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Asmodee QGKB02 Kingdom Builder Nomads - Juego de mesa
|Precio final del producto|
- De 2 a 5 jugadores
- 60 minutos de tiempo de juego
- Unido Generador de expansión 1: Sólo jugable con el juego básico Unido Constructor
- Incluye 40 asentamientos para el quinto jugador
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Reino Builder: Nomads ofrece ms opciones y ms variedad para el Reino de Donald X. Vaccarino Builder, con cuatro tableros de juego nuevos - y por lo tanto cuatro nuevos poderes asociados con sus respectivos tableros de juego, tales como el poder de colocar una o dos piedras de una cantera en espacios vacos para bloquearlos. Otros tres tarjetas de puntuacin Unido Builder se incluye para proporcionar nuevas oportunidades de gol durante el juego, y las casas rojas se incluyen para permitir un mximo de cinco para jugar. Los tableros de juego nuevos sustituyen a los espacios del castillo desde el juego base (que sumar tres puntos para cualquier persona junto a ellos) con espacios nmadas. Durante la puesta en marcha, en la que cuatro tableros de juego son elegidos al azar de entre todas las tarjetas disponibles, una baldosa nmada elegidos al azar se coloca en cada espacio nmada. El primer jugador en construir un asentamiento adyacente a un espacio nmada lleva este azulejo y debe utilizarlo durante su siguiente turno, el azulejo se retira del juego despus de su siguiente turno, si se utiliza o no. Azulejos Nomad permiten a un jugador para construir tres asentamientos en el terreno especfico, los asentamientos se mueven, construir sin seguir la regla de adyacencia, eliminar asentamiento de otro jugador, o puntos. Las tarjetas de puntuacin nuevos dan puntos al colocar los asentamientos durante tu turno, especficamente para la colocacin de los asentamientos en una lnea recta, para la colocacin de los asentamientos junto a las de otros jugadores, y para la colocacin de los asentamientos en terrenos eso no es adyacente al terreno vaco del mismo tipo. (Las tarjetas de reemplazo de puntuacin para and quot;Trabajadores and quot; y and quot;mercaderes and quot; se incluyen en el Rein
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So what's in this expansion set? Read on:
You get two replacement cards for Merchants and Workers, to take into account scoring some of the new expansion victory conditions. You also get 3 new victory condition cards: Ambassadors, Families, and Shepherds that all score points in-game, not at the end like the original victory cards do. You mix these in with the original 10 cards. Note that they have a US/UK flag symbol on their backs that are not in the original game's cards, so you can easily tell them apart from the others (this applies to the replacement versions of the Merchants and Workers cards as well). Some folks are annoyed by this. Queen Games promised to fix this in the next printing. Some early versions of the original game include unmarked US and marked UK victory cards, so if you are lucky enough to have one of those sets, just use the UK cards and then all the cards will have the same markings on the back. After having playtested these new in-game scoring cards, I don't recommend using more than one per game, as it makes it too easy to see who's going to win. I have mixed feelings about these new cards and find them to be the most disappointing aspect of this set.
Ambassadors: Build settlements adjacent to other players' settlements. You get 1 gold for each adjacent settlement you build. Record this gold on the victory score track immediately. (A fun card that encourages blocking and turns otherwise unprofitable settlements profitable)
Families: Build 3 settlements in a straight line (diagonally or horizontally). You get 2 gold if you build all three of your mandatory settlements in a straight line. Record this gold on the victory score track immediately. (Not a very interesting or fun card)
Shepherds: Complete terrain areas. You get 2 gold for each of your settlements NOT adjacent to an empty terrain space of the same kind on which this settlement was built. Record this gold on the victory score track immediately. (A tricky card prone to abuse, as you can move a settlement off the terrain type with Stables or Caravan, then build a new one on it with your mandatories, Garden, Oasis, Village, etc., racking up a crazy number of points)
There is a snazzy new red set of 40 settlement houses and a gold marker so you can add a fifth player to the game. The fire-engine red color is easily distinguishable from the carrot-orange in the original (color-blind set distinction not checked). The set up rules for adding a fifth player remain the same as before. There are no extra quadrants or victory condition cards used, making the fight for space and locations that much harder.
4 new hexagonal quadrant game board sections featuring Nomad spaces in place of castles.
14 new location tokens and 4 new summary cards: 2x Quarry, 4x Caravan, 4x Village, 4x Garden.
Quarry: Add 1 or 2 of the 25 new stone-gray quarry wooden circle markers to the board on your turn. Each acts as permanent impassable terrain to you and your opponents, but you must place them on the same terrain type as the terrain card you drew that turn. (Great for blocking or filling in terrain types. Can be useful in setting up a Shepherds bonus as well.)
Caravan: Move one of your previously built settlements in a straight line, either horizontally or diagonally, until it is blocked by an obstacle. (My new favorite location token (replacing Stables from the original game). It's the most powerful token in the game.)
Village: Build one additional settlement on an empty space eligible for building that is adjacent to at least 3 of your preexisting settlements. (Very nice, as it ignores the straight line placement condition used by the Tavern token in the base set.)
Garden: Build one additional settlement on an empty flower field hex. You must build this adjacent to one of your settlements, if possible. (Less versatile, but still useful.)
I've saved the Nomads rules for last, as there's a lot to explain: There are 15 Nomad location tokens, but they provide different bonuses and you never know which one you're getting until you build adjacent to one and pick it up. At set-up, you shuffle the Nomad tokens, then randomly draw and place 1 token for each Nomad space on the board. A Nomad token cannot be used until the turn after you pick it up, like regular location tokens. However, you MUST use the Nomad token on your next turn. It is discarded from the game at the end of your next turn, regardless of whether you use it or not.
