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.
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.
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.
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.
I made NFT Arts in OpenSea.