玩家评分: 6.7

拥有
绿岛
Graenaland

桌游极客排名: 3731

本月排名变化: 31

玩家评分: 6.7

玩家人数: 3 - 5 (最佳: 4人)

时长: 90 分钟

难度: 3.01 (重度策略)

适合年龄: 12+

专业评分: 5.82

语言依赖:

无依赖

出版年份: 2006

出版商:

| Altar Games | Czech Board Games

设计师:

| Vlaada Chvátil

美工:

| Vlaada Chvátil | Milan Vavroň

桌游类别:

|文明建设 |中世纪

在982年,一艘名叫Erik的维京啤酒瓶从冰岛西海岸航行,发现了一片新的土地。他把它命名为格兰讷兰德,绿地。四年后,第一批殖民者抵达格兰纳兰,建立了四个多世纪以来的定居点。

扮演领导他们的家族的一个人的新角色。你必须解决海岸,并同意你的邻居如何分配土地所剩余的资源。由于埃里克不希望维京人战斗,任何冲突都是通过投票来解决的。你可以改善你的位置,以获得更多的选票;然而,你也可以尝试成为正义,并与所有邻居保持良好的关系。与他们合作,你可以比为了影响力而奋斗的时候更容易地施肥和改善土地;只要保持你的位置足够强大的情况出现问题。

乍一看,它可能会提醒你只是另一个定居者的游戏–有不同地形的瓷砖,还有建在瓷砖上的村庄和其他建筑物,还有生产更多的资源。然而,格兰讷兰德以非常不寻常的方式使用这些元素,并提供全新的玩家互动。主要区别在于,村庄不产生资源;瓷砖产生它们。它们保留在瓦片旁边,直到玩家同意如何分配它们。瓦片上的每一个村庄都给其所有者一个投票,还有一个旅行的英雄,只是访问瓦片–并且您需要一半以上的投票总数为您的建议如何分配资源。

瓦片每回合生产一个资源,无论有多少个村庄建立了多少球员。在同一瓦片上建立更多的村庄,加强你在这里的地位;然而,如果另一个玩家做同样的事情,你们都花费了大量的精力和资源为仍然是一个资源卡而奋斗。可能是平静而生活。如果您能够达成协议,您可以轮流拍摄资源。在入侵者出现的情况下,您可以一并投票。您可以在瓦片上一起构建一些改进,从而增加其资源生产。你可以把你的村庄传播到别的地砖,让你的英雄旅行更加需要,而不是为了影响这个瓦片而奋斗。

如果你相互信任,你可以更有效地工作。但是,你的邻居应该得到你的信任吗?如果他的英雄意外回来,没收几轮的收获呢?如果他在这里建立另一个村庄,而不是他所承诺的改善怎么办?尤其是–如果你自己有这样的机会,你会怎么办?

游戏机制–英雄同时运动,玩家角色的小异常(一个玩家每一轮都有特殊的角色),资源收获中的体面的随机性和不确定性(每个地形产生更多类型的资源,具有不同的概率)导致足够有趣的不对称情况,而且是否取决于你是否拥有任何优势,或者是否尝试以其他方式表现出公平和公正的态度。正如其他人在寻找合作伙伴进行交易时所需要的那样。

In 982, a Viking jarl called Erik the Red sailed from the western coast of Iceland and discovered a new land. He named it Graenaland, a green land. Four years later the first colonists arrived to Greanaland and founded settlements that lasted more than four centuries. Take the role of one of the jarls leading their clans to the new home. You have to settle the coast and to agree with your neighbors on how to distribute the spare resources the land is giving away. As Eric wants no fights amongst Vikings, any conflicts are solving by voting. You could improve your position in order to gain more votes; however, you can also try to be righteous and to keep good relations with all your neighbors. Cooperating with them, you can fertilize and improve the land easier than when struggling for influence; just keep your position strong enough for the case something goes wrong. At first glance, it might remind you just another settler-like game – there are tiles of different terrains, there are villages and other buildings built on the tiles, and there are resources produced to build more of them. However, Graenaland uses these elements by very unusual way, and offers brand new player interaction. The main difference is that villages produce no resources; the tile produces them. They remain placed next to the tile, until players agree how to distribute them. Every village on the tile gives one vote to its owner, as well as the traveling heroes just visiting the tile – and you need more than half of the votes total for your proposal how to distribute the resources. A tile produces only one resource per turn, no matter how many villages of how many players is built on it. Building more villages on the same tile strengthens your position here; however, if another player does the same, you both are spending lots of efforts and resources struggling for still the one resource card. May be it would be wise to live in peace instead. If you are able to come to an agreement, you can take turns taking the resource. You can vote together in the case an intruder appears. You can build some improvements on the tile together, increasing its resource production. You can spread your villages to other tiles and let your hero travel where it is more needed, rather than struggling for influence on this tile. If you trust each other, you can work much more efficiently. However: does your neighbor deserve your trust? What if he returns with his hero unexpectedly, and confiscates the whole harvest of several turns? What if he builds another village here instead of the improvement he promised? And especially – what would you do if you get such an opportunity yourself? The game mechanics – simultaneous movement of heroes, small anomalies in player roles (one player has special role every turn), and decent randomness and uncertainty in resource harvesting (each terrain produces resources of more types, with different probabilities) lead to enough interesting asymmetric situations, and it is up to you whether you take any advantage you have, or whether you try to appear fair and righteous to the others instead. As the others take it in to account when searching for partners for their deals.