恆河王侯

2017 · 骰子

恆河王侯

Players act as 16th-century Indian nobles developing their estates into prosperous provinces for the empire. They roll and assign dice as workers to take actions on a shared board, building market tiles and monuments, expanding estates, and managing resources. A parallel karma track affects scoring and grants immediate and endgame benefits, so players balance short-term wealth against long-term reputation. Play focuses on dice management, worker placement, and timing to optimize income, expansion, and fame.

人数
2–4 最佳 4 人
游戏时长
45–75 分钟
年龄
12+
复杂性
2.9 / 5
7.4 来自 Ludoya¥267.84 起经济领土建设工人放置,骰子工人放置瓦片掷骰子

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813
已记录对局
592
玩家
1h 3m
平均时长
170
收藏数
30
愿望清单数
1
已预购

7.4/10

基于 111 条 Ludoya 评测

  • Garfield2.0

    It's all about getting the good buildings. The better buildings requiring higher dice. So if you are constantly rolling low you can't afford the good buildings. But you need the good ones to make more profit from selling goods and for the glory points. And there is way overpowered action that was chosen as first everytime in our game -> the one you could do with a 2, getting the bonus tile and 2 dice of your choice. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Very abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Placing dice all over the place --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Almost none --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::star: <!-- size 7]Dice rolling --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]There is only one strategy --> Components: :star::star::star::star::nostar: <!-- size 7]Nice --> Play duration: :star::star::star::star::nostar: <!-- size 7]Very good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (25min) --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nothing changes --> [/c]

  • Evan10.0

    I don't generally like race to the finish games, but this one blew me away. The way the game works is each player has three workers, and some number of dice. The dice get rolled, and represent the different resources in the game. Some action spots only require a worker. Others need a worker and then a die of a specific value or value range. Still others require a worker and one or more dice of a specific color, with the pips across all dice needing to total or exceed the requirement. The game doesn't have any inherent die income, so you have to be careful and clever about where and how to get more dice. The main purpose of the dice is to purchase tiles which get laid into your player board. The tiles have roads that must connect to your starting spot, but which may also connect to the edge of your board which grants you a special reward. We played the advanced game where the printed rewards are pretty dull, but you can get much better ones to replace them through a few ways, which allows you to customize your path through the game in a really compelling way. The game ends during a round that someone's dollars marker meets their points marker on the oppositely oriented tracks. This means a big money strategy is just as effective as a big points strategy in theory, although you'll want to do some of everything in this game, as each major track has a spot it grants an extra worker. Turns are pretty quick, there are marvelous combos you can line up with the various rewards, the iconography is consistent and clear. The components look nice, especially the dice. The process of solving the puzzle feels satisfying. When you run aground it's because of your choices as opposed to die luck or being punched by other players. There's some, but minimal player interaction. It's mostly the occupying of action spots you wanted and the taking of the edge of board scoring tiles you needed. :star: 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::star::star::star: Raw enjoyment

  • El Meeple Azul8.0

    #Ganges ha sido uno de los grandes descubrimientos del año. El juego estéticamente es una maravilla y la combinación de colocación de trabajadores y el uso de dados para obtener losetas me ha conquistado. Inicialmente puede parecer un juego con demasiadas posibles acciones, sin embargo esta muy equilibrado y la partida se disfruta muchísimo. Me parece muy original el track de puntuación doble e invertido, que ofrece que haya multitud de estrategias válidas y hace que más partidas sean muy diferentes. Otro punto muy positivo del juego es su precio, siendo económico si consideramos la cantidad y la calidad de los componentes que trae. No tengo nada negativo que decir de #Ganges, un juego que ha llegado a la ludoteca para convertirse en un favorito.

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规则问题

由 Ludoya 的规则助手根据规则书回答。

我放工人一定要付钱吗,还是可以用骰子代替?

你支付行动格上显示的费用——有些格子用钱支付,有些则用骰子;凡是允许用骰子的格子,你可以花费所需骰子来代替金钱,而且每轮骰子的使用次数是有限的。(第3页)

我可以把任意骰值放到一个行动上吗?还有,使用业力(Karma)翻转一颗骰子是怎么运作的?

你必须使用显示该行动或格子所需数值的骰子;Karma 让你花费它来把你的一颗骰子翻到相反面(改变其点数),作为一个付费效果。(第 3、8 页)

当我获得一个省份地块时,道路必须与我现有的省份相匹配或连接起来吗?

省份板块必须按照道路连接的放置规则来摆放,这样它们才能合法地接入你的网络,并遵守放置限制;有些省份背面在放置时还会提供特殊收益。(第4页)

河流/船只行动是怎么运作的——每个骰子能移动多少格,我在移动后还能进行宫殿行动吗?

你可以花费 1–3 颗骰子,让你的船最多前进相同数量的格数(最多三格),领取你停留位置上的收入,并且如果河流格子允许,还可以选择执行宫殿行动。(第7页)

“杂货市场”和“单一商品市场”有什么区别?另外,升级会改变市场成本还是计分吗?

各种市场都接受任意货物,并且计分方式不同于单一货物市场,后者只奖励特定货物;你可以获得并使用升级来改变市场收益,有时还会降低进行市场行动所需的骰子费用。(第5页)

游戏什么时候结束?结算时名声和金钱是怎么比较的?

游戏结束由最后一回合条件触发(某条轨道到达终点);最终计分会比较每位玩家在两条轨道上的声望和金钱标记,并按照最后一回合的计分规则来决定胜负。(第9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