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The Great Zimbabwe
90m - 150m
2 - 5 Players
Ages 14+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Prehistoric
85.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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aquariankate
Have only played two and three player games so far, thinking it will continue to improve / evolve at a higher player count.
adamscott
After one play online and one in real life : + Great depth, variability and replayability. + Lots of player interaction. + Tons of emergent gameplay. + The God powers (which pretty much make the game). - You only get one God power and maybe 1-2 specialists. - Very dry and soulless (usually doesn't bother me but does here for some reason). - The decision space gets less interesting towards the end; then it's all about calculating what can be delivered where. - Calculating what can be delivered where is not interesting or enjoyable. - Lots of downtime and fiddliness, especially the last turn or two. Ultimately a well designed game with lots of clever ideas in it, but Food Chain Magnate is similar enough that it directly fires this game for me.
bbhalla
Initial Impression: After having experienced Food Chain Magnate, I was wary of getting this game to the table. Another heavy brain-burner? Surprisingly, no. The artwork and component quality of The Great Zimbabwe is typical of other Splotter games that I've experienced but somehow in this setting the sparse artwork just seems more thematic. Gameplay is broken down into a few phases, with a mancala inspired turn-order bid. The meat of the turn involves taking actions in order to create a network for the games' virtual resources to flow, similar in some ways to the route-building of 18xx games. In my mind, the most ingenious mechanism of the game revolves around the scoring system in which you have the choice to acquire variable player powers (gods and specialists) but will increase your target VP requirement in order to win the game. This creates many tough decisions as to whether those powers will yield the extra VPs quickly enough to make it worth the acquisition. In the end, this game is a VP race, which is the type of euro that I truly enjoy the most. This game MUST get to the table again soon.