Description
In Mangrovia, a light "gamer's game"/family game with a Caribbean mangrove setting, a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victoryis achievable through a number of viable options, which guarantees high re-playability.
The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces.
Building a hut requires that the space's landscape is "active" and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial.
In order to succeed in this game, you should carefully choose and time the bestpossible combination of actions, called "ritual sites". A boat goes from ritual site to ritual site, first on the west side, thenon the east side (in opposite order), triggering each action. If, forinstance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select "active landscapes" and become starting player, which makes it possible to control the next round. After all players have performed twoactions, the round ends. The game is usually played over 10-14 roundsand ends when one player builds his last hut.
Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get themajority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of gettingthe amulets you need will therefore increase.
MANGROVIA - MANGROVIA (MULTILINGUAL) is categorised BOARDGAMES / FAMILY GAMES and sold by l'Imaginaire, a store and specialised website.
The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces.
Building a hut requires that the space's landscape is "active" and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial.
In order to succeed in this game, you should carefully choose and time the bestpossible combination of actions, called "ritual sites". A boat goes from ritual site to ritual site, first on the west side, thenon the east side (in opposite order), triggering each action. If, forinstance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select "active landscapes" and become starting player, which makes it possible to control the next round. After all players have performed twoactions, the round ends. The game is usually played over 10-14 roundsand ends when one player builds his last hut.
Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get themajority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of gettingthe amulets you need will therefore increase.
MANGROVIA - MANGROVIA (MULTILINGUAL) is categorised BOARDGAMES / FAMILY GAMES and sold by l'Imaginaire, a store and specialised website.
Editor :
Zoch Verlag
Autors : Eilif Svensson
Artists : Victor Boden
Complexity : 2.44
Game for : GF10
Average Time : 75-75 MIN
Difficulty level : MEDIUM GAME
Players quantity : 2-5
Autors : Eilif Svensson
Artists : Victor Boden
Complexity : 2.44
Game for : GF10
Average Time : 75-75 MIN
Difficulty level : MEDIUM GAME
Players quantity : 2-5
SKU: 4015682050768
Customer reviews
Store Reviews from our Customers
FRANCOIS-LUC P. | Report this review |
08/08/2019 | |
Surprenant | |
Un très bon jeu de cartes / contrôle de zone avec une mécanique de choix d'action ingénieuse. En début de manche, chaque joueur place un jeton dans l'ordre du tour pour choisir quelles 2 actions ils vont réaliser. Le but du jeu est de faire le plus de points en faisant des offrandes aux dieux. Un excellent jeu. |
Dominic P. | Report this review |
19/10/2019 | |
MARTINE D. | Report this review |
13/07/2020 | |
Mangrovia | |
Un bon jeu, mais on a vite fait le tour, les parties sont souvent similaires. Par contre les illustrations sont bien et il y a plusieurs façon de marquer des points. |
Cynthia L. | Report this review |
22/06/2021 | |
Une belle découverte! | |
C'est d'abord le visuel puis la thématique du jeu qui ont attiré notre attention. Très bon jeu de plateau (meilleur à 3 ou 4 qu'à 2 joueurs, mais tout de même intéressant à deux)! Les étapes du jeu sont assez intuitives, nul besoin de se rappeler 1001 règles. Un jeu qu'on sort à l'occasion (quand même long), mais qui a été apprécié par tous ceux avec qui nous avons joué :) |