玩家评分: 8.4

拥有
精灵岛
Spirit Island

桌游极客排名: 21

玩家评分: 8.4

玩家人数: 1 - 4 (最佳: 2人)

时长: 90-120 分钟

难度: 3.9 (重度策略)

适合年龄: 13+

专业评分: 7.90

语言依赖:

大量文本需要阅读

出版年份: 2017

出版商:

| 一刻馆(尚未发行)(中文)

设计师:

| R. Eric Reuss

美工:

| Jason Behnke | Kat G Bermelin | Loïc Billiau

桌游类别:

| 17世纪-18世纪 | 环境 | 梦幻 | 战斗 | 神话 | 文艺复兴 | 区域建设

桌游机制:

| 行动/移动规划 | 区域控制 | 合作 | 手牌管理 | 模块化版图 | 元素收集 | 同时行动选择 | 多样玩家技能

在世界上最遥远的地方,魔法依然存在,体现在土地,天空的精神和每一个自然的事物上。随着欧洲的大国进一步扩大殖民帝国,他们将不可避免地要求一个精神仍然掌权的地方,而当他们这样做的时候,土地本身就会和那些住在那里的岛民一起反击。精神岛是一个复杂的主题合作游戏,用于捍卫您的岛屿居民,以侵略入侵者。玩家是不同的土地,每个都有自己独特的元素。每一轮,玩家同时选择他们的电源卡玩,付出能量这样做。使用符合精神元素亲和力的电源卡组合可以免费获得奖金效果。在侵略者传播和肆虐之前,更快的权力立即生效,但其他魔法则较慢,需要有意思和有计划地使用。在精神阶段,精神获得能量,选择如何/是否成长:回收二手电力卡,寻求新的力量,或将其传播到岛上的新区域。

入侵者以半可预测的方式在岛屿地图上展开。每转,他们探索到一些土地(岛屿的一部分);下一回合,他们在这些土地上建成了定居点和城市。在那之后,他们在那里肆虐,给土地带来了疾病,袭击了当地的任何当地岛民。“#10;

岛民在遭到袭击时与侵略者抗争,并借给他们一些其他援助,但可能不会总是按照你所希望的那样做。一些大国通过岛民工作,帮助他们(例如)驱赶入侵者或清理枯萎的土地。

游戏逐渐升级:精神将他们的存在传播到岛上的新的地区,寻求出现新的更强大的权力,而侵略者则加强其殖民化的努力。每一轮都代表1-3年的交替历史。

在比赛开始时,获胜需要摧毁每一个最后的和平和城市 - 但是,随着侵略者越来越多,胜利变得更加容易:即使有一些定居点或城市仍然存在,他们也会逃跑。如果任何精神被毁灭,如果岛屿被枯萎超过,或者如果入侵者甲板在获得胜利之前已经耗尽,那么失败就会消失。

这个游戏包括不同的敌人对抗(例如:法国种植园,或远程英国殖民地)。每个人都以不同的方式进行变化,并提供不同的难度提升路线,以保持游戏具有挑战性,因为你获得技能。

In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history. At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.