Manitoba

2018 · 美国西部

Manitoba

玩家扮演克里族氏族首领,通过为族人积累物质与精神财富,竞争成为部落酋长。 在四季更迭的一年中,玩家将行动放置于狩猎场,在神秘路径上追求精神成长,并通过交换与开发管理资源。一个由可移动木盘组成的共享图腾会改变可用行动并影响所有玩家,带来策略互动与不断变化的机会。 玩家需要在时机、位置与资源运用之间权衡决策,同时应对大自然的变幻莫测以及对手的行动。

人数
2–4 最佳 4 人
游戏时长
60–75 分钟
年龄
12+
复杂性
2.7 / 5
6.2 来自 Ludoya¥67.66 起成套收集科技树 / 科技路线模块化棋盘

关于这款游戏

来自 Ludoya 牌桌的照片

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  • 桌上的Manitoba,照片来自 Juanlu

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
17
已记录对局
22
玩家
44m 34s
平均时长
17
收藏数
2
愿望清单数

6.2/10

基于 9 条 Ludoya 评测

  • Badger288.0

    Tried @Play2019 Clever, funny, evil (brilliant interaction mechanics). Underrated.

    无记录对局

  • Garfield7.0

    Ok game. Nice action selection mechanism. Worker placement game where you gather ressources to score victory points. [c] Theme: ★★★☆☆ <!-- size 7]Ok --> Gameplay: ★★★☆☆ <!-- size 7]Worker placement, tracks --> Interaction: ★★☆☆☆ <!-- size 7]On the map a little bit --> Artwork: ★★☆☆☆ <!-- size 7]Could be better --> Luck: ★★☆☆☆ <!-- size 7]Random goals --> Strategy: ★★★★☆ <!-- size 7]Yes, but only one path --> Components: ★★★★☆ <!-- size 7]Very nice --> Play duration: ★★★★★ <!-- size 7]Very good --> Easy to teach: ★★★★☆ <!-- size 7]Quite easy (20min) --> Rules quality: <!-- size 7]Not read --> Setup time: ★★★☆☆ <!-- size 7]Ok --> No downtime: ★★★★☆ <!-- size 7]Plays quite fast --> Replay value: ★★☆☆☆ <!-- size 7]Random stuff, but nothing changes much --> [/c]

    无记录对局

  • Evan4.0

    Manitoba was just a little too light. There's very little to do in this game and few meaningful choices. Despite that you still feel like you don't get the time to accomplish anything, so it feels like it's aiming to be one of those deliciously crunchy medium weight euros without having the substance of one. You get about 15 actions across the whole game which are then divided between taking a resource from the central board or bumping a single track. Often times the resource you want is depleted which means your key decision point here is gone. A few times per game you are starting player so you get to do both a map action and a track action as a special bonus. The tracks main purpose is to skip a specific resource's scoring phase. Holding onto more tokens of a type becomes worth more money, the higher on your personal track you fill, and tokens wash away when scored, so this is an important thing to manage, but scorings come every two to three rounds during which you've been active player maybe once. There's a little more to it than that but not enough for me. ★ 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

    初印象 · 1 局

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