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
beachgirlpcola
Kickstarter deluxe. *beautiful production, table presence *very useful insert. *Fairly straight forward worker placement/ engine building. Midweight, * Thematic Cons: Could get stale without the extra modules that were included. Also suggest: Gugong, Pillars of the Earth, Stone Age, Viticulture
LinusVPelt
Many decisions are mutually exclusive, so the actions planning on the wheel must be extremely careful at each turn. Each strategy must be planned around future limitations, or many turns could get entirely wasted. Few buildings are truly worth investing (mainly those which can be hit multiple times at the same action choice/wheel slice, typically those producing non-finite resources). Powering the caravan travelling can be a nice strategy. Placing men to defend the town must be done in the first 2-3 (rounds each year), or there won't be slots left. The wheel mechanism itself and the town defense against the bandits are quite cool. Allows for - and gives it best with - 6 players. The game flows nice but it achieves variety by using too many rules and details. Could have been more lean and worked around consequences of other player's actions (a shortcoming of many germans and 'pure' resources placement designs).
Double Dan
It was a bit long with 6 players. But I really feel like this game needs more players to make it work best. There were some crazy barrel combo's early in this game which I do question if we got the rules right. It ended that that player had a runaway win. I think those combo's were a big part of it. Assuming we got the rules right, I think you are really hoping to go first on turn 1 to be the first to take advantage of it. Revisited this after a couple of years. Not sure I’m a fan of blind role selection with the majority chosen being hosed. Adjusting down to a 6. My first 6 turns I got hosed. It was just too much to take. Not eager to play again.