil y con confrontación. El setup es un poco enfarragoso y los iconos son un poco complicados de entender al principio, pero te deja con ganas de mas y no se hace largo.

    Nenhuma partida registrada

  • Evan7,0

    In this game, players place and move discs around a map trying occupy areas that produce the resources that they need to purchase the technology tiles that will grant them abilities and/or points. Player actions are fueled by spending points on the time track. Whichever player has spent the least amount of time overall gets to take the next action. Players can take areas from one another, but the cost in time to do so grows if you don't have more military icons than they do. Losing a region usually isn't a big deal either, as you get a free time point from the supply, and you can walk your disc out of the defeated region at your leisure. Potentially even taking the space right back if you wanted to spend your action that way. The game also features events that will help the players with the most zeus icons, or punish the players with the least. This offers an interesting inventive to jockey for positions, although this does introduce a small element of randomness in a otherwise fairly non random game. The only troublesome random element are the hand cards. When a player crosses an icon on the time track, they get to draw a card to their hand. Some of these cards are played for beneficial effects, others get played for points. Due to luck of the draw, it's possible that one or two players happen to get all the point generating cards, which means they have opportunities for points that other players don't. There is a technology to mitigate that however, turning draw 1 into draw a few choose one, but this aspect is possibly a little troublesome. Overall though, Iove the tension of the game, in terms of who can be the most efficient with the time track, who gets in who's way, and who can be the first to grab that crucial power tile. ★ 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

    Primeiras impressões · 2 partidas

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