Signorie

2015 · Dados

Signorie

Players lead a Renaissance noble family vying for control of Italian city-states through political, religious, and military influence. Each round, a pool of colored dice is drafted one at a time; placing a die on a personal city board triggers an action determined by its color while the die’s pip value reduces the action’s cost. Players may take up to four actions per round and aim to keep the total of their chosen dice at or below a threshold to claim end-of-round rewards. The game emphasizes dice selection, cost management, and timing as players expand their power across multiple domains.

Jogadores
2–4 melhor com 4
Tempo de jogo
60–120 min
Idade
12+
Complexidade
3,5 / 5
5,7 na Ludoyaa partir de € 41,50RenascimentoLançamento de dadosColocação de trabalhadoresConfiguração variável

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Menor preço, últimos 12 meses€ 42,25 – € 42,25
95
Partidas registradas
112
Jogadores
1h 59m
Partida média
24
Em ludotecas
4
Em listas de desejos

5,7/10

de 19 avaliações na Ludoya

  • Evan4,6

    On a player's turn they draft a die, then place the die into the matching slot on their player board, and resolve on of the three actions associated with that color. The higher the value on the die, the cheaper that action is, however, if the sum total on all your dice is too high, you'll miss out on the cool event at the end of the round. One of the most fascinating things about the game, is one of the action options for each color is to add an additional effect to a different color of action, which allows you to build a real engine. Although I enjoyed this game a lot in plays 1 and 2, I think 3 plays is as much as I'm going to get out of this game. A lot of the game is about when you get those kicker actions unlocked and where. The problem here is that not all the columns are equally compelling, and after a few plays you sort of figure out the ideal upgrade paths. There's a little variability between plays in terms of which events come out at the end of the game, which can fluctuate your strategy between two focuses, but once you've seen both, there doesn't seem to be much else for you to experience. I'm not thrilled about how the city spots (where most of the points come from in the game) get completely filled up in the round before the final one, or best case right at the start of the final round.This leads to a really anti-climactic final round. There's a variant in the rulebook where you play 1 fewer round, and this feels about perfect. I'm also not completely sure about the design decision to limit the shield tokens you can pick up by color, and then additionally vary those tokens with different numbers of printed points between 2 and 4 for the same shield token. This creates somewhat artificial point differentials between players for accomplishing the same sets. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment

  • Garfield6,0

    #2.2 Worker placement in extremis. I don't feel the theme. Too many possibilities. Way too long.

  • Germán Kijel8,0

    Online

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