三國得志

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
6.9 来自 Ludoya经济文明可变玩家能力区域多数 / 影响力手牌管理

关于这款游戏

美术

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

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