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pennuto77
Ottimo gioco, la migliore implementazione della meccanica simil Tokaido e Egizia che abbia mai giocato.
JoSch
Lancelot is a timeless game but not in a positive sense. It appears to be a JASE worker placement game but it is not. Instead, action selection spots are arranged in a sequential order. Players move their action marker down the track. With a few exceptions, it doesn't matter if somebody else is already on a spot. Egizia comes to mind in that only spots ahead on the track can be taken. There are almost no random elements. The track will be run through eight times per game and is the same each game. All information is visible from the start. This lack of variation through cards or dice feels old-fashioned. The lack of randomness also provides for a highly strategic game. The main source of VPs is obtaining knightly virtues, i.e. fulfilling certain requirements. The requirements are interactive as they mostly involve having the majority in certain resources. To fulfil the requirements, players need to plan two or three rounds in advance. Papini remains true to his promise of delivering games that are different. In the case of Lancelot, the difference seems to be caused by a detachment from the positive evolution of game design in the last years.
BigD527
The lack of blocking actions (with 2 exceptions) means that you're rarely unable to do the thing you need/want to do, which means there's basically no tension. Suspect it's probably better with more than 2.