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Windopaene's World - Game Review - GoldlandManufacturerGoldsieber SpielYear2002DesignerWolfgang Kramer Goldland It's a race to the temple across a hostile landscape, as your intrepidexplorer adventures across Goldland!BackgroundGoldland puts players in the role of an Indiana Jones type adventurer,trying to complete the most adventures while racing to a temple full of gold. Jump to my opinionsThe GameplayGoldland begins with each player taking a backpack, with space for twelveitems, and loading it with two "pearls" markers and three"provisions" markers. Thirteen tiles are laid out in an L shape,representing the explored coastal areas, with the "base camp" tilebeing placed at the crux of the "L". Two piles of gold are placed onthe temple, and it is placed on the opposite corner of a square that will bebuilt by the addition of the remaining tiles. Play then begins.On a player's turn, there are only three types of actions that can beperformed, but these can be done in any order, with one major exception. Theactions are:MoveExploreAcquire ItemsMove - A player can move as many tiles as there are unfilled spaces in hisbackpack. At the start of the game, each player has 5 items, leaving 7 spacesunfilled. Thus, a player can move up to seven tiles at the outset. Movement isdone along roads that are on the tiles. Players can also elect to move acrosstile borders that do not have road connections, but this is costly, (seeOrdeals below). On many of the tiles, the roads do not connect in the center.These are the adventure tiles, which are discussed below as well.Explore - If a player is on a tile with an open spot next to itorthogonally, (it's a German game - NO DIAGONALS!), that is within the 7 x 7field of play, the player can take a facedown tile and place it on that space.Now each tile has roads running off three sides of it, but unlike other tileplacement games such as Carcassonne, there are no invalid placements for atile! IF you want to dead-end a road, you can, (and often will, as this canprevent other players from getting to that tile before you). Whenever you placea tile, you receive a "discovery" chit, which can be traded in laterfor any item if you have enough of them.Acquire Items - On each tile, there are various symbols, which correspond tothe items you may be carrying in your backpack. They are shown on the tiles as: Item -> Item, where the item on the left is the requirement and the itemto the right of the arrow is the reward. If you have all of the items shown onthe tile as a requirement, you then can take the item or items shown as thereward. On some of the tiles, the requirement items have a red outline, whichmeans that those items must be discarded to get the reward. On many of thetiles however, simply having the item means you will get the new stuff.The only restriction for actions is that you cannot break up your movement,nor can you do anything more than once per turn. So you canexplore/acquire/move, or you can move/acquire/explore, (which seems to be themost common), etc. You cannot move some/explore/move some more, nor movesome/acquire/ move some more. The adventure tiles mentioned above add aninteresting decision to this, as to cross an adventure tile you must discardthe two items shown as the requirements. You may then acquire the reward onthat tile but you don't have to, so it doesn't have to stop your move. On morethan one occasion, I've been able to get by another player's attempted block bydoing the discard and continuing on through to the next tile. When you have metthe requirements of an adventure tile, you place one of your ten"camp" markers on the tile, and to enter that tile in the future, youdo not have to repeat the adventure requirements, (although you may do it againand place another camp marker there). If you now have a majority of campmarkers on adventure tiles of this kind of adventure, you then take thematching "Adventure Chip" from either the player who had itpreviously, or from the box if you are the first one to get it. These range invalue from 2 to 5 victory points.If a player wants to, or has to, move between two tiles where there is noroad, this is called an ordeal, and to do this a player must discard any fouritems they are carrying. If the target tile is also an adventure tile, then twoof the discarded items must be those required by the adventure. Ordeals arevery costly, but can get one out of a blocked spot. Timing one of these poorlyhowever can leave one trapped, forced to burn turn after turn getting discoverychits to trade in for whatever item they need to keep on moving.Certain tiles also contain treasures. If a player ends her turn on a tilewith a treasure, and discards three provisions, they can take the treasure andplace it in their backpack, (takes a lot of time and food to dig up thosetreasures).Once a player ends a turn in the tile where the temple is, that player takestwo gold pieces from the "bonus" stack of gold on the temple. Anyother players who reach the temple on the same turn also get two gold. Afterthat, before you take your turn, if you have reached the temple, you take onegold from the "non-bonus" stack of gold on the temple. When this goldstack runs out, the game ends after the last player has taken a turn.The ScoringEach gold you have is worth one VP, each treasure 3 VP and each AdventureChip is worth the value printed on it. The player with the most VPs wins!Why this game is so greatWell, I'm not sure it is great. It definitely appeals to a certain type ofgamer, or rather, certain types of gamers will NOT be thrilled by Goldland. Themajority of the game play has a "puzzle feel" to it. Can I get fromhere to there? No? Well then what will I need to get there? Where can I findthat? What do I need to get to THAT tile and get what's there? Etc. However,that being said, there is certainly more going on than just that. I'm a suckerfor tile-laying exploration games, and Goldland fits the bill in that regard. There are also several layers of strategy involved, such as whether to headoff towards your own part of the board, or to follow along with others. Shouldyou try to get to the temple as soon as you can, or should you spend your timeattempting to complete adventures and get VPs that way. And what abouttreasures? Is it worth your time and effort to try to gather these, or are youbetter served by doing something else? Tough decisions.In addition, the entire game, (being a Goldsieber game), is of high quality.The tiles are sturdy, the items are thick and solid, the camps are the same asthose found in Tikal, and the box is another big Goldsieber box. The game comeswith very nicely illustrated instructions, however these are in German, and theEnglish translation is plain text. However, Nick Danger has done a terrific pdfof the illustrated German rules with the translations put in their properplaces. It's available atBoardgameGeek. The rules themselves are very straightforward, and there are reallyno ambiguities.Why others don't agreeAs I said, it has a puzzle feel that may not appeal to some. It also seems abit cut-and-dried, as there is no uncertainty in what is going to happen duringyour turn. You either have the stuff to move somewhere, or you don't. Thetile-laying also leaves something to be desired, as at best there are onlythree possible places for a tile you draw to be laid, and more often it's onlyone or two places. And while you can place the non-road side of a tilesomewhere, that's the only choice you really have, and it doesn't seem like youcan generally make a particularly clever play with a tile placement. It's alsoa bit fiddly, as trying to determine who has the most camps on any given typeof adventure tile requires searching the board for those tiles, while countingup the number of camps the leading player has. One possible solution to this isto get a handful of dice, and place the die on the tile, with the pips showinghow many camps of that type the player has.As an aside, I had only played this game three times before I had it stolenfrom my car, (along with three other games). I enjoyed those plays, but in twoof them I never made it to the temple, and in the other I just made it, butstill lost by a wide margin, so I may be missing something with this game. But,my point here is that of those games that were stolen, I have replaced all ofthe others, (Tikal, Through The Desert, and Wyatt Earp), but haven't been ableto bring myself to repurchase Goldland. I've been sorely tempted, but I haven'tyet made that leap.RecapStrategy: 9Complexity: 4Fun: 6Overall: 7Buy/Readabout Goldland now at Funagain Back to TopBack to ReviewsPageBack to Windopaene'sWorld |
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