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Ground Floor (Second Edition)
90m - 150m
1 - 5 Players
Ages 12+
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
81.00
€
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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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kendallgrubbs
It’s hard to find a better looking board with a cooler tableau than Ground Floor 2nd Edition. I think it’s a solid design overall, but despite how much I love the box and components, it does leave something to be desired. Decisions can be tough, and the jockeying for position along the board is fun, but it leaves something to be desired that I struggle to pinpoint. I think at the end of the day it just leans too hard on the euro end of the spectrum for my taste. That being said, if I’m going to play a euro, GF is among the top choices for me - and that should be a compliment.
quietcorn
This game is a bit of an odd duck. Points come from adding floors to your building. Floors come from having sets of two different currencies in increasing yet equal groups. One currency comes from a fairly involved process of producing goods, shipping goods, fighting for turn order, investing markers in a stock market track that only goes up. The other comes from an action space that helps your opponents get the same thing for cheaper by your presence there, and then from a single action space on your personal player board. What this looked like was these strange boom and bust turns where we'd go entire rounds where players barely paid attention to anything on the central board, and just flogged that one space on their personal board to get that second currency. It wasn't a bad time per se, it just felt a bit hollow and a little disjointed. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment
GoingTopShelf
This captured my attention after one play in a way few games do these days. This design is both clever, thematic, brain burning and fun. The planning aspect of this game reminds me of Trickerion or Lignum, but the mechanisms are probably closer to Trickerion minus the action point allowance. But the player interactivity here is much higher than Trickerion with the stock market, the factory and retail sales, the warehouse and especially the fight for popularity and how important that is to the overall success in the game. You have to balance the need for information and money and time (discs) perfectly to succeed. The "I'm thinking about my play two hours after I'm done" factor is very high with this one. My only knock is that the game can run long, especially with first timers. A candidate for the top-10 upon further plays.