
2018 · 神话
創世神界
玩家扮演众神,轮流选取区域板块和神祇板块,构建属于自己的世界并积累创造点数。每回合,玩家可以从九块公共区域板块中选取一块,或选择一块可用的神祇板块(每位玩家最多只能选择一块神祇板块),然后根据放置限制,将区域板块放到自己的版图上。 选取区域板块时,会将该颜色的信徒放置到相邻板块上,从而改变之后板块的价值,并影响对手的选择。有些土地能提供特殊奖励或终局计分,玩家还可以花费信徒来获取更强大的区域。 经过固定轮数后,玩家计算创造点数、获得奖励,并比较总分来决定胜者。
- 人数
- 2–4 最佳 3 人
- 游戏时长
- 45 分钟
- 年龄
- 10+
- 复杂性
- 2 / 5
关于这款游戏
在 Ludoya 的牌桌上
在 Ludoya 中查看完整统计- 48
- 已记录对局
- 84
- 玩家
- 31m 23s
- 平均时长
- 41
- 收藏数
- 5
- 愿望清单数
5.8/10
基于 16 条 Ludoya 评测
Garfield3.0 It's way too difficult to match some tiles to score points. So the easiest way to get points are red and yellow tiles I think. [c] Theme: ★☆☆☆☆ <!-- size 7]Nope --> Gameplay: ★★☆☆☆ <!-- size 7]Quite boring --> Interaction: ★☆☆☆☆ <!-- size 7]Nope --> Artwork: ★★☆☆☆ <!-- size 7]Nothing special --> Luck: ★★★☆☆ <!-- size 7]Random tile drawing --> Strategy: ★★★☆☆ <!-- size 7]Obvious ones --> Components: ★★★☆☆ <!-- size 7]Nothing special --> Play duration: ★★★☆☆ <!-- size 7]Good --> Easy to teach: ★★★☆☆ <!-- size 7]Ok --> Rules quality: <!-- size 7]not read --> Setup time: ★★★☆☆ <!-- size 7]Not much to set up --> No downtime: ★★★☆☆ <!-- size 7]Ok --> Replay value: ★★☆☆☆ <!-- size 7]Not really --> [/c]
无记录对局
An abstract puzzly game with nice aesthetics. PROS - The base idea is easy to grasp and works well within its abstract frame. - Iconography, graphic design and art are all quite good. The game is pretty easy to understand for its icons and it has a nice table presence. CONS - The game naturally constrains you, which is not bad in itself but leads to less and less possibilities and therefore decisions towards its end. - The design space seems to be underexplored, leading to some turns with little or not very meaningful decisions to make as many tiles offer kind of the same thing. - It just feels like there is nothing new here, the design doesn't feel innovative nor very exciting.
初印象 · 1 局
Evan6.0 In this game you are building a pyramid of tiles, where tiles on upper levels have to color match one of the two tiles below it. Each color has a certain effect genre, so as you choose colors you are also picking your path to scoring. Tiles are selected from a 3x3 grid, and often cost recipes of colored cubes to take. When a tile gets taken, it drops colored cubes matching the color of the tile on each orthogonality adjacent tile in the selection grid, thereby making them more appealing for other players to take. Managing your cubes is crucial as if you can't pay for or place a tile on your turn, you take one anyway, and flip it over to it's -1 vp side where it becomes a rainbow color for placement rules. Once per game instead of taking a tile, players can take a god tile which is what will sit at the top of the pyramid and give you extra points if you met it's requirements. The game plays quickly, and has that good feeling of tough decisions. You have to watch what your opponents are going for, what they are likely to take, and where they are likely to drop what color of cubes on their turns to optimize your moves. Every choice feels both good, and totally wrong as you wall yourself in. The game does cap out after a few plays. Once you've followed each color path through the game once, there's not a ton left to see. That being said, the core game play is still quite enjoyable. ★ 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
玩过 5 次
游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。























