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Castell
60m - 90m
2 - 4 Players
Ages 12+
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
52.00
€
30 day low:
Out of stock
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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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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BenPratt
I’ve only played this game once so far. However I feel like this is going to to quickly become one of my favorite games of all time! It’s such a clever game and the theme is just oh so cool!
agentpatman
I should preface this with I had a different expectation of what the game was going to be so that probably biased my opinion a bit. I love the theme but I don't think the game lives up to it. I think the most fun aspect of this game is trying to re-arrange the human tower to meet different objectives, however that portion of the game pales in comparison to thinking about how to maneuver around the map. You really can't afford to lose the shows and if you can piggy back a local performance then that ultimately is the best strategy. That means the primary focus of the game is spent on trying to figure out where you can move to and what you need to score for each objective. In reality most of the decisions are made for you as the people you need are not near you, or the objective cannot be completed due to your skills, so you move and do the only things you can do. I wish more time or focus was spent on building the towers. I think this would make a great card game where you pull out new objectives each round, and draft the people cards and try to figure out how to build the best tower with what you were built. Or maybe a worker placement game where you acquire these workers via a shared market of some sort and the shows give you money to hire more workers. In this way the focus becomes more on selecting the people and building rather than the "gamey" aspects of the game. I just feel overall it felt "gamey" which removed me from the experience and focused more on min-max points rather than building the best human towers. That said it was enjoyable when you pulled off some combinations. I think part of the misleading I experienced is looking at BGGs weight which I can attribute solely to the skills you can develop. The rulebook did not explain these very well and thats the only thing that involves any complexity. The rest is move to a location, take a tile, etc. It is very light weight but at the same time very crunchy if you really want to min-max your entire turn which is possible to do. That also means the playtime is probably longer than it should be because of sitting there staring down. There is not much, if any interaction outside of competing at the same time for the same points. At two players it felt like we were chasing each other around the map to participate in the fairs which often means you didn't get people sometimes. Maybe it would have been better to diverge and go after the local performances but that leaves a guaranteed 3 points to your opponent while you try hard to get 4-6 if you lucky, none if your not. At the end of the day I love the theme, but I could see getting bored after a few plays because there isn't any variation in what you need to think about and do.
Applefiend
Very underrated game which should have been more successful than it was. Great theme and mechanics.