Xia: Legends of a Drift System

2014 · Combate

Xia: Legends of a Drift System

Os jogadores comandam naves estelares personalizáveis de Nível 1 em um sandbox de ficção científica aberto. A cada turno, os capitães pilotam suas naves por um sistema modular de deriva para explorar setores, aceitar e concluir missões, minerar e recuperar recursos, negociar cubos de carga e entrar em combate nave contra nave. Os pontos de Fama são obtidos em missões, vitórias em combate, lucros comerciais, compra de naves de nível mais alto e conquista de Títulos; o jogador com mais Fama se torna a lenda do jogo. A personalização das naves e as escolhas dos jogadores conduzem a partida: construa batedores velozes, saqueadores fortemente armados ou comerciantes equilibrados, e adapte suas táticas conforme o tabuleiro e os adversários mudam. As partidas variam bastante em escala e tom, dependendo das escolhas dos jogadores e das alterações feitas na mesa.

Jogadores
3–5 melhor com 3
Tempo de jogo
60–180 min
Idade
12+
Complexidade
3,2 / 5
6,6 na Ludoyaa partir de € 85,25Ficção científicaExploração espacialMovimento em gradePerder um turnoAdição de mapa
172
Partidas registradas
252
Jogadores
2h 59m
Partida média
101
Em ludotecas
28
Em listas de desejos
1
Comprado na pré-venda

6,6/10

de 61 avaliações na Ludoya

  • Diversão8,0
  • Interação6,0
  • Rejogabilidade10,0
  • Originalidade8,0
  • Visual8,0
  • Acessibilidade6,0
  • Balleflass5,0

    Good production quality. Messy rulebook. Dice rolling for everything which makes it very swingy and a tad boring.

  • Mestremuten6,0

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

  • Evan0,9

    This is a pickup and deliver game in a similar vein to Merchant of Venus, but is significantly more random. Most of what you try to do in this game is based on die rolls. Roll low on your D20, and the consequences could ruin your next few turns. Roll high, and you get some benefit. The components look good, but I'm not certain the ship abilities are balanced with each other. I would like this game a lot more if rather than upgrading a ship part from rolling a D6 to a D12, instead you upgraded a D6 numbered 1-6 to a D6 numbered 4-9 or something of that nature, because it's frustrating to fail your rolls after paying for upgrades. Additionally, combat needs some work. In general, you are only really vulnerable to being attacked by other players when you are already in trouble. Then, for destroying you players get both points, and you drop your cargo for them to snatch up. This seems odd since you retain everything else. If you upgraded your ship, you also lose a turn. So, in effect, you can spend several turns gathering cargo, fail your movement rolls, run out of energy, be destroyed by another player easily, they get both your cargo (to turn in for money and points), and they get a free point. I can't emphasize enough how much randomness plays into this game. ★ 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

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