Meeple on Board Rating
Be the first to review this product.Board Game Geek Reviews
Be the first to review “Anno 1800 (English)”
You must be logged in to post a review.
You must be logged in to post a review.
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 |
aloysbx
Very pleasant game. Straightforward mechanics. Turns are quite quick. Tech tree leads to some interesting combinations and cards allow some satisfying combos. To some extent, it seems possible to diversify the strategies. The only downside is that the game is pretty linear and turns tend to look similar after a point in the game.
bazroberts00
I'm still not quite sure how much I like this game. I've played it a few times now, and the ordering of items has started to make a lot more sense. It's an interesting puzzle, though there are one or two optimal pieces that if you get lead to receiving a lot of extra gold through trade (though I realise this will be spread between the other person who has that tile). Trade is a cool mechanic as well though, as it allows you to forgo using space for something by just getting it from your opponents, though it means managing your trade tokens carefully. When we first started playing I thought the game would go on forever as we had so many cards to get rid of, and you keep collecting more, however as things move along, it speeds up towards the end with people often playing combos that can help them to get rid of a number of cards quickly. The main frustration of the game is working out how all the technology connects. There are a lot of tiles on the board, and it takes awhile to get your head around knowing what you require in order to get to the tech you want. The fact that some resources can only be accessed in the new world, and you may not find what you need when exploring there is also an annoyance, but there are ways to work around this by discarding cards, or swapping them etc. This is a game where new players are likely to be demolished by people who have played before, so beware.
agentpatman
This was a big miss for us at 2 players. The rulebook is a translation to english which some ambiguity and weirdly worded phrases. It takes twice as long to parse what they are saying despite it being rather simple. The production value is very poor. One deck of cards came unwrapped with the cards sprayed all over the box. The player aids are the thinnest paper I have ever experienced and it is tiny. The player aid explains every action which is great but almost better than the rulebook. The game relies on you having to look at the tiny player aid or across the table. The blue and turquoise colors are very color and even non color blind players had difficulty. Why not use gold, yellow, orange or any other color to differentiate. The iconography viewed from afar for wood and brass and several industrial machinery is almost indistinguishable until you look at 6 inches away. This would be fine if you didn't need to rely on it like you do in this game. Another problem is the limited control over the ending. With 2 players you are forced to build certain buildings which involves demolishing others to make room, just to check off a few cards. You spend a decent time back tracking because the buildings are not out like they are at 3 or 4 players. I think there should have been a 3rd neutral player that gets a few buildings during setup that you can trade with to simulate that. Without it the game goes on far too long and there is nothing you can do to end it rather than go through the motions of demolishing and building a few random things to get there. I can't imagine that was the intended effect from the designer. The luck factor is annoying in this long of a game. You have to get some new world tiles and not getting what you need since you can't trade with an opponents is a major set back. I ended up having to spend far too long getting 3 tiles to finally get rubber to build what I needed for half of my hand since my opponent wasn't going for that... frustrating. Setup is a bear, so many tokens that have to be setup and displayed, difficult for everyone to view upside down. Finally I don't think I was having fun after half way through. I didn't expect the whole game to be the same repetitious cycle. The resource management and trading are interesting but not for 3 hours straight with nothing else in between. Maybe this should have been a fast playing card game like oh my goods or others. Its similar to le havre but that game has more meat behind it. I think it needs rounds or definitive end point. I think it needs something to shake things up like the new eras in brass. I think the only positives are it was fun for around the first hour and the sense of progression was real. Then we hit a brick wall and were pushing cubes around.