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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 |
ArtEmiSa64
[ESP] Hace tiempo que los juegos de Wallace me han decepcionado, por lo que no puedo estar más feliz con Anno 1800, ya que es como volver a jugar uno de esos Wallace que tanto me gustan. El juego cambia cada vez gracias a los objetivos generales y las cartas que vas adquiriendo, porque te forzan a tomar distintas rutas. Un juego muy balanceado. Debes estar atento a que hacen los otros porque el comercio te permite crecer sin tener que hacer todo tu mismo. En ese sentido en cada partida deberás escoger sabiamente que arbol tecnológico seguir. Una experiencia muy buena. Apela a jugones de juegos pesados. Revisa todos mis contenidos para este juego en http://www.jck.cl/anno-1800
Adanedhel
Muy buen gestor de recursos al detalle. Si bien la forma de terminar la partida es rara y se puede alargar mucho. La puntuación depende mucho de las cartas de objetivos. Recomiendo la carta de -2 puntos a cada carta que te quede en mano cuando se acabe la partida, para cerrarla no muy tarde y que no se alague en exceso.
Alan Stern
A *really* cool engine builder. I like how the goal is to satisfy the cards but first you want to get more workers which will get you more cards. It was funny how I saw/found the right moment to switch from engine to card completion. It's cool how other players building the industry you need isn't fatal but merely inconvenient OR helpful. Dual-edged sword there. We saw one player get stuck a bit because she needed coffee beans and all the New World tiles were gone. She needed to swap out her cards, no matter how inefficient that is/feels. There's an inequality in the purple worker cards in the first deck (green/blue/red). Suggestion: give each player one of the non-New World goods purple worker cards as one of their 7 initial cards. Shuffle the others into the deck. That should give everyone a fighting chance at least. In my game, I had a 4-5 turn head start because I found a purple worker card pretty early on and I happened to be set up for it. I wouldn't play this game with anyone remotely AP-prone. *shudder* EDIT: Rating lowered from 8 to 7. I like this game but more and more I feel like more synergistic cards = victory. Also, cards that reward you with discarding cards and ones with extra turns are huge. There's tremendous variance in the card draw, but that's the game. A friend of mine is experimenting with some guaranteed card types in your opening hand (a purple worker, another worker, a discard, etc.) but then you're homogenizing the opening hands to combat the variance... but then what's the point of the game? I do like this, but I fear that there's too much in the card variance and *that* - even more than player skill or how you play - will affect the outcome.