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In Anno 1800, a board game based on the popular PC game from Ubisoft, you continuously build up your own industry to develop your home island.
Ship fleets allow for lively trade and the development of new islands in the Old and New World. You have to fulfill the wishes of your own population. While the inhabitants are initially satisfied with bread and clothing, they soon demand valuable luxury goods. You must plan production chains sensibly and keep an eye on the specialization of your population. The goal: A wise distribution of farmers, workers, craftsmen, engineers, and investors — but the competition never sleeps and can snatch the new achievements from under your nose at any time! Who can create the most prosperous island?
—description from the publisher (translated)
Ages | 12+ |
---|---|
Players | 2 Players, 3 Players, 4 Players |
Play Time | 120m – 120m |
Designer | Martin Wallace |
Mechanics | End Game Bonuses, Race, Tech Trees / Tech Tracks, Variable Set-up |
Theme | Card Game, City Building, Industry / Manufacturing, Video Game Theme |
Publisher | 999 Games, KOSMOS, Galakta |
Albia
[size=16]❦ [/size] [b]Solo Mode[/b] // [filepage=231142]Official Solo Variant[/filepage] (Unofficially Translated) [size=16]❦ [/size] [b]Required Play Space[/b] // 38" x 24" [size=16]❦ [/size] [b]Setup Time[/b] // 5 Minutes [size=16]❦ [/size] [b]Play Time[/b] // 20 Minutes ✅ Introducing concepts works well with the first few scenarios of the solo campaign, which can be a lot of fun. ✅ Finding ways to advance along the tech tree with resource production and trade is an interesting challenge. ✅ Play time for a lot of the scenarios is very quick with a timer deck that indicates how close the end game is. ✅ Decisions are very important and feel meaningful with the limited building space and option to build over tiles. ✅ Different inhabitant types provide ways to produce resources, yet they can also be upgraded to higher tiers. ✅ Managing a plan against the random population card draws can provide a great experience in balancing choices. ❌ The luck of the card draw is very important with the population cards, and bad luck leaves limited options. ❌ Iconography is taken from the video game, so a lot of resources look far too similar and are easy to mix up. ❌ New World cards are difficult to complete and are only collected by exploring, which doesn’t feel like exploring. ❌ All of the building tiles need to be carefully sorted, yet without an included insert, setup can take a long time. [url=https://gamewardbound.com/tag/anno-1800/?utm_source=boardgamegeek&utm_medium=comment]Read the Session Reports and Review at Gameward Bound »[/url]
amyamy86
Crunchy euro game of upgrading and developing your economy to satisfy the desires of the population. Interact with other players to trade goods and leverage what they can manufacture to help you achieve your goals.
ab4523
Wallace does a great job of transporting a computer game into board, with various paths to build resources. Player interaction is encouraged: tracking your opponents' progress, either to steal a resource tile before they do, or trade to fill gaps in your own engine. The end game trigger can become an exciting race. The biggest issues? Certain advanced resource tiles are dead ends ie huge amount of work if only one card requires it, but they don't lead anywhere beyond that. The museum artefact and zoo animal cards contribute to end game scoring but feel like an after thought ie during the game, you're busy building other things so the cubes you place at the end are simply a by-product of playing the game. I understand that the next version will fix these issues, but none of them are fatal flaws.