The theme of this board game is a manuscript copy of the Bible dating from the Middle Ages.
The component is like this.
Overview
I will try to express what we are doing in this game with a manga. It's actually a card game, so it's different. See other people's blogs for the exact rules.
I feel like this in my brain.
This is brain review.
Put 1 to 4 balls of your own color in 5 boxes in order.
You can also get money instead of putting balls.
There is also an option to increase or decrease the score of the box.
The active player can keep secret where he put the ball or received the money.
The active player has one more thing to do. That is to put the right to put balls and money later into the secret BOX.
When the phase where everyone puts in balls is over, the bidding phase begins. We need money here.
Auction off the contents of the secret box that each has prepared earlier.
We will bid this off.
Once money is auctioned off, don't use money to bid off. Instead, take out the balls you have put in and bid off by its number.
In the end, the person who put the most balls in each box gets the score of that box.
something like that.
Play example
Homie Played with Thai Taro, Maro, and Spe.
From the beginning, Thai Taro put a ball in red. He was clearly aiming for red. Everyone seemed to give red to Thai Taro.
On the other hand, Homie, who got a chance to put a ball in red, "I might get a red box..." secretly put a ball in red. Homie put ball into yellow box on the surface.
Thai taro did not doubt that he could get red. He also increased red dice score.
In the meantime, Homie secretly put balls into red.
Thai Taro noticed something unusual when he saw Homie putting balls in red.
As a result, Homie took the red majority. The yellow was also taken by Homie.
But the winner is Spe who succeeded in taking blue and green. I have been lowered the yellow score. It was an ideal situation, but I couldn't touch the dice score.
Final thoughts
There is a limit to the number of balls that can be put in the box. If you try to take more than half to make sure you get one die, you won't get two dice. Because there are not enough cards.
It is required to have a bare-bones attack that does not cling to more than half to get more than 2 dice.
The balance around that is excellent.
The process of fighting for majority is fun.
There are parts that can be seen and parts that cannot be seen, and balls are taken out of the box at auction time.
It's a good game with short play time and easy to play.
The rules of the card line of "Andor for 2 people" are interesting. I bought this because it is the same game designer and it is a competitive game using the same system.
This was released first. I knew it after I bought this.
Overview
There are 3 rows of cards, and using the front card and moving it to the end is the same as "Andor for 2 people".
The theme is Silk Road. It is a story heading to Beijing with various human resources in the caravan.
The winner is the one who reaches 25 points.
Players earn victory points primarily with contract cards.
Acquire resources such as spices, llamas, and gold by the action of character cards, and pay the resources to get contract cards. Character card actions are also required to obtain contract cards.
Resources are on personal boards,
Some character cards have victory points.
The number on the upper right is the victory point. This character has 1 point.
Unique point
The basic system that uses three rows of cards is the same as the "two-player Andor", but it's completely different.
It is this card that makes a big difference. Patriarch.
Only this card is double-sided. The front is the male patriarch and the back is the female patriarch.
There is one patriarch in every row, but each time this card comes, the caravan will have more characters.
When used, the male patriarch turns over to the back female patriarch and moves to the end of the caravan.
When the female patriarch is used, turn over to the male patriarch … In this way, they take turns increasing their peers.
The male patriarch draws two cards from the deck and forcibly adds the one you like to the card line. A card that is not selected is discarded.
The female patriarch forcibly adds one of the cards in the discard pile to the card line.
"You look hard, come with me." "Are you interested in caravans?"
Since this patriarch couple is a caring couple who can't help but invite people, more and more people will be recruited to the card line that has begun to turn around nicely.
As the number of people increases, the arrival of excellent human resources cards with strong effects will be delayed.
Unstoppable new member joining loop
Due to the effect of this patriarch couple, it is a completely different playing from the "two-person Andor" that calculates the future situation.
There is a certain amount of choice, but it is not a game where you make a detailed plan from the beginning and execute it because the number of unexpected friends will increase forcibly.
