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La Famiglia: The Great Mafia War
120m - 180m
2 - 4 Players
Ages 16+
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
80.00
€
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dlc_1532
[September 2023 - 6.9] In my collection of area-control games, it is just OK for me. There are shades of Dominant Species, Tammany Hall and Wallenstein/Shogun -- all games I enjoy, but La Famiglia doesn't surpass any of them. Its got a neat worker placement/action selection system in the first half of the round, where not only are you choosing spots/actions to do, but in that selection also setting the "prices" for some of the actions in the next round. It's hard to explain, but there is a fun little economy going on within the larger action-selection decision. That being said, I don't think that second half of the decision (the economy part) plays a big roll in your decision of what action to take. You're going to pick the action you want, and there's a small side effect to that decision. The worker-placement spots offer a nice variety of actions -- some being combos of several actions -- but beyond the flood of symbols, it comes down to pretty standard stuff: Upgrade your personal engine, recruit guys out onto board and ready areas for attacks (offensive and defensive). The latter is done secretly, so there's a bit of programming and chaos coming after the reveal(think Wallenstein/Shogun or Game of Thrones). I feel like this is fun in the first hour of the game, as it's a bit easier to track what people have and what potential order they might trigger. But by the second hour of the game, the board state is so crowded with hidden plans, cubes, cars and speedboats, it's hard to run through all the possibilities. Often what you were planning, rarely comes to fruition. Attacks earlier in resolution order become very powerful, while later ones you might be better off just playing defense. I'll give the game credit, that they give each side a cheat sheet to see all the potential orders the other side can use, but it's still a ton of information to take in. Then there's the "finesse" part of the game (which feels like voting in Tammany Hall or the card play in Kemet), that adds some more bluff "I know that you know, that I know" uncertainty. It's interesting that there's no real chance or push-your-luck elements in the game (as far as a die roll or card draw per say) -- it's about going up your opponent, which I usually love -- but because there's so much to take into account, it sometimes still feels like throwing darts blindly. Maybe, I just don't have enough brain power? Perhaps if the game were a round shorter with fewer types of orders to keep track of and more of a sprint to rev up your engine or take areas of the board, this would be more fun? Finally, the rule book is a bit of mess and I'm surprised Capstone let this one through. In some parts, it's overly specific and wordy, in other parts you're just left guessing, or to look it up on BGG. It reminded me of the Panamax rule book, where sometimes, the only answer to your question was buried in an example. The symbology is all over the place and a one-stop-shop glossary is needed. To end on a positive note, the art and components are great. But, in the end, I just rather play Dominant Species, Root, Ankh, El Grande, or Tammany Hall.
ajewo
2 vs 2 economic area control euro game in Sicily with action selection, secret deployment, and asymmetric / variable player powers. It has a very interesting card-based combat system were you may give cards to the opponent player. + Production. # Rather abstract gameplay focusing on gameplay than theme. # Tight economy. # Long playing time. # Can be cut-throat: depending on the order some of your actions may get cancelled by other players' actions. Related games: * Shogun / Wallenstein: no teams, economic, area control, hidden planning, war. quicker playing time, crowd control (unrest). * Rising Sun: temporary teams, area control, less economic, bidding system used in combat, asymmetric factions, neutral npc monsters.
Epava
Cool mechanics of action selection but the game is a bit too heavy for its own lisibility and unfair in terms of how much the turn order impacts the end of the game. Nice art direction.