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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 |
agrenon0418
Played a few times now at 2 players. While the game makes me feel a little stressed (since you start the game with cards that require things that will take you 3/4 of the game to get, and you keep getting more and more cards with different requirements you don't have yet) it forces you to pick a path and work towards it, leading to a rewarding ending once you get there. It definitely requires concentration as you can find yourself going "I'm going to do this" and then find out you can't yet. I enjoy the game a lot, but I wouldn't want to play too often for fear that I would get tired of that stressed out feeling I mentioned.
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.
B4lalaika90
Not the best of Wallace, but has an interesting mechanic for the workers and for goods production and convertion.