World's Fair 1893

2016 · Pós-napoleônico

World's Fair 1893

Os jogadores atuam como organizadores da exposição internacional de 1893, enviando apoiadores para cinco áreas de exibição a fim de coletar cartas e aumentar sua influência. Em cada turno, um jogador coloca um apoiador em uma área, pega todas as cartas ali e depois repõe determinadas áreas; as cartas incluem propostas de exibição, pessoas influentes que concedem apoiadores extras e ingressos para o Midway, com suas atrações. A partida prossegue por três rodadas de pontuação, acionadas quando se atinge coletivamente um determinado número de ingressos para o Midway; os jogadores ganham reputação por liderar na quantidade de apoiadores nas áreas, por coletar mais ingressos em cada rodada e por ter exibições aprovadas que correspondam ao controle das áreas. A pontuação final concede reputação pela variedade e pelo alcance das exibições aprovadas.

Jogadores
2–4 melhor com 4
Tempo de jogo
35–45 min
Idade
10+
Complexidade
2 / 5
5,3 na Ludoyaa partir de € 26,87Coleção de ConjuntosSeleção AbertaMaioria/Influência de área
36
Partidas registradas
56
Jogadores
53m 18s
Partida média
25
Em ludotecas
3
Em listas de desejos

5,3/10

de 10 avaliações na Ludoya

  • Daniel García Cruz6,0

    Se deja jugar, es un familiar muy chu-chu-chuli. Ideal para iniciar a alguien en el mundillo sin quemarse mucho la cabeza.

    Nenhuma partida registrada

  • Benjamín Amorín3,0

    Beautiful but plain set collector game. Easy to teach, and with some interesting mechanics but very abstract, boring for me, and a majority cube mover at last.

    Nenhuma partida registrada

  • Evan3,0

    Played this game 4 player, and was very disappointed. This is a game that on paper I should have loved. A quick playing majorities game with set collection. The flaw in the game is it's too chaotic. To collect sets, you need to get cards of all the different colors. You gain cards by adding a cube to a region and collecting whatever randomly got drawn into that area. To then get those sets to score, you have to majority win or tie in regions matching those colors. Since these are tied closely, you wind up needing to get cards by placing into regions that you can't hope to win a majority in. That, or you can take nearly no cards and place a cube into a region you need, but then you aren't working on your sets, and since you can't control when the areas will score, you are just setting yourself up for worse failure. The regions also get moneyed up with new cards after someone takes from a region clearing it out. This means which regions are the most lucrative to place into is largely decided by turn order rather than any sort of strategy. The game does come with one use special ability cards, which spice things up a little, but overall just feel like they add to the chaos of the game. Particularly because they have to be spent the turn after you claim them. In majorities games I enjoy, there should be some ability to have a plan and carry out that plan. Some aspect of stability or predictability, and it's just missing here. At least it is with 4 players. Perhaps with fewer this becomes a better game, but then at the same time there's nothing unique this game really brings to the table that inspires a desire for repeat plays. ★ 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 · 1 partida

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Dados do jogo (jogadores, tempo de jogo, idade, créditos) do BoardGameGeek.