Card sleeves in this game
60 cards of 44.0mm width and 68.0mm of height
2x
(50 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
1x
(100 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
1x
(110 Pcs)
2x
(55 Pcs)
1x
(75 Pcs)
2x
(50 Pcs)
1x
(75 Pcs)
1x
(100 Pcs)
Description
UNRELEASED GAME
|
Note that all details for this game are preliminary. If you have information about this game, you are invited to edit this section or submit corrections.
|
From the rough descriptions of the
Bora Bora prototype that has been shown at some German gatherings, the game sounds like the usual mix of semi-complex and innovative Feld-ian game mechanisms – including
another way to use dice to choose actions – as players try to find the balance necessary to build their village, add more people to it, and otherwise find ways to score points over six rounds.
The heart of the game appears to be its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you'll generally get a better version of that action: more money, more choices of people to take, better positions in the village council, and so on. Place a low number and you'll get a worse action – but you'll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action.
Three task cards in play provide some direction as to what players might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do.
Additional information
Description
UNRELEASED GAME
|
Note that all details for this game are preliminary. If you have information about this game, you are invited to edit this section or submit corrections.
|
From the rough descriptions of the
Bora Bora prototype that has been shown at some German gatherings, the game sounds like the usual mix of semi-complex and innovative Feld-ian game mechanisms – including
another way to use dice to choose actions – as players try to find the balance necessary to build their village, add more people to it, and otherwise find ways to score points over six rounds.
The heart of the game appears to be its action resolution system in which 5-7 actions are available each round, the exact number depending on the number of players. Each player rolls three dice at the start of the round, then they take turns placing one die at a time on one action. Place a high number on an action, and you'll generally get a better version of that action: more money, more choices of people to take, better positions in the village council, and so on. Place a low number and you'll get a worse action – but you'll possibly block other players from taking the action at all as in order to take an action you must place a die on it with a lower number than any die already on the action.
Three task cards in play provide some direction as to what players might want to do, while god tiles allow for special actions and rule-breaking, as gods are wont to do.
Card sleeves in this game
60 cards of 44.0mm width and 68.0mm of height
2x
(50 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
1x
(100 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
2x
(50 Pcs)
1x
(100 Pcs)
1x
(110 Pcs)
2x
(55 Pcs)
1x
(75 Pcs)
2x
(50 Pcs)
1x
(75 Pcs)
1x
(100 Pcs)
Additional information