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Sagani
30m - 60m
1 - 4 Players
Ages 8+
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
32.50
€
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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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Plunder boxes
Marvel: Crisis Protocol
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desjeuxetdesbieres
Sagani est un excellent jeu de placements de tuiles avec une part de réflexion importante, tout simplement un coup de cœur chez nous. Des règles accessibles pour un jeu qui l'est tout autant. A chaque tour, on pose une tuile, on y dispose les pions Accord, on place les pions pour les alignements validés et on termine en complétant les tuiles si possible pour marquer des points. Mais au delà de la simplicité des règles, c'est un vrai casse-tête, il faudra vous creuser les méninges pour optimiser la pose de vos tuiles et essayer de ne pas récupérer de pions Cacophonies. On aime beaucoup les illustrations donner aux formes des esprits de la nature. Si vous cherchez un jeu mêlant réflexion et pose de tuiles, on vous le recommande vivement ! La review complète sur notre blog ludique : https://desjeuxetdesbieres.wordpress.com/2021/05/04/sagani/
donotadjust
My favourite of these Uwe puzzle games Nova Luna, Framework etc) - the diagonals just make it so much better.
cymric
The second game in Rosenberg's tableau building series sees the game do away with the 'time track'; and considerably simplifying the mechanism for determining a tile 'complete' or not. One might say Nova Luna has been 'streamlined' into Sagani. Overall I found myself liking Sagani more than Nova Luna. In part because the tiles are bigger, the iconography less obscure, the placement rules a bit more lax, thus making the completion of assignments both easier to visualise and accomplish. For me that means a more satisfactory sense of having done something; whereas in Nova Luna things could just stall and sit there for no apparent reason. But it also means that people tend to become more calculating in selecting a tile, and I'm not yet convinced this is a good thing. Just as is the case in Nova Luna, Sagani does seem to like the mid-valued tiles better than the low and high ones. It probably has to do with the stochastic nature of adding these tiles to a tableau, with the optimum of reciprocal assignment fulfillment occurring between two and three assignments per tile. Perhaps Rosenberg can work around this characteristic in the final game of the trilogy, but I kinda doubt it if he intends to keep the mechanism of mutual fulfillment. We'll see. For now, a higher rate than I gave for Nova Luna. [b]Update[/b] With 4 this game can stall rather annoyingly because you must add a tile to your tableau. What if the choice is between bad and bad for a few rounds, locking up ever more discs? The game doesn't really compensate for this.