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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
Strategy
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
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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.
PBrennan
More of an OK City Of Rome. Each turn you pick a turn order spot - the earlier you go the better your choice of tiles but the less building power you have, so you'll only be able to build the really good tiles if you then fork out VPs. That turn order decision each turn is the crux. After 14 rounds you'll have completed your 4x4 grid of tiles and then they score in the usual smorgasbord of ways - this next to that, bonus pts for this, extra for that. As usual with drafting games you're dependent on what tiles are on offer each round and what others seek/take (you're looking to diverge on scoring strategies) but it's still a game of making the most of what comes when and hoping it all falls into place by the end, with big point swings if it does/doesn't. There's some replay in trying different scoring strategies, but it's essentially a game of drawing 14 tiles and placing them. It's not the world's most exciting mechanic, but pleasant enough. Playing on Yucata where the tile handling and the scoring's all done for you is definitely more enjoyable and turns it into more of a 7.
Norbert Chan
In this building of Rome themed game, players first decide how close they want to be to the emperor to decide turn order. This allows you to draft a card first, but you have less bricks and cogs. Bricks allow you to build, while cogs allow you to produce. You construct buildings to earn VPs, based on quantity, and location. You are attempting to create a 4 X 4 grid of buildings, and some buildings give you symbols to collect points if you have a majority. It's a fun game. It seems like a solid Euro to me, and I am looking forward to more plays. I have only played once on Yucata, and there are some tough choices to make. It's engaging thoroughout.