Rather, what is needed is "ad lib". How do you create synergies with the three caravans, including randomly added characters? It is unique that you have to modify your plans flexibly and aim for your goals while your situation is constantly changing.
Stop this line … let it flow … and then the patriarch will bring in new friends …
By the way, some characters remove the card and shorten the caravan.
Chamberlain
He fires unwanted companions.
However, he is an advanced character and cannot be made friends with the actions of a normal patriarch. Since there are only two cards in the deck of advanced characters, it is difficult to obtain him intentionally.
If you get it early, you are lucky.
With him, it turns into a different game of "how to make an efficient and beautiful caravan". It is also interesting.
Even the patriarch can be fired, so you can create a complete caravan.
Among the general characters, there are some of his backward compatible characters who can remove the card.
He can remove the character only in the caravan where he is.
She can remove one of the only patriarchs.
With these cards, it is possible to shorten the caravan to some extent.
However, our way of enjoying this game is flexible ad lib.
Also, I am concerned about the handling of such cards.
Employee
If you use this card, it will leave the caravan, despite the sloppy effect. But just having this card gives you 3 victory points. (If you use the action in red, the card will leave the caravan)
Should I keep him in the caravan? Or is it better to let him go early?
If I keep him, I have to give up my turn to send him back when he comes to the front. (Characters other than the patriarch can move behind the line with a pass without any action) It's a waste of one turn.
At first, I removed it immediately, but after I realized that the three points in this game were unexpectedly large, I have made to think about it.
We get into fights when we play games that are too non-random, so games with a luck factor like Kashgar have a high repeat rate.
One of the eight characters will be the Phantom of the Opera.
The detective side wins if it can be identified by the time limit. The Phantom side wins if the game ends with it hidden.
It's like a detective + puzzle game.
I was surprised at the big board because I knew only "Battle Line" and "Lost City" in the two-player game until I played this.
Overview
This is a board.
Character tokens are placed like this.
There are 8 character tokens. The leading actress tile represents a time limit. When the actress Tile goes all the way to the right, she runs away from the Opera. It is a victory on the Phantom side for fulfilling that purpose.
First, decide the Phantom with a card. Only the Phantom side knows it.
Move 2 tokens each on the detective side and the Phantom side during one round.
Looking at the board after moving the tokens, the Phantom side announces one of the following:
① The Phantom of the Opera has appeared. = The Phantom token is alone. ② The Phantom of the Opera did not appear. = The Phantom token is with others.
Don't lie.
So, if "the Phantom does not appear" is announced in the following situations
If they find themselves innocent, flip the token over. The back is black and white.
Detectives win if they narrow down the colored tokens to one person by the time limit.
At the end of the round, the leading actress will advance the track by the number of colored tokens.
If the Phantom appears, add one track to proceed.
Which token can you move?
At the beginning of the round, open 4 out of 8 characters.
The 1st player moves one of them, 2nd moves two people. And 1st moves the remaining one. In the next round, four unused cards will be used. The player's play order also changes.
You can use unique special abilities when moving the character.
etc...
The detective side "wants to verify the conditions of color characters separately."
the Phantom side "wants to make the color characters the same conditions as possible"
We try to do this using the character's abilities.
It's like solving a puzzle.
In odd rounds, you can see that the remaining characters will come to the next round, so it is important to play including that.
What happens occasionally
The Phantom side wants to keep the colored characters as much as possible. If possible, I would like to create a situation where everyone can be gathered in one place and not narrowed down at all.
However, the opponent also moves the tokens, so the first move is often 4-4. Ideally 3-5 (the Phantom is 5). I know that.
but, I accidentally do this.
The situation which can become 6-2 (the Phantom is 2) if the detective side moves it in a certain way
In other words, the number of suspects has decreased to two at once, and the leading actress has only advanced by two squares.
The Phantom side is super disadvantageous.
