Material: 07 Entry: 07
Feel: 06 long-term fun: 05
The game: We land on a desert island and try as a researcher to discover rare animal species. This should be instructed by our researchers (in our team are 5) encircled and captured. The capture is achieved by setting small colored wooden cubes which I get through maps. Cards have multiple functions and at the beginning of each round all players draw 3 parallel cards and disclose them to the 3 possible actions to:
The first map provides a special ability of which may be active at the same 3 (after the first 3 rounds, each a special function replaced by a new). Thus we get for example when placing the researchers VPs or can save resources at the onset. By the second card we get a colored cubes, of which 2 needed 1 researchers to place on a matching field. The third and final map determines a species whose value is increased on the rating scale. In addition, the player receives points according to the new rank of the animal as well as the sum of owned animal tile.
The game ends when get on the scoring scale species on certain threshold (depending on the number of players). The best points - determined from the collected animal tiles, remaining resource cubes and the points during the game - win.
In twos or threes, the game is attractive (as I would a 7.0 forgiven). With an increasing number of players, however, decreases the game.
Material - 07
In the BRETTSPIELBOX are 11 island parts, 180 playing cards, 32 researchers figures, a rating plan, 4 case, 5 large and 40 small animal tiles, a starting player cards, 5 purple marker and the action overviews.
The material is ok, although it would certainly thicker at one point or another could be. The cases are a nice idea, although I find them really unnecessary for the game. Unfortunately, the game does not go plastic figures. The Maps are a bit harder to read and could be larger.
Getting Started - 07
Although the manual is kept relatively short, the entry does not succeed quite so easy because the Mechanimus is unknown and not as intuitive.
Feeling - 06
By Stefan field one has so far been used to another. And in my view, La Isla is rather one of his weaker games. The game is aimed at the family and players focused less on many players or strategically interested players. Somewhat annoying is the certainly well-intentioned high number of cards that always support the already high luck factor. In unlucky cards, the game can quickly decide against me.
In addition, it plays out differently in different numbers game. 2-3 players I would prefer. Four rather not: With an increasing number of players, it may be additionally that one spatially bolted with in a private duel with a player, while the other would like to thank and laughing merrily collect animal tile. It would have been nicer if necessary, the islands also with increasing number of players something to amplify a consistent feel to have. In addition, we have raised the threshold at four players upwards, because otherwise you will not compensate for bad luck card (a round of failure may be there already severe), the four of us is an individual game, and so response time of each individual shorter. Interaction is always good, but when it is unequally distributed, the game does not affect balanced.
Positive is certainly worth mentioning that the game lives from the internal competition on the use of cards. Compared to La Isla but I find the mechanism much better implemented at La Granja.
Long-term fun - 05
Whether this game comes back to my table, I honestly do not know. It's certainly not a bad game, but there are in the glut of games, others I would prefer more, especially when it comes to a game for 4 players.
In twos or threes would it rather an alternative. Especially as the season with about 30 minutes is quite passable then.
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