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ツォルキン:マヤ神聖歴拡張セット 部族と予言 (Tzolk'in: The Mayan Calendar:Tribes and Prophecies) ボードゲーム
- 対象性別 :男女共用
- 対象年齢 :12歳から
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ゲームデザイン:Simone Luciani,Daniele Tascini
ツォルキン:マヤ神聖歴 (Tzolk'in: The Mayan Calendar) 日本語版 ボードゲーム
ツォルキン:マヤ神聖歴拡張セット 部族と予言 (Tzolk'in: The Mayan Calendar:Tribes and Prophecies) [並行輸入品] ボードゲーム
サイズ - 大鎌戦役 - 完全日本語版
ツォルキン:マヤ神聖暦拡張セット 部族と預言(Tzolk'in: The Mayan Calendar - Tribes & Prophecies)
|価格||￥ 5,280||￥ 5,899||￥ 3,680||￥ 8,980||￥ 4,646||￥ 7,721|
|出荷||￥ 500||送料無料||送料無料||送料無料||￥ 590||送料無料|
|販売者||ボードゲームショップとど||Amazon.co.jp||Stardust Games||Amazon.co.jp||Czech Goods Japan||Amazon.co.jp|
The prophecies ultimately become calamities during later rounds, and the experience this provides is equally wonderful. Tzolk'in (out of the gate) was a good game that yielded a neat experience with the placing vs. waiting aspect. Unlike traditional worker placement games that give actions automatically, Tzolk'in is either/or, and forces players to carefully consider the precise timing when placing (or removing) from the gears. It may not have hit the perfect bullseye of game design, but still easily hit the target as a solid game. With this expansion, Tzolk'in now feels like a *complete* masterpiece - giving players more opportunities to score & lose points. Knowing which calamities present themselves in advance allows players to prepare for opportunities early in the game so they don't pay extra costs later.
Combining tribes and prophecies together not only brings a deeper gaming experience, but is also a more balanced design as the scoring methods are no longer heavily skewed toward the temple tracks. It's now possible to neglect the temples entirely and still have a very good chance at winning. Temples are still important as they produce resources and VP's along the way, but the expansion's opportunistic measures allow enough room to where you are no longer required to pay at least SOME attention to the them. With Tribes and Prophecies in place, Tzolk'in now opens the door to many solid options outside the temple path.
The expansion keeps the game "alive" by creating more variety during setup. Each game will present a unique strategic feel with the randomly drawn monuments and prophecy tiles, along with the tribes players select. Each player chooses their tribe and starting wealth tiles AFTER studying the initial setup of the board. AWESOME!!! This aspect is a *huge* part of the game (very much like the character selection in Terra Mystica). What makes this expansion a success is how smoothly it adds depth, variety, complexity, and replayability without changing the "essence" of the game or adding too much playing time (the added depth may cause a little increase but not a lot).
Caveat: The expansion allows for a 5th player along with a "Fast Tile" option. In a 5-player game, the fast tiles are mandatory but are purely optional with 4 or less players. I personally am not overly fond of the fast tiles - mainly because they work against the spirit of the game. They give players a little too much flexibility outside the careful timed planning of worker placement. Obtaining critical resources at the right time is a lot easier with the fast tiles. Not only are 3 of these spots available, but the bigger offense is how they allow IMMEDIATE RETRIEVAL of a player's worker! The beauty of the original game led to agonizing decisions because players were forced to take at least one worker off if they had no more to place. The new "Fast Tiles" aspect makes the core gear mechanism more forgiving since players can virtually do nothing and still "ride the wheel" (waiting for a stronger benefit). Before the expansion, this aspect was rare and nuanced but is more prevalent now. The fast tiles may also cause some A/P among players as they analyze which tiles become active during future rounds.
That being said...
I played my first 5-player game last week, and can easily say the fast tiles are very important to have with 5 players. The extra spaces are critical to prevent overcrowding on the gears, and makes perfect sense (flaws and all) inside a 5 player environment. The time to play with 5 can push the envelope of overstaying its welcome, so expect a minimum of 3+ hours for the first few plays. On that account, I stand by the consensus that 5 players is probably not the best number for Tzolk'in, although I suspect the playtime will improve with experience.
However, playing with 5 is NOT BAD AT ALL! It is *still* a fun challenge, and the addition of a 5th player with the fast tiles does add a fresh and unique dynamic to the game. It's quite good - honestly! I simply prefer playing with 2-4 players without the fast tiles, as the playtime is better and limits the "ride the wheel" capability to just one spot (the start player space). There really is no need to use the fast tiles when playing with less than 5 players. Simply adding the tribes & prophecies is more than enough to enhance the gameplay of this already terrific game.
In short, Tzolk'in: Tribes & Prophecies turns a very good game into a GREAT one, and has grown to become one of my personal top 10 gaming experiences of all time. It may play best with 4, but is still a lot of fun with any number of players. I can't imagine playing Tzolk'in again without this lovely expansion!
If Settlers of Catan was too complicated for you and you never made it to Cities and Knights then listen to Sir Robin from Monty Python and the Holy Grail and RUN AWAY!!! But if you have and enjoyed Tzolk'in and managed to figure it out somewhat then this is a worthy expansion that adds to the "there's-no-time-to-do-everything-i-want-to-do' panic of the original.
Not saying that we won't simply just play the base game by itself again - as both are fairly new additions to our game chest [yes, we have a chest!] but definitely adds a bunch of layers and the leader cards which seem unbalanced actually have worked out to be fairly balanced in the end, giving some players a huge advantage in the beginning but then no further advantage through the game when the other players' leader advantages kick in. The prophecies can be punishing but really help give focus and more panic.
Buy it, you will not be sorry. And good luck getting that brain back together.
What makes it so good is that not only is a sophisticated strategy important, but there is enough randomness after setup and during play that rarely does your original strategy survive as the point options evolve and your competitors somewhat unpredictably block availability of critical resources.
This game involves a lot of forethought, and it is definitely more challenging with more people. If you've played the original game and have enjoyed it, you'll enjoy the expansion.
My boyfriend loves this game, and I can even stand to play it. I have a short attention span, but this game moves quickly enough and is fun for even me to play.