玩家评分: 7.9

拥有
影响范围:力争上游
Spheres of Influence: Struggle for Global Supremacy

桌游极客排名: 3532

本月排名变化: 27

玩家评分: 7.9

玩家人数: 2 - 8 (最佳: 4人)

时长: 90 分钟

难度: 2.39 (轻度策略)

适合年龄: 14+

专业评分: 5.85

语言依赖:

少量依赖

出版年份: 2016

出版商:

| Little Nuke Games

设计师:

| Josh Lamont

美工:

| 暂缺

影响力范围:争取全球至上的权利是一个2-8名玩家免费的轻型游戏,坐落在现代世界地图上。玩家将控制其中一个游戏8强大的派系,因为他们在世界各地的影响力,资本和石油储备的竞争。一个强大的哈里发会上台吗?共产主义的窗帘会再次下降吗?或者西方民主是否会扫除世界?“在不到5名玩家的游戏中,每位玩家将同时控制1-4个派系,协调他们对其他玩家联盟的努力。每个派系都将开始游戏,只有一个半随机确定的领土在其控制之下。从这个空间来看,各派将积极扩张。“影响范围”的游戏划分为一系列轮次,每轮分为两个阶段:动员阶段和转向阶段。在动员阶段,派系轮流放置单位,基于它们的强大程度。在这个阶段,全球转弯甲板也形成了。这个甲板将用于确定在即将到来的转弯阶段每个阵营的转弯顺序和行动频率。为了形成它,每个派系将一些他们的转牌(根据他们控制的油田的数量)贡献给单个共享的转牌卡。这个甲板然后洗牌,放在桌子上。

在转弯阶段,一次在转弯甲板的顶卡被揭开。无论哪个派别的卡片刚刚翻转,该派系轮流,在单个空间(移动,攻击,吞没或通过)中与其单位执行单一动作。一旦该动作完成,该转向结束,并且显示下一个转牌,随着过程重复。这使得两者都很快(许多轮次持续只有几秒钟)和悬念,因为没有一个派系精确地知道他们的回合会是什么。它还确保更多的增量游戏开发 - 派系无法在一轮中横扫亚洲各地,玩家可以更快地回应攻击或背叛。一旦在全局转弯甲板上的最后一个转牌已经被揭示,一个圆的结束,另一个回合开始。

战斗由一个简单的骰子机械师解决了与“修改者松散地模拟了攻击捍卫的海岸线,打破海军封锁或打击强化地位的难度增加。一路上,可以发挥强大的特殊卡片,让玩家用潜艇进行打击,部署重型装甲,敌军防御部队,推出毁灭性的核攻击。

游戏有5或6轮依赖关于派系的数量。一旦最后一轮完成,控制影响力最大的派系将为其所有者赢得比赛。游戏通常持续约一个半小时,有经验的玩家有时可以在一个小时内完成。

Spheres of Influence: Struggle for Global Supremacy is a 2-8 player free-for-all light wargame, set on a modern world map. Players will take control of one of the games 8 mighty factions as they compete over the world's spheres of influence, capitals and oil reserves. Will a mighty caliphate rise to power? Will the communist curtain once again fall? Or will western democracy sweep the world? In games with fewer than 5 players, each player will control 1-4 factions simultaneously, coordinating their efforts against the other players' coalitions. Each faction will begin the game with only a single, semi-randomly determined territory under its control. From this one space, factions will aggressively expand. The gameplay of Spheres of Influence is divided into a set number of rounds, with each round being split into 2 phases: the mobilization phase and the turn phase. During the mobilization phase, factions take turns placing units based on how powerful they are. During this phase, the global turn deck is also formed. This deck will be used to determine the turn order and frequency of action for each faction during the upcoming turn phase. To form it, each faction contributes a number of their turn cards (based on the number of oil fields they control) to a single, shared deck of turn cards. This deck is then shuffled and place down on the table. During the turn phase, one at a time the top card of the turn deck is revealed. Whichever faction's card was just flipped, that faction takes a turn, performing a single action with its units on a single space (moving, attacking, annexing or passing). Once that action is complete, that turn ends and the next turn card is revealed, with the process repeating itself. This makes turns both fast (with many turns lasting only a couple of seconds) and suspenseful, since none of the factions know precisely when their turns will be. It also ensures more incremental game developments - factions cannot sweep across all of Asia in a single turn and players can respond to attacks or betrayals much sooner. Once the last turn card in the global turn deck has been revealed, a round ends and another round begins. Combat is resolved by a simple dice mechanic fused with a "situational" modifier that loosely simulates the increased difficulty of attacking a defended coastline, breaking a naval blockade, or striking a fortified position. Along the way, powerful special cards can be played, allowing players to strike with submarines, deploy heavy armor, paradrop troops around enemy defenses, and launch devastating nuclear attacks. Games have either 5 or 6 rounds depending on the number of factions. Once the final round is complete, the faction who controls the most spheres of influence wins the game for its owner. Games typically last about an hour and a half, and experienced players can sometimes finish in just a single hour.