Wildcatters

2013 · Industri / tillverkning

Wildcatters

Spelarna agerar som 1800-talets oljemagnater och utvecklar oljefält, budar på rättigheter och bygger borrplattformar, tankfartyg, tåg och raffinaderier över en världskarta indelad i oljeregioner. Varje runda placerar spelarna ut identiska startresurser, väljer områdeskort, samlar in pengar och skaffar oljeaktioner för att utforska och producera fat. Produktion och transport är kooperativa i den bemärkelsen att spelarna kan använda andras tåg och tankfartyg för att transportera olja till raffinaderier, samtidigt som de tävlar om att leverera flest fat och samla på sig aktier och pengar innan de sju rundorna är slut.

Spelare
2–4 bäst 4
Speltid
120 min
Ålder
12+
Komplexitet
4 / 5
6,9 på LudoyaTransportEkonomiPunkt-till-punkt-rörelseOmrådesmajoritet / inflytandeÖppen draft

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På Ludoyas bord

All statistik i Ludoya
41
Registrerade spelomgångar
94
Spelare
3h 37m
Genomsnittlig speltid
13
I samlingar
8
På önskelistor

6,9/10

från 16 recensioner på Ludoya

  • setropo8,0

    ECDE #10

    Första intryck · 2 spelomgångar

  • Evan6,0

    The currency of this game is stock certificates in your own player color. When you need to pay for things, it's usually some combination of one time user worker cards, and your personal supply of these stocks. Players spend these resources to build oil rigs, turn those rigs into pumps, build trains and boats to transport the oil tokens along and build storage areas to deliver the barrels to. The game has a ton of interesting player interaction. You can piggyback other players moves, pay them to use their trains and boats and even drop off your oil tokens in their storage areas. When each storage area is full with 5 oil tokens, it empties. If the tokens belonged to other players, they get added to that continent's area majorities scoring box and you get. stock payout to your supply. If the oil tokens belonged to you, then you have to choose to add your barrels to the majorities fight, OR get the stock payout. This is a really interesting decision when it comes to where to build, what areas to develop, and what majority scorings to fight for. Where the game falls a little short for me is the intense punchyness that can occur in terms of other players using your infrastructure. Each time someone uses your train or boat, you have to give them one stock in your color. Each time they deliver to your storage area, they have to give you two per barrel delivered. If you don't have the stocks in hand, you need to take out loans from the bank. The loans are expensive to pay back and come with a huge vp penalty for not repaying them. If multiple players decide to use your features all at once, you can easily be eliminated from contention. If you survive however where you planned well, and stockpiled enough of your own stocks to make it through the dogpile, you emerge nearly invincible from the massive payout people handed you when the storage areas empty. This is always like dancing on a knife's edge since you can't hold back building too much or you take yourself out of the running for winning anyway. I understand this is a feature a lot of people really enjoy, but I found it to be too mean for my taste.

    Första intryck · 2 spelomgångar

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