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Import / Export
45m - 90m
2 - 5 Players
Ages 8+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
In-game money is bet on different commodities in hope that that particular commodity will become the most valuable as the game progresses. Often the values of the commodities are continually changing throughout the game, and the players buy and sell the commodities to make money off of their investment.
Commodity Speculation
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Nautical
36.50
€
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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bcnevan
Owes a great deal to Glory to Rome. Between Glory to Rome and this game, one game's combinations come in fits, starts, and stops, and places guard rails to enforce a sense of order. In the other game, the combinations emerge through the chaos, and are allowed to veer off at various velocities that are mostly interesting. Import/Export is the former, and, while the experience isn't bad, it comes off feeling like a mediocre cover band that doesn't hit the high notes and can't complete the guitar solos perfectly. To be honest, I'd probably like this more if I hadn't played Glory to Rome, but here we are -- the comparison rings in my head loudly as it's played. Alternatively, I'd potentially have liked this more if there was greater focus on the player-driven economy (e.g., the parts similar to Container) than the combinations.
AmadanNaBriona
Similar to Mottainai or Glory to Rome, needs more plays for me to get my head around anything other than immediate tactics.
darthboywonder
This is an interesting game to evaluate. It is extremely (eerily, almost) similar to Glory to Rome and, because I love Glory to Rome, I also like playing Import/Export. However, the extent to which Import/Export is derivative of Glory to Rome does detract from how "good" Import/Export should actually be considered. It's also the case that the things unique to Import/Export (cards being attached to ships rather than being a common pool, the way that some contracts are gated until you've acquired certain goods, the introduction of currency, a contract limit, the fact that discarded cards leave the economy, the softened card effects) are generally less dynamic and interesting than they are in Glory to Rome. Essentially, Import/Export feels like it's trying to be a version of Glory to Rome that is a little less crazy but the additional structure and restrictions that have been added to achieve that themselves require more systems to function, thereby creating a product that is both less interesting and less playable. It's still close enough to Glory to Rome that I enjoy playing it but I would never choose it over its brilliant predecessor.