活在當下

2018 · 古代

活在當下

玩家扮演古罗马的富有贵族,通过轮抽板块来建造由别墅、花园和公共建筑组成的城市区域。每回合,玩家从共用的图案构筑板上选择行动,放置板块、扩建街区,并获取设定个人目标的计分卡。资源管理被抽象为板块的放置与排列,搭配多种计分途径和战术选择,形成不同的策略。 游戏强调空间规划与时机把握:玩家竞相完成计分卡,并在游戏结束时最大化声望分数。

人数
2–4 最佳 3 人
游戏时长
45–75 分钟
年龄
10+
复杂性
2.5 / 5
6.3 来自 Ludoya¥314.72 起放置瓦片公开选牌区域移动

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在 Ludoya 中查看完整统计
409
已记录对局
377
玩家
1h 5m
平均时长
137
收藏数
14
愿望清单数
1
已预购

6.3/10

基于 72 条 Ludoya 评测

  • 乐趣8.0
  • 互动8.0
  • 重玩性9.0
  • 独特性8.0
  • 外观8.0
  • 无障碍8.0
  • Garfield2.0

    Puzzle game, where you can get really frustrated because someone takes exactly the tile you need, and this can happen several times. No theme at all. And I really don't like the mechanism where the first one on a specific track can choose first what goals he can fulfill and the last one has to take what remains. Another Feld I don't like... [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Move, get tiles, place them, nothing else --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Just that others taking tiles you wanted --> Artwork: :star::nostar::nostar::nostar::nostar: <!-- size 7]Very ugly --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Very little --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]Try to fulfill target cards, nothing more --> Components: :star::star::nostar::nostar::nostar: <!-- size 7]Nothing special --> Play duration: :star::star::star::star::nostar: <!-- size 7]At least it's over very fast --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (25min) --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::star::nostar: <!-- size 7]Quite fast --> No downtime: :star::star::star::star::nostar: <!-- size 7]Plays quite fast --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Random placement of tiles --> [/c]

  • Evan4.6

    In this game players zip around the central board following the lines to collect tiles that get added to your personal board. Completing features produce bonuses, then at the end of the round you place a score marker in an empty space between two cards, and score both cards. If for some reason you don't meet their requirement, you suffer a point penalty instead. At the end of the game you also score points if your features straddle certain row or column lines as dictated by the printed spaces on your starting setup border tiles. There's a little more luck in this game than I'd like. There's a degree of luck in terms of which tiles flip to what sections. Then more in terms with how that lines up with the victory card requirements on display. Then more when you place the secret goal card building, and draw 2 discard 1. There's mitigation in that some buildings produce gold which is a wild resource, and bread, which when you have enough of it, you can just pretend to meet the requirements of a card that you don't meet. It's just that tiles get snatched up so quickly from the pools that it can be difficult to have and then carry out any specific plans. This gets tough additionally when it's often enough penalty to not complete your feature, but then it can also cause you to have to place your scoring marker where suddenly you're getting a penalty because you relied on getting a single chicken tile for example, and none came up in that round. It also can feel a little harsh since scoring order is reliant on a victory points track at the bottom of the board, where the player with the most points gets first pick of scoring space. If someone ahead of you on that track is going for the same space you need, you might just be out of luck in that right as well. Overall I liked the experience of playing the game, it just felt a little too harsh for the kind of experience I look for. The kind of punchyness where there's no ability to really respond to counter-move your opponents, where it can feel like you get slapped twice for each setback. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

  • Alexandre MATHIS9.0

    Review incoming. We love this one, a light salad point game, playable within 30 minutes (2p) or 40min (3p) once rules ok for all players. And with a really challenging deep proposal. 1 point less for the box artwork that tastes really oldy !

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规则问题

由 Ludoya 的规则助手根据规则书回答。

我每回合都必须移动我的 meeple 吗,还是可以待在原地?

你每回合都必须移动你的 meeple——不能停在原地(第 7 页有例外说明)。唯一能够留在原地(或移动到任意格子)的方法,是在你回合开始时通过面包师能力支付 1 个面包(第 4 页;面包师,第 7 页)。

如果我移动到一个旁边没有建筑板块的格子,会发生什么?

如果你移动到一个没有相邻建筑板块的半圆形空格上,你会立刻再次移动(遵循移动规则),直到落在一个至少有一块板块相邻的空格上(第4页)。

我该怎么放置建筑板块——可以旋转它们,或者斜着放吗?

第一块板块必须放在铲子格上,之后所有板块都必须与已有板块正交相邻(不能对角);你可以自由旋转板块,但所有接触的边都必须匹配(池塘对池塘、草地对草地等等),而边框算作“草地”(第5页)。

在 2 人或 3 人游戏中,什么时候会把板块从棋盘上移除并且不使用?

在 2 人游戏中,一个格子上的最后两块板块会在第二块被拿走后立刻移除;在 3 人游戏中,一个格子上最后剩下的那块板块会在倒数第二块被拿走后立刻移除——将移除的板块放回盒中(第 5 页)。

我可以用面包来避免或满足计分要求吗?

是的——面包有两种用途:你可以在自己回合开始时花 1 个面包,通过面包师移动(或停留)到任意位置;也可以在计分时花 3 个面包来满足一张计分卡的要求(对绿色“own”和红色“pay”卡都有效),这样你就能拿到那张卡的奖励,而不需要满足卡面上印着的条件(第 7 页;计分卡,第 9 页)。

如果我没法完全满足计分卡的要求——我还能拿到部分分数吗?

如果你不能完全满足一张计分卡的要求,你就无法从那张卡获得任何分数,反而会失去 4 个胜利点(所以如果两张卡都没达成,在一个计分阶段里你最多会损失 8 个胜利点);你可以选择两张卡的结算顺序(第 10 页)。

打开 Ludoya 的规则助手,它会阅读这款游戏的规则书。

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