
2010 · 经济
特鲁瓦
Players recreate centuries of a medieval Champagne city by managing a personal pool of dice and a hand of cards that represent religious, military, and civil affairs. Dice are allocated to projects such as cathedral construction, disaster response, and civic tasks; cards enable actions, recruitments, and scoring opportunities across the three social domains. Players may spend money to hire opponents’ dice for temporary use and compete for influence, prestige, and victory points. Includes player-driven timing through dice placement and card play; later editions add a solo mode and bonus cards.
- 人数
- 1–4 最佳 3 人
- 游戏时长
- 90 分钟
- 年龄
- 12+
- 复杂性
- 3.4 / 5
在 Ludoya 的牌桌上
在 Ludoya 中查看完整统计- 807
- 已记录对局
- 536
- 玩家
- 1h 30m
- 平均时长
- 163
- 收藏数
- 34
- 愿望清单数
- 1
- 已预购
7.1/10
基于 109 条 Ludoya 评测
Garfield7.0 #50 Nice dice mechanism. But it's always better if you roll high? So it's a little bit luck dependent? If you always roll low you won't win for sure. Have to try with expansion. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Gameplay: :star::star::star::nostar::nostar: <!-- size 7]Placing dice to do something --> Interaction: :star::star::star::nostar::nostar: <!-- size 7]Blocking each other --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::nostar: <!-- size 7]Dice rolling --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Not sure --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: :star::star::star::star::nostar: <!-- size 7]Very good --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Different random cards --> [/c]
Evan4.6 My group was a big fan of this game, but it never really worked for me. First and foremost the look of this game really bothers me. The garrish patterns combined with the ketchup red and mustard yellow really bothers me, more than it should. I like to think that I'm a mechanisms over theme guy, but art like this I find troublesome. Additionally, this game is very guilty of difficult to understand icons. Each game doesn't have that many cards, but the cards will often have one time use icons on them, so it hurt my experience substantially that when I played this it was before a BGG card lookup player aid was available. I'm not thrilled with the way your meeples get kicked out of the various offices. I'm also not thrilled with the feeling you get when your opponent buys the die you needed out from under you. These two forms of negative player interaction would be forgivable in a game with a better look to it, but when combined with the visual static of the game, it hurts an already difficult experience. I'm also feeling a little done with the game mechanism where there are invader cards collecting at the bottom of the board that players need to collectively fend off. It's so perfectly executed in Lowlands, that it's hard to imagine going back. The expansion is also troublesome. The purple die module means that my issue with people stealing my dice out from under me is resolved, as nobody can steal your purple die, but the flip side of that is it removes key tension from the game that's really the game's soul. I may not like the steal mechanism, but without the threat of it, there's a hollow feeling to the rest of what happens. There's also a module where you walk your people around the exterior of the board that feels very tacked on. I was unimpressed, and it certainly didn't add anything that saved the experience of the base game for me. It's rough, because I really should like this game. I understand it's a good game. I just can't manage it. :nostar: 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::nostar::nostar::nostar: Raw enjoyment
Mestremuten9.0 Rating: 4/5 Production value: 4/4 Is the game in my collection/Love to have?: 1/1
规则问题
由 Ludoya 的规则助手根据规则书回答。
黑色骰子什么时候会移除一个广场?我需要划掉什么?
在每个半天开始时,黑色骰子会摧毁它所在的广场;从第 3 天开始,它还会强迫每位玩家划掉自己记分表上与黑色骰子点数和广场颜色相符的骰子,而且你必须划掉该颜色栏位里所有未建造的建筑。已建造的建筑不会被摧毁,而该栏位中的要塞可以保护你免受骰子摧毁(见第 4 页)。
我什么时候翻转广场,什么时候旋转轮盘?
在每个半天结束时,报信人会把被摧毁的广场翻到另一面,然后再把它放回轮盘上;在每个整天结束时,报信人会将轮盘的小层顺时针转动一步,显示下一个日期编号(第5页)。
我到底要怎么从骰子里获得资源——是要圈出和骰子点数一样多的资源吗?
当你执行“获得资源”行动时,你要在对应颜色的轨道上从左到右圈起与骰子点数相同数量的资源;当你获得市民类型的资源时,你要在其轨道上圈起对应的市民(第6页)。
当我执行行动时,影响力、金币和知识会如何修正骰子?
影响力(红色)可以让你每花费1点影响力,将所选骰子的点数调整±1;银币(黄色)用于支付使用某个骰子位置的费用;而花费2点知识(白色)则可以让你改变你所选骰子的颜色(第6页)。
堡垒是干什么的——它能防止我的建筑被划掉吗?
在某一列建造一座堡垒,可以保护你免受该列黑骰攻击(所以你不必把那里的被攻击骰子划掉),并且会立刻获得图示的市民以及任何适用的连结奖励;注意,已经建成的建筑绝不会被事件摧毁(第7页和第4页)。
我建大教堂需要白骰子吗?最后怎么计分?
是的——大教堂行动需要一颗白骰子;你建造的每一座大教堂都会解锁一种特定建筑类型的终局计分,而且你前两座大教堂各记 1 分,接下来的两座各记 2 分,最后两座各记 3 分,这些分数就是游戏结束时该类型每座建筑所获得的 VP(第 8 页)。
游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。




























