
2014 · 基于小说
三國得志
在三国时代,扮演争夺天下、试图重新统一分裂汉土的三位诸侯之一。 从不对称的起始位置出发,每轮使用将领标记进行拍卖式竞价,以争夺行动区域。行动包括发展农田和市场、招募并训练军队、生产武器、交易资源、建造国家设施、赢得民众支持、处理与边境部落及汉帝的关系、索取贡赋、引进技术,或发动战争夺取领土。 管理内政发展、军事实力和外交关系来赚取胜利点;最终轮结束后,拥有最多胜利点的玩家获胜。
- 人数
- 3
- 游戏时长
- 135–165 分钟
- 年龄
- 14+
- 复杂性
- 4 / 5
在 Ludoya 的牌桌上
在 Ludoya 中查看完整统计- 29
- 已记录对局
- 31
- 玩家
- 4h 34m
- 平均时长
- 10
- 收藏数
- 8
- 愿望清单数
6.9/10
基于 5 条 Ludoya 评测
Evan6.0 I liked a lot about this game, but I ran into some frustration in terms of how the general tiles work. They determine the strength of your bids for the various actions, but there isn't a lot of variation in their bid numbers, which means the tiebreaker rules click in a lot, and in the case of a tie, the player who got there first gets the win, so this makes for some frustrating rounds. There's a lot to like here, lots of interconnected complexity, but then much of the game is about the two other players pushing the leader. It's nice to see a game designed for this mechanism specifically, as this is usually a downside to playing a 4+ player dudes on the map game with 3 players, but even when a game is designed with this in mind specifically I have trouble finding the dynamic fun. ★ 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
游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。













