47.00€
Out of stock
Username or email address *
Password *
Remember me Log in
Lost your password?
Email address *
Your personal data will be used to support your experience throughout this website, to manage access to your account, and for other purposes described in our privacy policy.
Register
Accessibility Tools
4Corners
Light worker placement with card set collection. This 2-4 player game is about collecting resources in order to acquire buildings (which are points), and cards (which are minimal immediate benefits and potentially large endgame points), while maintaining a steady food supply in order to feed your meeples (people). The game mechanic is the tried (tired?) and true worker placement, and the options are: 1) resources, of which there several- wood, clay, stone, and gold- in that order of value and difficulty to obtain, 2) food, which is needed to feed your workers each and every round, 3) farms, which provide a guaranteed food income each round, 4) tools, which increase the probability of your obtaining resources/food, 5) buildings, which can be built for points using specified resources, 6) "loveshack", which produces an extra worker, 7) cards, which again require resources, and which give small immediate benefits, but are really collected for endgame considerations- there are several different types of point modifiers based on number of endgame buildings, workers, etc., as well as set collection of different culture cards. In order to obtain resources, the new (old) in vogue dice-rolling mechanic is used- roll a dice for each worker placed in an area and count the number of dice pips. Divide this number by the appropriate factor (ie: 2 for food, 3 for wood, 4 for clay, etc, rounding down), and that's how many resources you obtain. You can modify the results with tools, with the tool value being added to the number of dice pips. Obviously, this can result in some spectacularly good or bad results on any given roll- in some ways this is thematic, but... Turn order rotates each round, and as with all placement games, it's always better to go first rather than last. You need to feed your people each round (1 food per person) or you lose 10 points per round- although this is apparently a viable strategy to ignore feeding and take the 10 point hit. The game ends when you run out of cards or a stack of buildings is depleted. The components are great, and the game seems to scale well (well not really, it plays quite well as a 2-player, 3-player is OK, and 4-player has all of the issues outlined below in abundance, and is no longer playable as such IMO). Now my issues with the game: 1) it is FAR TOO LONG for what it is, and 2) turn order is a bit too significant a factor- there is no turn-order change placement like in Caylus, Age of Empires III, and Pillars of the Earth. Basically if you randomly start the game as 4th player, good luck to you, and oh by the way, if you're not a lucky dice roller, good night! If this game played in 45 minutes it would be a pretty decent albeit light game. If there hadn't been about 10 games of this nature released before it, it might be a really good game. As it is, it's a very derivative, lengthy luckfest. That said, the theme and ease of gameplay MIGHT still get it to the table occasionally, but again the length is the biggest issue. If I want to play a light worker placement game, I'll go Pillars of the Earth everytime, hands down. Edit: OK, well now I've played this about 230 times on BSW (I only play 2-player), and with about a 70% win percentage and nothing close to lucky rolls (I suck at rolling, even computer generated rolls!), I have to admit there's a pretty good amount of strategy hidden in this game, for 2-players at least. I'd probably rate this about a 8 for 2-players. Own the [boardgame=107576]Style is the Goal[/boardgame] expansion and the [boardgame=147541]Casino[/boardgame] and [boardgame=238004]the Mammoth[/boardgame] promos.
Accession
This game packs alot of fun within 60 minutes! I love the combination of set-collecting, dice rolling and worker placement. It's also easy to teach to non-gamers. Every non-gamer I've introduced this to says that it's fun and not too difficult to play - that's a big thumbs up I'd say!
A skinned math nerd
A pretty low score after only one play, but maybe because of the players, the game took a lot of time, which made it a little tedious and boring. If you remove the theme, this is just a worker placement game that feels much like work, all you do is accounting. If the huts would give you special abilities to use, or something like that, it would be much more interesting to me, but this is just pure "place worker, get resources, trade resources in, gain victory points" gameplay where nothing exciting happens until the game is over.