奮進號:大航海時代

2018 · 航海

奮進號:大航海時代

玩家扮演不断扩张的帝国,从欧洲和地中海派出船只,在全球各地建立贸易路线并占领城市。 游戏的核心是发展工业、文化、金融和影响力,构建一个支持更广泛探索并控制遥远地区的引擎。玩家放置建筑、建立航运路线,并利用各地区特有的开发手段来改变行动和计分。 本版本包含适用于不同玩家人数的双面游戏板、带有新建筑的可变初始设置,以及经过更新的美术和组件,以支持游戏的战略与主题系统。

人数
2–5 最佳 4 人
游戏时长
60–90 分钟
年龄
13+
复杂性
2.9 / 5
7.6 来自 Ludoya¥558.44 起探索文艺复兴回合顺序:渐进式科技树 / 科技路线模拟

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
355
已记录对局
515
玩家
1h 34m
平均时长
96
收藏数
12
愿望清单数

7.6/10

基于 65 条 Ludoya 评测

  • Evan5.9

    This is a game about building a little engine by increasing the tracks on your personal board, and using your actions to grab spaces on a central board. At the start of each round, each player gets to add a building tile to their tableau. The various buildings provide track bumps and or action spaces to be used during the main phase. What's nice about this is the buildings only have a track threshold requirement to take one rather than a resource cost. Then you get an income of action markers and get workers back from the buildings you activated in a previous round equal to your levels on those two tracks. Once this is done you enter the meat of the game during the actions phase. During setup tokens are placed in a ton of circle spaces across everything everywhere. Each token has printed on it an icon that provides a single track bump in the matching track, or it has a bonus action it can be discarded later in the game to execute. Spaces on the board tend to be worth 1 vp per space at the end of the game, but then there is an additional point and token for owning both spaces along one of the black lines that bracket a circle space between them. To this end players work to build out little networks. As the game progresses, new areas become available, and more cards can be taken based on how many player markers you have in the various regions. At the end of the game you score based on your board positions, plus points from your tableau for printed points on cards and buildings, then additional points from reaching set thresholds on your tracks. Setting up the tokens everywhere at the start of the game is a bit daunting, but once gameplay gets going, turns are quick and the game is very player interactive. The game has a real elegance to it's flow. Players have time and opportunity to respond to each other's actions giving the game that push/pull feeling I love. In the beginning of the game there's a push for taking boat actions and flag actions to claim empty spaces, but as those open spaces deplete, taking cannon and card actions to grab cards and knock other players out of key spaces becomes important, giving the game a solid play arc. ★ 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

  • Garfield7.0

    #34.1 Good mechanism. Unfortunately combats are too expensive. [c] Theme: ★★★☆☆ <!-- size 7]Ok --> Gameplay: ★★★★☆ <!-- size 7]Very good amount of options --> Interaction: ★★★☆☆ <!-- size 7]Could be more --> Artwork: ★★★☆☆ <!-- size 7]Nothing special --> Luck: ★☆☆☆☆ <!-- size 7]No? --> Strategy: ★★★★☆ <!-- size 7]Many possibilities --> Components: ★★★★☆ <!-- size 7]Very good --> Play duration: ★★★☆☆ <!-- size 7]Ok --> Easy to teach: ★★★☆☆ <!-- size 7]Ok --> Rules quality: ★★★★★<!-- size 7]Perfect --> Setup time: ★★★☆☆ <!-- size 7]Ok --> No downtime: ★★★☆☆ <!-- size 7]Ok --> Replay value: ★★★☆☆ <!-- size 7]Different strategies, modular setup --> [/c]

  • BWizard8.4

    [c] (15x) GAMING EXPERIENCE: ★★★★★★★★★☆ (5x) DEPTH / WEIGHT: ★★★★★★★☆☆☆ (5x) LUCK: ★★★★★★★★☆☆ (10x) REPLAYABILITY: ★★★★★★★★★☆ (6x) MECHANICS: ★★★★★★★★☆☆ (6x) PLAYER INTERACTION: ★★★★★★★☆☆☆ (3x) SCALABILITY (PLAYER COUNT): ★★★★★★★★☆☆ (2x) LENGTH: ★★★★★★★★☆☆ (2x) CLARITY OF RULES: ★★★★★★★★★☆ (6x) COMPONENT QUALITY: ★★★★★★★★★☆ [/c] KS - Deluxe Edition :thumbsup: We all like this game in my group. :thumbsup: With translated, printed rulebook. (I did the translation.)

阅读评测并打分

规则问题

由 Ludoya 的规则助手根据规则书回答。

游戏过程中,Exploits 是如何生效的?

当一个区域开放并授予其总督卡时,该总督卡上的所有钥匙都会放置到对应的成就徽章上;当某项成就的两个徽章上都有钥匙时,该成就即被激活,且在两个区域都拥有存在标记的每位玩家都在该成就上放置一个盾牌,以表示他们可以与其互动并从中得分(第3页)。

如果我使用的行动与某个开发图标相匹配,我是执行正常行动,还是执行开发能力?

如果你使用一个行动(来自建筑或行动标记)来启动一项开发能力,则不执行通常的行动;而是执行开发板块上印刷的能力(第 4 页)。

一项开发行动写着“花费一个贸易标记”——我可以用一个圆片或其他标记来代替吗?

不——要花费贸易标记,你必须在自己的玩家板上实际拥有实体贸易标记,然后弃掉它并调整相关轨道;其他标记或圆片都不算(第 4 页)。

一次“开发”可以从我的供应区拿取圆片——如果我的圆片用完了怎么办?

如果你的供应区中没有圆片了,就不能再从“开发”(第 4 页)中获得额外的圆片。

我之前在一张开发牌上放置了护盾——如果后来我在它所对应的某个区域失去存在标记,会发生什么?我还能获得开发牌的效果和计分吗?

如果你在某个开发项目的任一区域失去所有存在标记,你将无法再使用该开发项目,并且必须移除你的护盾;只有在该开发项目上拥有护盾的玩家,才有资格与其互动或参与其终局计分(第 3–4 页)。

游戏结束时我们什么时候计算“开发”得分?它们要记在计分板的什么位置?

最终计分时,首先结算开发项目,然后才进行其他计分;你应将每个开发项目记录在计分表最上方的三行中。只有在该开发项目上拥有盾牌的玩家才能参与其计分(第4页)。

打开 Ludoya 的规则助手,它会阅读这款游戏的规则书。

游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。