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The Great City of Rome
60m - 60m
2 - 4 Players
Ages 10+
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
36.00
€
30 day low:
Out of stock
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
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Plunder boxes
Marvel: Crisis Protocol
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Red22jlj
Just ok. City tile building game. Too similar to other games. The other games are better in my opinion.
JoSch
I like tile-laying and citybuilding. City of Rome features both. On their turn, players position themselves on an initiative track, then choose one of the available tiles and either play it directly to their 5x5 city grid by paying the associated cost or play another tile from their hand. VPs are gained at game end depending on the tiles and their relations as well as during the game in a few "military battles". While this sounds fine, the game breaks down in the details. Once a player gets his production engine up, there's zero incentive not to place as early on the initiative track as possible, relegating the essential system of the game to luck of the draw when it's a player's turn to choose first. The resources are too easy to come by and eliminate what should have been one of the challenges of the game. Having the necessary tiles come up at the wrong time will have a strong influence in the later turns and can easily decide the game. Mediocrity in a box combined with astonishingly drab and boring artwork = zero reason to look at this again. I'll be looking twice in future before I play a game by Dunstan/Gilbert.
tool
This is the sort of thing I generally like, but this is a really uninspiring take on it. The buildings don't interact in interesting ways and the fact that you can only build once per turn means that the only possibly interesting decision most turns is which card to take. That isn't enough to make a game.