玩家评分: 6.7

拥有
非洲人
Africana

桌游极客排名: 2549

本月排名变化: 7

玩家评分: 6.7

玩家人数: 2 - 4 (最佳: 3人)

时长: 60 分钟

难度: 2.02 (轻度策略)

适合年龄: 8+

专业评分: 6.01

语言依赖:

无依赖

出版年份: 2012

出版商:

| ABACUSSPIELE | Albi | Filosofia Éditions

设计师:

| Michael Schacht

美工:

| Franz Vohwinkel

桌游类别:

|冒险 |探险 |旅游

在非洲,玩家穿越非洲,参加考察,并试图成为第一个到达各个目的地。凭借他们所赚的钱,他们可以购买冒险卡,赚取宝贵的古董。 Africana的特色是“冒险之书”来自Schacht的Valdora的游戏系统,其中玩家可以获取被布置成书籍的牌,玩家“转动页面”找到他们最想要的冒险卡。

非洲的游戏板显示赤道赤道一半的大陆,北半部的城市是棕色的,南部的城市是白色的。具有棕色边框的冒险卡只能在南部获得,必须送达北部,而白色的冒险卡则采取相反的路线。五个考察卡–每个展示开始和结束的位置和完成远征的奖励–每个玩家都有一个研究人员将会在板上行进,而且一个玩家可以采取三种可能的操作之一:

10;

画两张旅行卡。 (一个玩家可以在最后一个手中不得超过五张旅行卡)。购买一个或多个冒险卡,每个五个硬币。一个玩家可以在书中翻页一页,每一个额外的翻转花费一个硬币。 (一个玩家可以有不超过三个冒险卡,要在最后完成)。通过支付与旅行空间的颜色匹配的旅行卡移动研究人员。每个玩家都有一个小丑在手,这将在每一回合结束时被保留。如果玩家移动到远征的开始空间,他可以用标记标记该远征卡;如果他到达目的地进行远征,他会收到所描绘的奖励和索赔卡,而其他任何人也不会收到任何东西。一个新的考察卡然后被揭示。

当玩家到达冒险卡上显示的目的地时,该玩家将其放在他的玩家垫下。一些卡牌显示助手,这是由玩家手中的助手卡所代表的。这些卡可以使用卡上显示的颜色进行旅行,并在使用后返回玩家的手,但是在游戏结束时,使用许多帮助的玩家将会失去积分。游戏结束,玩家得分,他们完成的考察,相同和不同的冒险卡,手中的钱,以及其他一些事情。得分最多的玩家赢了!

In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want. The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards – each showing the starting and ending location and a reward for completing the expedition – are laid face-up on the game board. Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions: Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.) Buy one or more adventure cards, for five coins each. A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.) Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed. When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game. Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!