Olympos

2011 · 神话

Olympos

玩家将引导一个古代文明在希腊和亚特兰蒂斯的地图上发展,在领土扩张与科技或建筑发展之间取得平衡。 行动需要在共用的时间轨道上花费时间:向前推进,可以派遣移民征服领土、收集资源,也可以在发现版图上获取新发现、建造奇观。 新发现能赋予新能力(例如军事升级),奇观则能带来分数;虔诚机制会记录宗教恩宠,诸神会根据情况赐予奖励或降下惩罚。每局中,新发现板块、诸神和地图控制权都会带来不同的策略选择;游戏适合 2–5 人游玩,每局约需 60–90 分钟。

人数
2–5 最佳 4 人
游戏时长
45–90 分钟
年龄
10+
复杂性
3 / 5
7.3 来自 Ludoya古代文明成套收集回合顺序:时间轨道区域移动

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在 Ludoya 中查看完整统计
21
已记录对局
21
玩家
1h 35m
平均时长
13
收藏数
1
愿望清单数

7.3/10

基于 5 条 Ludoya 评测

  • Jorge S8.0

    Juego ágil y con confrontación. El setup es un poco enfarragoso y los iconos son un poco complicados de entender al principio, pero te deja con ganas de mas y no se hace largo.

    无记录对局

  • Evan7.0

    In this game, players place and move discs around a map trying occupy areas that produce the resources that they need to purchase the technology tiles that will grant them abilities and/or points. Player actions are fueled by spending points on the time track. Whichever player has spent the least amount of time overall gets to take the next action. Players can take areas from one another, but the cost in time to do so grows if you don't have more military icons than they do. Losing a region usually isn't a big deal either, as you get a free time point from the supply, and you can walk your disc out of the defeated region at your leisure. Potentially even taking the space right back if you wanted to spend your action that way. The game also features events that will help the players with the most zeus icons, or punish the players with the least. This offers an interesting inventive to jockey for positions, although this does introduce a small element of randomness in a otherwise fairly non random game. The only troublesome random element are the hand cards. When a player crosses an icon on the time track, they get to draw a card to their hand. Some of these cards are played for beneficial effects, others get played for points. Due to luck of the draw, it's possible that one or two players happen to get all the point generating cards, which means they have opportunities for points that other players don't. There is a technology to mitigate that however, turning draw 1 into draw a few choose one, but this aspect is possibly a little troublesome. Overall though, Iove the tension of the game, in terms of who can be the most efficient with the time track, who gets in who's way, and who can be the first to grab that crucial power tile. ★ 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 · 2 局

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