I usually notice when I take my finger off the token.
In the first round, the detective always moves first. Of course, the detective also notices.
The Phantom side is the worst in a 6-2 situation (the Phantom token in the minority).So the Phantom side pretends to be bluffing.
be spotted!!
Well, like that, the last is like Chess problem.
The offense and defense of "let's make the conditions the same" and "let's divide" is very interesting.
The special abilities are simple enough to be remembered once you hear them, and they are also shown below the card.
It takes about 30 minutes per game, and I think it's a good work that people who like it can play all night.
Thai Taro is strangely strong, and I get angry if I continue to lose, so playing about 3 times is appropriate.
I also like the theme of the Phantom at the Opera, so it's a game that I sometimes want to play.
It's a cooperative game. you become one of hitmen of justice.
And when you defeat the villains , everyone wins.
It says 3 people ~ (4 ~ 6 people recommended).
but even two people can enjoy playing.
I sometimes play with Thai Taro.
Overview
Villians line up for the number of players.
Status cards are lined up next to the villain. The number of cards depends on the villain.
Many status cards are positive to the enemy.
Some cards weaken the enemy
Cards that change victory conditions
and some cards are trap cards.
The player is in charge of one of the hitmen of justice.
Special abilities and parameters are different depending on the character.
8 heroes in the old version I have
Players play cards in order to increase the character's parameters,
to check enemy status cards,
and to give the cards to those who need them.
If you have what you need, give each other cards and cooperate.
The upper left of the card is the time cost.
It takes one hour to check the status card and hand over the card.
After spending 10 hours, it's time to go.
Each player is responsible for one villain.
Add all the numbers on the status card to the villain and compare it to the player's parameters.
In this case, speed9, power11, life6
In this case, speed4, power10, life16
The character with higher speed acts first,
If the number of powers is higher than the value of the opponent's life, he wins.
If life is bigger than power,
The endured character attacks the opponent's life with power.
If the power is greater, the second player wins.
If the first character can endure, it is a draw.
In the above situation, Hitman Tatsu wins.
Basically, the goal is to win, but if a card like below is hidden in the status card
You must draw with the villain.
You can use this card to reduce your strength.
When play this game with two people, the number of cards that raise the parameters isn't sometimes enough, and it is often the case that both of us are defeated by the villain.
Originally, the hand is severe, so luck is even more important for two players.
The success rate is about 50%.
Still, the combination of villains and situation cards creates various stories, which is interesting.
There is a rule that you should not directly say the number of how many villain's parameters will increase even if you look into the card. This kind of limited communication is also fun.
Depending on the combination, a tremendous villain may be created.
He is a dark doctor who doubles the card effect of adding parameters
The worst enemy, Nogami Tenzen.
I hide his special ability so as not to take away the enjoyment of you. Seriously evil!
Even in the manual, it is written not to be used by beginners.
We're random picking, so we are excited when he comes out.
We rarely win.
The target is from 3 people, but I actually recommend it for 2players.
A masterpiece of worker placement with the theme of Maya civilization. The authors are the same as "Marco Polo".
It's a simple but rewarding game which you can enjoy a variety of scoring patterns and strategies, with the simple choice of placing a piece or taking a piece and taking action. It's a heavy game that takes about 60-90 minutes per game even for two players, but it's really interesting.
Overview
The person who earns victory points in all 26 rounds wins.
Players use workers to collect food and resources to build buildings, acquire techniques that make it easier to collect resources, and advance the temple level where top players can get points.
The feature is that the worker is placed on the gear.
At the end of the round, all the gears rotates and the work that the worker can do is upgraded.
How to get points
①Raise the three temple levels on the upper right of the board, and you will receive victory points equivalent to the raised levels twice, in the interim settlement and the final settlement.
②Some buildings give you victory points, while others have the effect of improving your skills and reducing the food you need.
③The monument can be scored at the end of the game.
