Thursday, July 12, 2007

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First impression: Phoenicia

For two weeks I am the proud owner of "Phoenicia " by Tom Lehmann, published by JKLM Games. Players in the early 90s, a copy of " "Could get hold of James Hlavaty, or in recent years Jens Drögemüller" Outpost play the scepter of Zavandor "was the basic structure can be found here. Tom has, in my opinion, but by his own productions a good game into an excellent game upgraded.

What is it? Each player through the acquisition of technological progress and transform the development of its own infrastructure of a Phoenician settlement in the ancient world into a thriving city-state. This is all at the beginning of the game the way its own workers as use as a hunter or farmer, so as to reach the coveted production points. For four production points you gained each turn, one can stack the production of maps at the end of each round, draw a card. These cards control nice, a value of 4, 5 or even 6 points in the assets of the player, so that the acquisition of such a card is never a disadvantage.

The assets can then be reinvested in the next round in the formation of other workers or successful bid for development of maps. The development cards are the engine of the game because of new advances such as dyer, iron smelting, ports or other facilities for caravans, your workers will be opened, so this course, ideally, more production points generate and more expensive development boards can be envisaged. A construction strategy game finest Art

What distinguishes " Phoenicia " now opposed to his predecessors, that I commend this to the skies? First, the reduction to the essentials. The fact that manages " Phoenicia " with just three types of production cards helps, especially in the auction phase of development cards immensely. In "The Scepter of Zavandor " I had to, especially in later rounds, with many different card values handle, which has not always simplify the calculation of the own bid. The addition of card values such as 7, 13 and 9 slows the game. With the numbers 4, 5 and 6, I can be much faster and expect above all safer. The production is much easier to handle, because I received not so complicated like 3 green, 2 blue and 3 red cards, but all the production values have been reduced to this one card type.

On "The Scepter of Zavandor " and "Outpost " to me but the subject is a little like better. Wizards and factories on other planets are just nicer than the usual, old city-state. This has resulted in Zavandor but very different problems. The rules were, especially in the first version, so a little difficult to understand than necessary, because strong made of the terminology from the magic area, and the presentation of the rule rather than prosaic work as set as a game rule.

But we are talking now of "Phoenicia . Again, there are one or two small points I would have better solved for a perfect game. The representation of discounts for future development of cards in the middle of the game plan in my opinion is not entirely successful. When you have once understood (unfortunately it is not exactly explained in the Rules), it is clear, how to get the necessary information from the two tables that clearly and is not. One would have certainly done better.

But this tiny predicament should not obscure the fact that "Phoenicia" is for me so far one of the highlights of 2007. Great game.



Short standard correction: As I write this, I noticed in the game box forum, a rule issue to Phoenicia. Meanwhile, the author Tom Lehman on the BoardGameGeek this question answered and it was clarified that the rule contains a blur:

On exchange of money against further washers production cards in the phase 2.c the English (and therefore also the German) rule says that you have more money than 4 discs in order to perform this exchange. This is not right. Tom Lehman has made clear that are really needed here LEAST 4 slices of money. So you can, even if only 4 disks in his camp, has exchange them for another production card.

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