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Boonlake
80m - 160m
1 - 4 Players
Ages 14+
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
American West
Farming
57.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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AnnabelleD
The action selection strips are unique, and I love how every player has an action to perform on each other's turn. I love how each player chooses from one of two scoring tiles to place at the bottom of the game board. The goals on these tiles ensure every game is different and gives players a framework to build a strategy. Boonlake needs more competition along the river and a greater sense of urgency to find lucrative spaces. It is natural for players to squeeze out every last point before Boonlake ends, but this can lead to long games as players creep along the river rather than forge ahead. The game length does not detract from my enjoyment of the game; Boonlake is excellent!
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. Own the [boardgame=398052]Artifacts[/boardgame] expansion.
anim8r
On first play, it seemed like an evolution of Maracibo and better in all aspects — from gameplay ( with a few significant overlapping mechanisms) to theme & aesthetics. It is a combination of some well liked mechanisms (many from Pfister's own games) with some of them seeming a bit superfluous and perhaps could be edited out (the "vase" resource?). My 2 biggest pluses were: 1) The everyone-is-always-engaged action selection system which sorta makes the longer play-time acceptable (to some extent). 2) Each player choosing an objective tile at the start of the game with potential different payouts for their own chosen tile. They give the game a bit of direction and encourages each game to play a little differently. I just wish the points gained / lost from this (placing your 4 tokens on the black criteria in every scoring) was a little more consequential. Instead of 1,2,3,4 points, perhaps the banners could be 2,4,6,8 points to start with?