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Terramara
120m - 120m
2 - 4 Players
Ages 12+
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
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
59.00
€
Original price was: 59.00€.
30.00
€
Current price is: 30.00€.
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Kickstarter – Gamefound
Board Games
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Big Bad Lex
First Play: The extensive variations to set up take the replayability off the scale. No two games will ever be the same. A clever and involved game that cements Quined Games as a serious top flight publisher. Possibly very AP prone so players need to be selected carefully.
Eeeville
Terramara is a worker placement and tableau building board game. There are a lot of unique aspects of the worker placement which I'll break down into points: 1) Future Placements - Worker placement spots horizontally adjacent or before the current round marker are the typical actions that will be used. That is due to the fact that you will get the workers placed on these spots back at the end of the round. That said, you can place workers on spaces past the current round, but you won't get them back until the end of that round and if they are placed on the last round's actions, you will never meaningfully get them back. This is interesting not only having to weigh the benefit vs. cost, but it also makes less actions available in future rounds. 2) Military & Chieftans - Most worker placement spots have spaces for two worker, but some only have space for one. Each player has a number of workers and a chieftain. The chieftain can be used to place in an empty space and block any further workers (chieftain or not) from going there or placed on a spot with one non-chieftan regardless of the military track. As for non-chieftain workers, if you are lower on the military track in relation to the other players, your non-chieftain workers will not be able to go there. If you have a higher military, you can go where non-chieftains are, but then you will lower yourself on the military track. This can make the worker placement phase pretty tense. 3) Dynamic Board States - On a round-to-round basis, the previous round's six worker placement spots in one horizontal line become one scoring opportunity and one potentially restricted action space. Both of these are governed by the travel track. Players are aware of what these spaces will turn to, but it keeps to restricting the board. The cards available (governed by the river track) are also quite dynamic from players taking what you want (which moves other cards) and the end of round technology change. Beyond that, the previous two points also make the game state pretty dynamic. On a game-to-game basis: bonuses are randomized, the worker placement spots (which beomce scoring opportunities) are taken from a pool of options, and players will have different starting bonuses/resources/player powers. This leads to excellent replay value. Outside of the worker placement, you have the three tracks (military, travel, and the river) which feel pretty integrated to various elements of the design. The resources are not that interesting... get 4 different kinds of resources, upgrade them, turn it to points. Though, turning resources to points typically revolves around acquiring cards which can have a variety of effects. Some of these cards are just for points, however. I guess this is better than some standard worker placement games that are 'get resources and turn them to points' because of various other ways to score points (character card, outposts, and track scoring opportunities). Being that this is from the Italian group of designers, it's no wonder that various elements kind of feel similar to aspects of their other designs. It most reminds me of a cross between Marco Polo (player powers + worker placement spots that can sometimes allow for more than one person) and Lorenzo il Magnifico (tableau building + various tracks to progress on). This does feel unique, but a mish-mash of their other designs. I think from reading this, you would think that I'm extremely positive towards this game. That said, I just think it's good. Further plays would clarify how much I like this, but unfortunately, people in my game group don't like this and there have already been some good worker placement-tableau building games: Everdell and Underwater Cities immediately come to mind. Both of which I prefer for different reasons: Everdell is quicker, yet still satisfying and Underwater Cities is longer, but has delicious hand management and you're building something in front of you. Again, I think this is a good game and people should try it if they like asymmetric, worker placement, tableau building games.
elclarkey
Really unique worker placement game that I demoed at PAX Unplugged 2019. I would love to get my hands on a copy for a full play.