
2015 · Kortspel
Harbour
Players move a worker around a small town to visit buildings and perform actions such as collecting Fish, Livestock, Wood, and Stone, trading resources, or taking special building effects. Resources are spent to buy buildings from a visible central market; purchased buildings become new placement spots for that player and are replaced from a shuffled deck, making the available options different each game. A market track adjusts resource values whenever a building is bought: the resources used drop in value while others rise, so timing purchases and managing resource conversions shapes scoring. The game ends after a player acquires a fourth building; the highest total building points wins.
- Spelare
- 1–4 bäst 2
- Speltid
- 30–60 min
- Ålder
- 10+
- Komplexitet
- 2,1 / 5
Om spelet
- Design
- Illustrationer
Expansioner
Se dem i LudoyaFoton från Ludoyas bord
Alla foton i LudoyaVar du kan köpa det
Butikspriser och begagnade exemplar, kontrollerade varje dag.
På Ludoyas bord
All statistik i Ludoya- 51
- Registrerade spelomgångar
- 57
- Spelare
- 40m 50s
- Genomsnittlig speltid
- 29
- I samlingar
- 1
- På önskelistor
3,8/10
från 16 recensioner på Ludoya
SrCornelius6,0 Local-(144)
Evan1,6 This is a game where on your turn you place a worker who gets you 1 or 2 or maybe 3 resources. The game ends when a player buys their fourth building. When something is bought, the resources used are completely spent, (even if you just needed a few of them, the bar goes down to zero) and then the values of the resources do a swap, so the stuff used becomes worthless and the stuff not used becomes expensive. This made for a dull and frustrating game, as when a player buys a building right ahead of your buy, the stuff you accumulated is no longer able to pay the cost of the building, and you have to spend 2 more turns swapping your stuff all around, so that another player can spend his 2 turns getting more stuff, and does it again to you. The resource thing, maybe I'd be willing to get more of a sense of if the actions were more interesting. When the most exciting thing I can do nets me 3 of a resource, It's just not enough. :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
A resource-gathering game with a very interactive market. PROS - The game is very interactive, and while some tricks can get annoying it is not difficult to adapt yourself to the circumstances. CONS - It seems quite limited, and most of the options available are different ways of getting the same things. - Some investments, like trying to get multiple anchor icons, feel kinda useless due to the minimal development in the game and the random composition of the buildings offer. - The game overall feels a bit fiddly, not resulting in a solid experience.
Gratis, på webben, Android och iOS
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