茂林源記

2018 · 领土建设

茂林源記

Four factions vie for control of a sprawling woodland, each with distinct powers, goals, and playstyles. One faction builds and maintains a mechanized industry across clearings, another organizes sympathetic woodland creatures into a guerrilla resistance, a third is a nomadic adventurer who moves about completing quests and trading, and a fourth attempts to reclaim leadership through programmed actions and growing influence. Players take actions to recruit, battle, craft, and score points while managing location control and asymmetric faction mechanics. The interaction of unique factions and multiuse cards creates high variability and strategic depth across plays.

人数
2–4 最佳 4 人
游戏时长
60–90 分钟
年龄
14+
复杂性
3.8 / 5
8.2 来自 Ludoya¥321.25 起战争桌游谈判掷骰子点对点移动手牌管理

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4,027
已记录对局
1,666
玩家
1h 31m
平均时长
647
收藏数
78
愿望清单数

8.2/10

基于 262 条 Ludoya 评测

  • 乐趣8.5
  • 互动8.5
  • 重玩性8.5
  • 独特性8.6
  • 外观8.7
  • 无障碍5.7
  • Poteet10.0

    Just love it. Each faction is incredibly different, allowing a different experience each play through as players come into and leave play group and then can try different factions as well. The world is engaging and paints the story of a forest conflict well, even if it’s a relatively conflict free round. I’m always suggesting this and happy to throw it down on the table.

  • Vic Granell8.0

    Played the base game once, I think the production and design are amazing but, at first, each faction's complexity can be overwhelming. We'll see how future games go!

  • Max7.0

    Root is a game that has me consistently irritated, enthralled, and sometimes left in absolute awe. Leder Games' undisputed masterpiece known as Root is a stunning amalgamation of intricate strategy, deliciously novel asymmetry, and cute little pieces pottering around a forest. The captivating thing about Root is that the very mechanic that transforms it from yet another generic eurogame into an absolute triumph of an experience is the smae mechanic that restrains it from the lucrative title of a classic. Said mechanic is, of course, that of the factions. In Root, each player is playing a completely different game; maybe you are amassing an army of feline minions; maybe you are attempting to maintain utmost order; or maybe you are just waltzing around a woodland selling bits of junk to random animals. Indeed, the commitment to asymmetry on Leder Games' part is so complete, yet so tangibly abusable, that this game is an utter delight, and one hundred percent worth the ten weeks it will take you to comprehend the rules. However, as previously mentioned, it is this same wondrous novelty that ensures that it stays well clear of so many shelves (unfortunately, mine included). Because, when puah comes to shove, this is a disasyrously clunky game. The oustanding aesthetic and cute animal theme are the only thing encouraging new players to sift through the decidedly lengthy rules and intimidatingly complex pile of cards, tokens and sheets. What's more, while the many characters with drastically different playstyles allow for almost endless replayability, it means that the game is almost impossible to teach to new players; who has time to explain the rules and strategy for four seperate games all rolled into one? It's this, and the unfortunate unbalanced nature of the characters, that forces Root into a position of reknowned godhood as the pinnacle of boardgaming, yet preventing it from becoming a household staple, as it so deserves.

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规则问题

由 Ludoya 的规则助手根据规则书回答。

当我制作一张牌时,我到底需要什么?这张牌和我拿走的任何物品会发生什么?

要进行制作,你必须在卡牌左下角显示的地点里,激活一个匹配的制作标记(每个标记每回合只能用一次);即时效果卡会立刻给你该物品,然后弃掉,而持续效果卡则正面朝上放到场上,持续生效;如果对应物品不在供应堆里,你就不能进行制作(《学习游玩》,第 6–7 页)。

战斗结算是怎么运作的——我们要掷多少次命中,以及伏击牌什么时候可以打出?

掷两颗骰子:攻击方的命中数 = 较高的那颗,防守方的命中数 = 较低的那颗;每一方的命中数都不能超过该玩家在该空地中的战士数量(额外命中不受这个上限限制);在掷骰前,防守方可以打出一张匹配的伏击牌,立刻造成 2 点伤害(攻击方可以用一张匹配的伏击牌来化解);而伏击造成的命中不受战士数量限制,并且可能直接结束这场战斗(《学习游玩》, 第 8–9 页)。

是什么会让鹰巢王朝陷入动荡,以及一旦发生动荡会怎么样?

如果鹰巢王朝在白天无法执行任何必须进行的法令行动(例如,没有战士可招募,或者没有地方可建造),他们就会陷入动乱;处理动乱的方法是:每有一张法令里的鸟类牌就失去 1 VP,弃掉法令牌(忠诚维臣除外),罢免并更换领袖(把忠诚维臣叠放到新领袖下面),然后结束白天,进入夜晚(《如何学习游玩》,第 12–13 页)。

漫游者(Vagabond)的物品是怎么受损的?它们又是怎么修复的,或者在战斗中怎么使用?

当 Vagabond 挨打时,物品会受到损坏,损坏的物品会放进 Satchel 里的 Damaged box;你可以通过执行 Repair 行动来修复(消耗一张 repair 物品),或者如果你在黄昏时身处森林中,所有损坏的物品会自动修复;而在战斗中,受到的命中会通过让你选择的物品受损来结算(Learning to Play,第 17–20 页)。

伍德兰同盟是怎么放置同情标记并发动起义的?

联盟会花费支持者(单独的一叠牌)来放置同情标记并发动起义;发动起义时,你要花费与一个有同情的空地同花色的支持者,移除该地所有敌方棋子,放置一个基地,然后放置等同于该花色同情空地数量的战士,并在你的军官盒里再加 1 名军官(《学习游玩》,第 14–15 页)。

支配牌是怎么运作的——它们什么时候会变得可用,以及我激活一张时会发生什么?

当一张统治卡为了其对应花色而被使用时,它会被放到地图旁边(不是弃掉),任何玩家都可以在白天阶段通过打出一张相同花色的牌来拿走它;如果你至少有 10 分,你可以在白天阶段发动一张统治卡,把你的计分标记移除,并将你的获胜条件改为该卡上的要求,直到游戏结束(Learning to Play,第 21 页)。

打开 Ludoya 的规则助手,它会阅读这款游戏的规则书。

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