The number of workers multiplied by x points, or the number of light blue buildings multiplied by x points etc... You should build a monument that suits your strategy.
The top is the monument and the bottom is the building. The building is replenished but the monument is not. Only 6 monument cards per game.
④ Technology that makes it easier to obtain resources and food. Some of them can be scored.
⑤ You can score by placing a worker on the largest gear and offering a crystal skull.
This time, what I forgot and checked in the manual
・ Workers are not placed one by one in order. ・ Workers are placed as many as the player want, after that the turn ends.
・ Victory points that can be scored in 3 temples. There is a temple which you can get a lot in the interim settlement and a temple which you can get a lot in the final settlement.
I had forgot this, but this time both of us played with a strong awareness about that.
It's a good rule to make a sharp edge in the early and late stages.
Mistakes we did a lot
We always say, "Oh! I failed! I should have done this!" "Let's play again!". That regret is also the charm of this game.
・Gears that have failed and are misaligned
Gold will be out of sync in the next round.
・Oh my god, one worker has to be taken …
These three will work in 3 turns!
Oh my god …I forgot that it has to …
・I remembered it when I put it, but I forget the ability to dedicate the skull one step higher and lose a few turns.
favorite points
There are many ways to win and it's not monotonous at all.
This time, we tried various strategies such as building a lot of houses using the technology that gives us 2 points when building a building, mass production of crystal skulls, and mass dedication strategy.
Final thoughts
It's been a while since my previous play, but I've always thought that it was an interesting game. After playing this time, that feeling became stronger. It wasn't heavier than I remembered. I thought it was a game which I could really try various tactics.
What impressed me this time was the handling of food (corn).
There are several games of worker placements such as Agricola, Stone Age, and Le Havre that distribute food, but among them, "Tzolk'in" has a great deal of versatile to food.
First, there are four distribution rounds throughout the game.
Plus, you pay extra food when you use more than one worker each round.
This is pretty tight. 1 worker needs no food, but 2 workers need 1 food, 3 workers need 3 , 4 workers need 6 and so on. It increase rapidly.
In normal worker placement game, it is often the case that the next player's turn comes when one worker is placed, but "Tzolk'in" is a system in which one player places as much as he wants and then changes to the next player.
However, this additional food cost rule is in effect, and you can't put it too much, so the late player can also do what he wants.
What's more, if you pay for food, you can exchange it for your favorite resources, build a building without resources, or put a worker on the gear of the future in 2-3 turns. It is like buying time with money (corn).
So the food in this game is more important than the food in other games. It has a great presence.
The management of this food is troublesome.
If you want a building before your opponent builds it, or if you are competing for the top of the temple level, you may pay as much as you can and it will be zero.
Once it reaches zero, it doesn't increase easily. It's really hard.
It is like a hanging cage from Pirates of the Caribbean 2 and Final Fantasy 9.
If you have momentum, you can continue to swing significantly. = If you have enough food, you can use it to get enough food again.
Once it stops, it is very difficult to shake it a lot. = Increase zero to 3 and increase 3 to 7 … and you have to gradually increase it over many turns.
Only a few workers can use it, so it's hard to get on the right track!
Ideally, you should always keep abundant food and circulate it to provide a stable supply of food,
but when "this is absolutely necessary", you may consume a large amount of food or develop your civilization without securing food.
In order to get a lot of food, you have to turn the gears in several steps,
so if you do not systematically place workers in the food zone, you will be in a "stopped cage state" unknowingly.
I think it is important to keep shaking the cage.
Also, when you have only 0 to 2 food at the beginning of your turn, you can take the action of "begging for corn", which is to get 3 corn by lowering the temple level.
Before I thought this was a strong penalty and should be avoided.
But considering that stagnation from that "stopped cage state",
It may be a good deal to trade one level down and three cones.
(especially red temple level after the interim settlement)
I want to try it next time.
This is a masterpiece. I hope you play somewhere. Even two people play is really fun.