57.00€
In stock
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4Corners
A non-thematic, card driven game with definite shades of previous games (Maracaibo, Great Western Trail) where the goal is to score the most points. Players are settlers(?) in a new undiscovered territory and use the same type of action selection mechanism innovated in Puerto Rico (the active player chooses an action, does it, and the other players, along with the active player, get to take a somewhat lesser secondary action, so there is a slight variation on the original mechanism). The first part of an action involves (optionally) playing a card from hand (provided you can pay the money and cover the resources) or discarding a card for a small amount of money ONLY if you match the icon for that chosen action. This is followed by the main action, and then the secondary action for ALL players. The chosen action then gets put into the bottom of the queue where it could, but would be costly to choose again. After that, the active player moves their boat downstream up to the number of spaces allowed by the chosen action strip. Like Great Western Trail's moving the train, if you move where another boat is, you skip that space, also you gain a small bonus for where you end your turn. Also similar to Great Western Trail and Maracaibo, the further along you move your boat, the faster the game will be, and the game has two distinct circuits. Each circuit has two intermediate scoring phases (triggered by the first player to move past a certain point), and the second circuit also has a final scoring phase. Each intermediate scoring allows for opportunities to play more cards and/or upgrade your player pieces on a shared map, collect income (which could be improved over the course of the game), and an opportunity to trigger a minor scoring event. Some basic refreshing also occurs (of tokens on the board, and of personal techs each player may have acquired). The game comes with a huge deck of cards, but many are straight duplicates of each other, and draws are random, so card luck can be a significant factor. You can score points in a multitude of ways, and most things will be opportunistic and dictated by the types of cards you draw. The ability to diversify your own player boards/abilities is interesting, and if you like other Pfister games, this should also be something you enjoy, although it's not as fresh as previous offerings. A solid midweight game that plays well at 2, but can go overly long with more players.
chayashida
This game does some interesting things, and I can see how it'd be neat, but it was a slog to learn (especially on Tabletop Simulator). I didn't see anything new that would make me seek out this game, but if my friends were interested in this (instead of learning Terra Mystica) then we'd play this. My first play was *long* - over four hours.
CHRISDH
I’m pretty happy with this game. It has a lot of similarities to Maracaibo,. There is a lot to process here. Each action taken makes a huge impact on the game and everyone else. I really like the action selection mechanic and how it interacts with everyone at the table. After playing there’s still a feeling of much more to explore, many strategic paths, and I like that. I can definitely see it being AP prone with players and it does have a longer playing time. Still, this is definitely worth investing time into. Look forward to many more plays.