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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+ |
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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 |
Albatrocity
I like this game, but I don’t love it. As I was playing this game, I initially thought to myself, I could see picking up this game if I saw it for a discount, but the more I thought about that, the more I feared it would never get played. The game runs long, even at two players. For the game’s length, I’d rather just try a different civilization game. The game is also fiddly, with a lot of set up and tear down. I can’t believe that this game came the way that it did. A game trays insert, like Endeavor’s insert, would have been a smart choice.
ANDREWSOFT
Con un setup un poco farragoso este juego me gusto bastante. Jugado en solitario con una variante Penelope, es complicado de ganar pero es muy interesante y durillo. Gran juego. Me gusto mucho
aFamilyOfTrees
Anno is a very unique game. The design pedigree of Martin Wallace is an obvious draw and I don’t think that the game disappoints. In essence you are trying to build worker placement spaces on your board in order to generate goods to fulfill standard euro contract cards. Where this game sets itself apart is that those resource generating buildings are limited, so only two players will be able to produce a good. This requires other players to trade with them to get it. There is also synergy between industries, so you can use one person’s industry to build a more advanced industry. The challenge of the game is to figure out what industries to build in order to fulfill your contracts, because the game ends when one player has fulfilled all of their cards. This is one definitely best with 3 or 4. I think on repeated plays, there would be more I’d want to explore. Thee are probably some common things you’ll do every game, but I’m curious how much changes with your hand of contracts and the global objectives.