Para mí Stegmaier es el diseñador más sobrevalorado del panorama actual. Eso si, el tipo vende mejor que nadie. Esto pinta a otro juego que se va a llevar sus buenos premios y venderá como churros, pero a saber por qué...
At the beginning of the game, your income mat (all income mats are identical) is filled with income buildings. Like the landmark buildings, these were hand-sculpted by Rom Brown. Each player gets 20 of them, so there are a total of 100 income building miniatures in Tapestry.
Over the course of the game, the VP and income you receive on income turns will increase exponentially, which is one of the reasons I’ve compared Tapestry to Russian Railroads. In both games, you may only gain a few victory points the first time you take an income turn, but in the final round you might collect 100+ VP. I really like that sense of progression in any game.
As for the end of the game, because players choose when to take their income turns, it means that players will finish the game at slightly different times, with the player who finished first keeping a close eye on the VP track to see if opponents will catch them. It’s rare that player who have finished must wait for more than a few minutes, because the remaining players are waiting for fewer players to take their turns.
As a result, the final version of Tapestry has 16 unique, asymmetric civilizations, each illustrated by Andrew Bosley. We didn’t hold back anything for an expansion.
Hopefully you might even have some ideas for new civ mats after you play Tapestry, and if you share them in this group, we might test them, develop them, and include them in a future expansion!
Consistent with the rest of Tapestry, the civilizations don’t represent real-world nations. They’re more like cultural identities and ideologies.
Also, with all the other things going on in Tapestry, I found that playertesters sometimes forgot to use their civilizations. So many of the final civ abilities trigger during your income turns (when you’re specifically reminded to check your civ mat).
Para no gustarte has leído mucho sobre el juego. Los jugones sos mu raros.
Cita de: Borja en 12 de Agosto de 2019, 17:16:31 Para no gustarte has leído mucho sobre el juego. Los jugones sos mu raros.Igual es que para llegar a la conclusión de que un juego no te gusta hay que leer e informarse acerca de él.De hecho, te confieso un secreto: voy a seguir leyendo acerca de Tapestry por dos motivos. El primero es porque me divierte hacerlo y el segundo porque hay una remota posibilidad de que el juego esté bien y recule en mis impresiones.Los que no tenéis los juegos como afición deberíais entender esto fácilmente, pues es extrapolable a otras muchas aficiones. Te parecerá una locura pero tiene su lógica, querido Cicuta.
Definición de bilis xD