a family over three generations ...

a family over three generations ...

Pegasus Spiele 54510G - Village (German / English edition), Kennerspiel of 2012 (Toys)

Customer Review

... Do not always have the Buddenbroks be (and to stick to the truth, in the game we can achieve four generations).

Game Idea:
In Village playing a family that wants to expand power and prestige in their village. This creates one best by bringing his men in honorable offices, can become gifted artisans, making known as rich merchants or can go down as globetrotter in the local annals.
This works, of course, not immediately - in the beginning it is finally some unknown family - but probably only in the second or third generation. Successful families gather especially many VPs.

Implementation:
It starts with its own small farm and some family members. These farms are to the (common) village spread, in which players can advance their careers (craftsmen, bailiff, dealer ... but also wedding or globetrotter). Each career field are some commodity or Peststeine. As long as a career path still has stones (some have more than others stones) can be in his train take a stone and start a family member that way or can continue to expand. Every action brings different benefits (eg consumer goods, new resources, victory points ...). Nothing going but of course not, because on the one hand you have to bring his career a certain cost of sales, but most of all it takes time! Each player has its own circular timeline, pass on the depending on the selected action the years faster or slower. While his family members can pursue their careers so train to train and expanding the strength of their own family, the time moves inexorably. Every time the annual count has completed its lap, dies a family member of the oldest generation and thus makes possibly accommodate successor (not necessarily from our own family). Fortunately, the family has now gained influence, and it falls each time easier, an important (but expensive) career advance.

Interaction and game depth:
While the players act miteianander not directly. However, since the number of places are limited in a career both by commodity stones and some offices generally only needs to have space for little figures to be extremely careful that they will accommodate his characters in all major stations in time. Luckily, you can pursue different strategies and can thus possibly from a fiercely competitive post simply (almost) out of it. The individual actions play so interlocked that despite the fact simple rules an enormously complex game is created. The generations have a strong influence on the game strategy, because on the one hand, it brings benefits, with consequent benefits to purchase early expensive items and to stay there for long, on the other hand take the first dead of an occupational field as a prominent pioneer in the village chronicle a (= Victory Points), which bites with the "stay there long."

CONCLUSION:
Village is a complex game with fairly simple rules. There are several mechanisms in the game (choice of employment, to purchase raw materials, generation, career) lead directly or indirectly to success. Substituting this too much on one way, you fall into the other and back you need a keen sense of the right mix. The rules are simple enough to prepare even casual players after a bit of training time joy. Even without complex planning is a dynamic game developed. With the new generation, the game has also a new element, which I have never experienced before. Bravo!