玩家评分: 7.2

拥有
红树林传说
Mangrovia

桌游极客排名: 1704

本月排名变化: 15

玩家评分: 7.2

玩家人数: 2 - 5 (最佳: 4人)

时长: 75 分钟

难度: 2.45 (轻度策略)

适合年龄: 10+

专业评分: 6.27

语言依赖:

无依赖

出版年份: 2014

出版商:

| Zoch Verlag

设计师:

| Eilif Svensson

美工:

| Victor Boden

桌游类别:

|

在Mangrovia,具有加勒比红树林设置的轻型“玩家游戏”/家庭游戏,巧妙的角色选择机制允许玩家选择两种不同的奖金/动作以及他们希望执行这些动作的转向顺序—所有这一切只放置一个标记。胜利可以通过一些可行的选择来实现,保证高度重现性。“游戏是争取在这个吸引人的和未受污染的景观中为您的小屋获取最佳位置。如果你这样做,你将成为老酋长的合法继承者,赢得比赛。通过神雕像监视的八个神圣道路中的每一个,拥有最多的小屋(和第二个小屋),您将获得主要的积分。额外的要点是通过控制神圣的位置,通过收集护身符,简单地在有利可图的空间建立小屋来获得。

建立小屋需要空间的景观是“活跃的”并且您可以支付该空间的确切价格(不超支)。因此,即使从一开始,游戏也感到紧张。游戏结束时游戏越来越紧密,因为您选择的空间较少,而且您选择的动作变得越来越重要。为了在本游戏中取得成功,您应该仔细选择和时间最佳组合的动作,称为“礼拜场所”。一艘船从仪式现场到仪式场地,首先在西侧,然后在东侧(以相反的顺序),触发各种行动。例如,如果您选择一个仪式网站,您将有一个早期选择的卡,但是建立您的小屋或收集护身符(反之亦然)的空间较晚。第四动作类型是选择“主动景观”并成为首发球员,这样可以控制下一轮。所有玩家都执行了两个动作后,圆满结束。这个游戏通常是在10-14回合进行,当一个玩家建立他的最后一个小屋时结束。

收集护身符可能是这个游戏的关键。您可以使用它们在指定的空间上建立小屋,而不是以护身符代替卡片,而不是将其作为主要点。并仍然以确切的价格。在这样的空间上建造小屋可能正是您需要通过一条或两条神圣路径获得大多数人的。为了获得足够的护身符和护身符的适当价值—你应该把一些你的小屋放在护身符上。你在这样的空间上建立的更多的小屋,你可以画出更多的护身符。因此,获得所需护身符的可能性将会增加。游戏板被构建为一个矩阵系统,一些空格是两个神圣路径的一部分,而其他空间属于一个。作为两条神圣道路的一部分的空间显然是最诱人的,但你能负担得起在那里建造小屋吗?

In Mangrovia, a light "gamer's game"/family game with a Caribbean mangrove setting, a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victory is achievable through a number of viable options, which guarantees high re-playability. The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces. Building a hut requires that the space's landscape is "active" and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial. In order to succeed in this game, you should carefully choose and time the best possible combination of actions, called "ritual sites". A boat goes from ritual site to ritual site, first on the west side, then on the east side (in opposite order), triggering each action. If, for instance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select "active landscapes" and become starting player, which makes it possible to control the next round. After all players have performed two actions, the round ends. The game is usually played over 10-14 rounds and ends when one player builds his last hut. Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get the majority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of getting the amulets you need will therefore increase. The game board is built as a matrix system, with some spaces being part of two divine paths while other spaces belong to just one. The spaces that are part of two divine paths are obviously most tempting, but can you afford to build your huts there?