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Sailing Toward Osiris
60m - 90m
2 - 5 Players
Ages 14+
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
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
Ancient
40.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Plunder boxes
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1 Family Meeple
[IMG]https://cf.geekdo-static.com/mbs/mb_17587_1.png[/IMG] KICKSTARTER Deluxe – Sailing Toward Osiris INCLUDES • 1 Copy of the Deluxe Sailing Toward Osiris • 1 Copy of the Deluxe Expansion Pack • Unlocked STANDARD & DELUXE Stretch Goals Estimated delivery - Feb 2018
chaddyboy_2000
Fairly standard eurogame fare, where players are trying to gather stone, bricks, and wheat in various combinations in order to erect buildings to score points. You put dudes places to gather stuff, trade stuff for other stuff, and play cards that also get you stuff, or more excitedly than all the stuff-getting, perhaps allow you to break the rules a little. Perhaps the most interesting element of the game is that when a player builds a building, it takes up space otherwise used to gather resources. So, as the game goes on, resources become more and more difficult to obtain as the spaces to gather them shrinks, and some resources may become more scarce than others. However, I never felt any real tension in the game, even as the game tightened its grip. You piled up resources, and then spent them for points, over and over. At the end of the game, two of us had built every single one of our buildings, which I didn't feel was very satisfying, as I prefer games that give that feeling of having lots to do, and not enough time to get it all done. Overall, it ends up being a fine game of getting stuff to convert into points, but doesn't get my juices flowing.
DonovanLoucks
Gorgeous components and straightforward mechanisms, though players may have too many decisions to make it fun. It's possible a couple of the 10 possible actions a player can take could've been engineered out of the game. Might bump this up to a 7 with future plays.