7x Donation: Build 3 additional settlements, taken from your supply, on spaces of the terrain type shown on this token (in addition to the regular terrain types, water and mountain hexes are possible legal building spaces with this token!).
2 x Resettlement: Move 1-4 of your settlements up to 4 spaces total. So you can move 1 settlement 4 spaces, or 4 settlements 1 space each, etc. After moving to a legal build space, they do not need to be adjacent to your other settlements.
2x Outpost: Disregard the adjacency requirement when building a settlement either with your mandatory or bonus actions. It still must be built on the same type of terrain as the terrain card you drew this turn.
2x Sword: Remove 1 settlement from each other player from the game board, returning them to their supply pile (so that player may use them again).
2x Treasure: Record 3 gold for yourself on the victory score track immediately (same turn as you collect this token, an exception to the usual rule).
Only having 1 Nomad token per location kind of sucks, as they are must-haves and get grabbed fast. If you don't get some, you will most likely lose. My house rule is to put two random ones per location (or one token per player if only one nomad space is in play).
Storage Issues: The good news is that you can easily fit everything from this expansion set into the original Kingdom Builder box, but any future expansions that provide game board quadrants will not fit. The bad news is that the ziploc bags this expansion comes with are a mix of freakishly large and still too big medium. You're better off using half-size ziplocs to store the components, as none of the game's components warrant bags of this size.
There are two more expansions like this one coming, the next due in October 2013. Meanwhile, there are two exclusive mini-expansions that add Capital Cities and Caves to the game, but you can't get them here. I imagine there'll be at least two more mini-expansions as well.
In a nutshell: I give this set 4.5 stars. Not perfect, but close. I'm knocking a half star off for the stingy quantity of new victory cards, which is the original game's shortcoming as well. And also for the flags on the back of the cards, and the poor storage compartments of the box. These are all pretty minor minor criticisms, however. If you love Kingdom Builder but want more variety, Nomads certainly fits the bill. The extra complexity is nice, but does tend to increase the game time from the usual 45-60 minutes closer to 75-90. I don't recommend trying to use it to teach new players. The components are the same sturdy, high quality as the original game. The storage box to both the original and Nomads are also sturdy, but unfortunately, not well-designed. There are two trays to fit everything (one large, one medium), which is a far cry from what most other games at this price offer (custom-molded plastic trays to perfectly fit the various playing pieces, cards, tokens, etc.). At least they pretty much got everything else right.
You can also order two exclusive mini-expansions from BGG. The first is called Kingdom Builder: Capitals. It gives you two new Capital city tokens that fit over two of the preexisting castles on the maps. The rules for them say that you use one capital if you are playing with either the Oracle (stonehenge) or Harbor (warship) objectives, or you use both capitals if you both objectives are in play. Unlike regular castles which only score you 3 points for the first settlement built adjacent, capitals are worth 3 points for the first settlement and 1 point for each additional settlement built within two hexes of the capital (including the first one, as the capital bonus points are scored separately after the castle bonus is determined). I've played a lot of games with the capitals and like them a lot, so much that I miss them when they aren't in play (much like stables). Of course, you could always substitute a penny or some other object for the official capital markers.
The second BGG exclusive is Kingdom Builder: Caves. It gives you two Cave tokens that you can place on any two mountain hexes to create a tunnel from one area to another. Again, you can use pennies or some other token to represent the caves.
The second big box expansion set, Kingdom Builder: Crossroads, was released in November 2013. It is also a five star fun-fest that changes the game up even more.
The new powers the boards add are a little complicated to explain, but demonstrations and trial and error had everybody understanding them in the first few turns.
The new boards have "Nomad" spaces instead of city spaces. I think this makes the cities a little useless because you will only get city spaces on the two boards, a person can no longer win by focusing on building next to cities.
The "Nomad" spaces also get powers, like location spaces, but they are one time use. This was fun, but explaining what each nomad tile does gets kind of overwhelming for new players. We've considered just calling the nomad tiles "city" spaces for new players and adding nomad tiles later.
The other major change is the new rules added by this game have to be scored immediately. We quickly realized that just letting everybody keep track of their own score on their own board was the easiest way to handle this.
Overall, I still think the expansion was a little overpriced, but we really like the variety it brings to the game and it will probably keep us playing Kingdom Builder more often.
With the Nomads Expansion, you get four more board tiles, three more scoring cards, a fifth player color, and the nomad tiles/locations. The board tiles and their corresponding special powers are cool and well thought out. The new scoring cards add a sense of urgency as they allow you to score immediately. Most Kingdom Builder scoring cards operate at the end of a game. We haven't played with five players but it's nice to have an option. And the nomad tiles are one shot super tiles which can grant a large variety of strategic one shot builds on mountains, water, sometimes without regard to adjacency rules and so forth.
My only complaint with the series, which is not enough for me to lower the rating, is I feel like the box itself is not cleverly designed well enough for all the little cardboard pieces. I like compartments. But if you've got the main game, you've come to terms with that already. The expansion is set up exactly the same.
I really wish Queen Games would design their expansion boxes to take the original pieces too. You either need to carry 2 large boxes to friends houses or pull out all the separator cardboard and cram it all into one box. Dominion and Ticket to Ride are like this too. There needs to be a travel case for these big games.