In Coloma: New Prospects, the game becomes deeper and wider, with heavier mechanisms, more sophisticated engine-building, and added paths to victory. It also flips the script on the Boom/Bust system—making it so players want different outcomes depending on what’s at stake.
Base-game Coloma is the snappy introduction; with the New Prospects expansion, it is the full experience—a true gamer’s game.
Player Board Extensions and Waterfall Tiles
Each player board is now extended to include a network of wilderness trails to explore. Each time you Bust, you may advance one space. To trailblaze a safe path loaded with valuable bonuses, you can add Waterfall tiles (which replace the Rivers from the core game); otherwise, you may face a series of dangers along the way—and possibly lose some Dudes…
All-New Decks of Cards
Each player gets a completely new deck of Town cards to replace the ones from the core game. These cards offer a variety of advanced engine-building mechanisms, such as effects that get better each time you Bust, and cards you may place Dudes on for powerful, one-per-round actions.
New Rotating Barker Tile
The rotating magnetic Barker tile is replaced with a new one that offers more ways to gain Barrels from the Outlaws. It also brings Buster into the multiplayer game, where he moves from Site to Site, making it risky to go to the same place as him with your Pioneer—unless, of course, you want to Bust…
The expansion features all of these and more!
—Description from the publisher
Belgium4
Players: 1-6 Playtime: 60-90 Min. Plaats: Speelkamer, huisnr 45 - deur, midden: onder 114 Sleeves: 63.5 x 88
GamingCoupleGA
Production is quite good. Chips are heavy, Gold and screen printed components are nice, and let's not forget the magnetic wheel on the board that works flawlessly and as advertised. There are many ways to score points but you will need to do some of most actions and of course getting to do more of them than your opponent will help you to prevail. Building cards(buildings) that work with the more focused parts of your strategy accomplish this and playing the action wheel competently does too. There is a lot going on but it isn't very complex or hard to explain/teach. Handles high counts well as there are parts of the game that are done simultaneously.
GoingTopShelf
A game I enjoyed more than I thought I would. Having to get inside people’s heads to predict what actions they will take is the best part of the game. I like that you can’t do everything either. You have to pick a path, either wagons, or cards or rivers/bridges. I just wish the resources were a bit tighter and that there were a couple more spots to take actions because late game there are really only three things most people want to do and it’s easy to get squeezed out. I’d play again.