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"The Traveler brought much change to our small frontier town in the last five years. He showed us marvels beyond imagination and taught us how to use his strange machines. Now that the Traveler has vanished, a storm is coming. Who will control the destiny of the American Frontier?"
In 3000 Scoundrels, players assume the roles of rival leaders attempting to steal precious technology left behind by the Traveler. By overlaying clear cards, you create unique scoundrels and use them to outsmart your foes. In short, hire scoundrels to build powerful combos, steal technology, and outsmart your foes.
Each turn, you play a poker card from your hand face down in front of your player board, then use all abilities matching your claimed number. You don’t need to tell the truth when claiming a number, but if an opponent catches you bluffing, it will damage your reputation and decrease your odds of winning the game.
Each leader has a unique perspective and motivation in the conflict of Graystone Gulch. Are you driven by money, fame, or the deep-seated desire to improve the world? Advanced rules add unique strategies to each leader that reflect their unique strengths and cunning tricks.
—description from the publisher
Ages | 12+ |
---|---|
Players | 2 Players, 3 Players, 4 Players |
Play Time | 60m – 90m |
Designer | Corey Konieczka |
Mechanics | Hidden Victory Points, Open Drafting, Deduction |
Theme | American West, Bluffing |
Publisher | Asmodee China, Asmodee Italia, Asmodee Spain, Gém Klub Kft., Hobby Japan, Unexpected Games, Asmodee |
Galahad
Great game, really innovative, and I'm not talking about the characters here (which is still a good idea and well executed). The bluffing aspect is NOT like other bluffing games, that means : - If you like bluffing games you will not automatically like 3000 scoundrels - If you like engine-building games you should try it even if you don't like bluff. 3000 Scoundrels is more "Res Arcana" than "Mascarade" or "Oriflamme". You can be bad at bluffing and still win the game because of your optimised card selection. Here you can manage your card display in order to, for example, verify your calling of another player's bluff, or use the marks (estimation tokens for the safe cards) you played as a ressource for gaining money - independently from the fact you bluffed or not. You can play several marks on a safe card, in order to increase its value if it's not a bluff, or set a trap otherwise. This can have big consequences in your stategy and keep you focused on the interaction. I never saw that kind of things before, and even less as an integrated part of an engine building. The 2 days advice for a first play (= 8 turns) should be reserved for newbies in boardgames (and is a good idea in this case, but may be a very bad otherwise, as it makes the game a bit dull). We played 3 days (12 turns) immediately and thus we were not frustrated like some players who write a comment after only one or two abbreviated games and found it to be no engine-building at all... Come on, experienced players should know better ! 20 years boardgaming, and I still can't understand why publishers keep writing "rules" / "extended rules" that brings that kind of problems, whereas "simplified rules" / "complete rules" would help both their players and a better appreciation of the quality of the game.
andymanpants
Super creative and unique. I almost wish they’d leaned a little bit less into some of the other mechanics of the game to focus more on the scoundrels, which is where the real juice is for me. Some of the mechanics (limited number of safes, limited scoundrel activations/turn, safe scout tokens, the limited card-slot action economy, etc.) make sense from a balancing perspective, but took away some of the magic imo. I don’t say that to pooh-pooh what’s really an ingenious, fantastic game, just to say that this game is annoyingly close to being something I’d want to play every week, but didn’t quite hit that magic balance of ingredients that makes a great game a true masterpiece.
burgundy90
Plays quickly, bluffing is done well - not too punishing if caught, but enough motivation to take risks and try to catch other players bluffing. Games are close since there aren’t many points available (mostly in the safes). Makes Reputation and trying to catch bluffers more important. I think the card combining (not crafting) though here is fiddly and can feel gimmicky as a result — it could have been replaced with having the variation represented with more cards. (Like Terraforming Mars has lots of cards for variation). Granted, that would be 3000 cards but do we need THAT much variety? Found significant time spent in putting the cards in sleeves and resetting the game, relative to total game time. Also, it’s random how the cards are combined - there’s no choice or decision in their combinations. Overall I had fun playing and would play again especially since it feels quick, but will continue to question the tradeoff of time spent sleeving/unsleeving vs the extra variety in scoundrels.