风语花乡

2024 · 经济

风语花乡

Players act as late-19th-century tulip farmers and entrepreneurs on the Dutch flower route, planting bulbs and developing their estates among rows of windmills. On a personal windmill board, players rotate action wheels to select moves: enhance wheels to improve the engine, plant tulips in fields for endgame points, build windmills on the central board to trigger adjacent-field rewards, hire helpers for action bonuses, secure contracts for scoring, or visit market and foreign trade options to acquire bulbs and goods.

人数
1–4 最佳 3 人
游戏时长
45–90 分钟
年龄
14+
复杂性
3.1 / 5
8.1 来自 Ludoya¥314.79 起农业轮盘多用途卡牌终局奖励

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264
已记录对局
300
玩家
1h 50m
平均时长
100
收藏数
20
愿望清单数

8.1/10

基于 40 条 Ludoya 评测

  • 乐趣8.5
  • 互动7.9
  • 重玩性7.9
  • 独特性8.5
  • 外观9.1
  • 无障碍7.9
  • Daniel García Cruz6.0

    Es un juego chulo y tiene la suficiente chicha como para recomendarlo a gente que se interesa por los euros, tiene unos combos buenos pero para los jugones con el culo pelao como yo les sabrá a poco.

  • Ferran A Sales7.8

    Great Dani game. It is an easy one but with tough decisions. High replayability as well

  • Toni Cutillas8.1

    - Base -

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规则问题

由 Ludoya 的规则助手根据规则书回答。

Do I have to pay to open the Floodgate, and what happens when I do?

Yes — moving the Floodgate up costs Guilder per step and immediately scores Victory Points per step (moving up two steps, for example, costs 3 Guilder and gives 4 VP); you may move it up multiple steps but only in one direction per turn (p.7). After you set the Floodgate, the Water Level is then adjusted: speed 1 = +0, speed 2 = +1, speed 3 = +2 to the Water Level (p.7–8).

How many steps do my Action Wheels move and can I change that with Tools?

The Action Wheels move clockwise a number of steps equal to the current water speed (1–3); you may spend Tools to increase or decrease that number by one per Tool (but you must move at least 1 and no more than 4 steps) and Tools do not change the Floodgate or Water Level (p.8).

When do I get Calendar rewards and how is the game end triggered?

Whenever the red spoke on your Large Wheel aligns with or crosses the red arrow you advance on the Calendar and may take the common reward plus one available unique reward for that space (mark it with an X) (p.8). The game end is triggered as soon as any player reaches the final Calendar space; finish the current round so all players have equal turns, then everyone gets one final turn before final scoring (p.6, p.12).

What if I can't perform any action from my Wheels on my turn — do I just skip?

If you cannot perform any action from your Wheels, you instead gain 2 Guilder and finish your turn; however, if you can perform at least one Wheel action you are not allowed to take the 2 Guilder fallback (p.9).

How does Visit the Market movement work with neutral markers and placing on top of another player?

For each movement you advance your Market marker one space clockwise and take one reward from that area, gaining the same reward again for each other marker in the same area (p.10–11). Once per turn before moving you may pay 1 Guilder to relocate a neutral marker to an area you will visit; if an area’s spaces are full you skip it or may pay 1 Guilder to another player to place on top of their marker — that grants access but doesn’t increase the number of rewards nor block the other player (p.11).

How does Conduct Foreign Trade work — can I place a color already on the card, and what happens when there are four bulbs?

Normally you may only place a Tulip Bulb of a color not already present on the Foreign Trade card and you then claim the two adjacent-quarter rewards (p.12). If you remove all bulbs instead you may keep any number into your Storage; when the card reaches four bulbs return them to the supply and place the card at the bottom of the pile, and note some Wheel Enhancements can override the color restriction (p.12, p.14).

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek