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Terracotta Army
90m - 120m
1 - 4 Players
Ages 14+
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
Miniatures
53.00
€
30 day low:
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Search for:
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ejones307
Mostly abstract choices. Point grab. The wheel didn’t seem all that great. The first turn of the game seems very rough for 3-4th players. I probably would like it better if you got or could earns some rotation tokens to give players at least a little flexibility in the game. None of our players really liked it, I might be willing to replay it, but there would need to be another reason. Woodcrafters and Tiletum both seem better for the action selection methods that are very similar.
bluesol
Really interesting game with a neat double rondel system that reminds me of Noria. The miniatures puzzle of stacking and building out the statues is very cool and leaves room for lots of strategy and planning. Can’t wait to play again and try some new paths.
garry_rice
The wheel provides a nice twist to the worker placement genre and while much of the play is tactical, there is alot of strategy involved in choosing which clay soldiers to build and where to build it...and the specialists have abilities that can interact in interesting ways and modify the dominance in unexpected ways - especially in the end game scoring. Turn order can be important and there are distinct advantages to going first as well as last. Going first gets you first choice of the action slots but going last potentially gives you more control over the end of round scoring - especially the inspector scoring as long as you are prepared.