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Wild: Serengeti (Kickstarter Edition)
45m - 120m
1 - 4 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Animals
53.00
€
30 day low:
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Wild: Serengeti (Kickstarter Edition) quantity
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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
Gamebooks
Others
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Sapphire Sleeves
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Acenoid
In this worker placement game, you try to shoot an animal documentary movie and have to find the right animals at the right place for your video galery. To accomplish that you simply place your single worker (a camera) to an available field to place or move new animals or buy new scenes. To maximize your points, you'll also have to find the right scenes that provide good synergies (in game bonusses and / or points) and fit to the 2 global goal cards available each game. Each action costs money and it's important to spend it wisely. The animal parts are very nice and painted. It annoyed me a bit to know that each game the endless rock on which round are tracked, has to be assembled, since it doesn't fit in the box otherwise. We played once, with 2 players, and while it's fun trying to complete the scenes, not much happened through out the game actually. Placing & moving the animals doesn't seem to cut it. While all information is open, we didn't really look at each others scene cards to figure out, if we possibly benenfit from that, as it would just add to the waiting time. We will definitively play again - hopefully with more players - to see how the game is behaving then.
Educatedguess
Quite a disappointment. This is one of the best looking games I've ever played, production values are really stunning. However, some of the design choices are more than questionable. I don't mind about the downtime, the real problem is the bizarre scoring system. Basically there is only one way to improve your score efficiently: collecting cards with either hearts or pawns (so you can focus on the two general scoring conditions). Focus on this game after game and you may win. There are several other symbols (crystals, flowers...), but they are pretty much useless when it comes to scoring cards (you will never have enough symbols to win the game and you are at the mercy of random cards that may never show up). The result is a very repetitive and predictable game where all players go after the same two kinds of cards and disregard all the rest. There is little to no variety and it always plays the same. A more balanced scoring system (like in Meadow or Parks) or a more robust set collecting system (like in 7 Wonders or Tokaido) would have worked much better. Wild: Serengeti had so much potential... It should have been really easy to build a decent game around the amazing Animeeples, and yet the end result is lackluster to say the least.
djs326
A very solid game, unfortunately it takes entirely too long. If I'm going to play a game this long, I would play a game that I love. There are pieces of it that I enjoy, but I cam get those feelings from much shorter games (eg, a feeling of 'can I make this happen?' and finding it, I get in from Element in 15 minutes). After one play, it seems that the green icons are completely useless/undervalued and you shouldnt ever go for them. Diamonds are an undervalued honey trap. Because of the animal icons counting during Awards, the actual animals printed on the goals mean almost nothing and the animal for the award means almost nothing. It's really discouraging taking a few minutes each turn evaluating how the board state has inevitably changed from what you'd planned, and trying to scrape anything productive out of your turn -- and then getting nothing. You can try to set yourself up for a future turn, but again, it will likely change. I would be interested in playing again with 2 house rules -- 1) animal icons dont count when determining award winner, but do get counted for points, 2) taking two actions on your turn, so that you can immediately set yourself for something. Curious if this would expand the decision space on your turn too much and slow it down, or if players would stop when they find something to do instead of taking forever to search the entire decision space and realizing they have no meaningful option whatsoever.