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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
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Kickstarter – Gamefound
Board Games
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Family and Children
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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
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Furan
A perfect example of something's missing to be great. Otherwise - perfectly nice and smooth game. Tough choices, simple mechanism. All ruined by terrible graphic design. And what else is lacking? Cool building effects? I don't know.
Nate Dorward
Haven't played it live, just on Yucata. Bland art and theme, but the simple, straightforward way that the bidding/turn-order mechanic is integrated with a tile-laying mechanic is quite appealing. Not a lot of depth, but it's mechanically quite smooth. UPDATE: I still really like this one.... not deep, but there's enough crunch that decisions are not trivial. I'm a little frustrated at the price-point: the North American edition is a bit pricier than I'd like for a medium weight tile-placing game that looks a bit drab. -- Still, I've found every play of this one pleasurable, and it does not overstay its welcome: 14 brisk rounds and you're done.
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.