Village - died will always

Village - died will always

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

Customer Review

Video at Amazon.com View Village is a game by Inka and Markus Brand. Your previous games, such as The Palace of Eschnapur or A Castle could not really end up with me, but they lacked that certain something but then what good, made particularly interesting and permanently. Accordingly, I was skeptical at Village. In fact, I have quite a long time not even touched, just because it looks just like a classic working-insertion-game again. But the game know then too surprised. It is absolutely in tune with the times, both visually and by the mechanisms ago and it contains some interesting mechanisms that make it unique and special.

The death plays a major role in Village. Do not worry, this sounds negative, as it is, nevertheless all about to let his characters die at the right time at the right place. The Schedule is a village from the Middle Ages to the corresponding classical fields such as handicrafts, fountains, town hall, market, Ratsstube, agriculture, etc. There is the opportunity to travel and each player gets his own farmyard with a storage for grain, a life timeline and space for your own villagers.

During the game you can now perform actions in which one takes lying from the corresponding fields of action there influence cubes. Located on a site no more such stone that action can no longer perform in the current round. The highlight of the game is that some actions take time. Whenever you perform such an action, it is necessary to advancing its lifetime token on the corresponding bar. At certain intervals, you have so much time consumed, that its own figure to die and always those with the lowest number (ie, the oldest). Depending on the profession, this figure can be placed on a special place in the village chronicle. Is this "graveyard" full, leaving only the anonymous graves. Once the chronicle or the anonymous graves are full, the game is over.

This affects the game in two ways: On the one hand bring points in the Dorfhchronik points and one might reluctantly left the other players, on the other hand the time of game end is affected, what you would like to share yourself.

What exactly do the einzlenen places and how they work together, I will not explain here. That would be to describe a bit too long, if I'm doing a video, I'll explain it there, that is always easier. But whoever Work-inserting games knows know what you're doing there so. One can produce goods, perform additional actions, new characters "witnesses" get cereal, victory points in the game gain, etc., etc..

An interesting feature of the game is its versatility and the wide range of ways to win. Mostly crystallizes in the first game a unique winning strategy out, which appears overpowering most intensive use of the town hall. God is the Rathaus greatly. And in the next game, it is again only a race around the Town Hall. Until, yes to someone once used the market. Even without and also won. And travel brings with it also points without end. And the church only. Overall, you will quickly find out that everything is well-balanced. You always have to adjust to extract the Opti Malae to the respective situation. Goods have to be produced always to market demand, we are constantly optimizing the. This optimization is really interesting by the indirect interaction that allows the game:
Time trying to bring the broadcast faster, sometimes trying to herauszuzögern it. It is constantly trying to players good places in the Chronicle wegzunschnappen, as well as the last action possibility of a major field. By always new situations always arise new game histories, so that there is no standard winning strategy and every game is new again and the game therefore has a high replayability charm and great variety.
At times, one feels even in Puerto Rico recalled, as if you scheduled a market day when the players can pull just no great benefit.

The whole dying-let-action provides natural that the game automatically led to a certain black humor and it is tempting to knock thematically appropriate spells in the game. That is perfectly planned and not bad. Playful attacks Village on many well-known mechanisms and enriches the aging, which makes the whole very interesting and refreshing. It is nice that it is playable in any players. At the second village story is told in about 45 minutes, with four players may well even take two hours. The authors accomplished the feat has been possible to create here a game that in every occupation works equally well.

In summary it can be said that one of the absolute highlights Village in the current year's games, a thoroughly enjoyable game that remains permanently interesting and plays always different, just like it should be the case for a good game. Thanks to its mechanics, it plays very intuitively. Whoever stands on games from this direction, you should definitely have a look at Village once.

Super happy! 3 Rank: 5/5
May 27
3 I loveit Rank: 5/5
March 3
It's ok for me. Rank: 4/5
January 25
very good !!!!!! 1 3841 Rank: 5/5
July 15
It suits me 1 1 Rank: 5/5
October 23

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