Quantcast
Channel: Tzolk'in: The Mayan Calendar | BoardGameGeek
Viewing all 10194 articles
Browse latest View live

Reply: Tzolk'in: The Mayan Calendar:: Reviews:: Re: Tzolk'in first impressions: Innovation Results in a Lost Opportunity for Player Interaction

$
0
0

by simon_j_barnes

Thanks for the in-depth reply. So to summarise you can devote some of your resources towards interfering with another player, assuming you know that players strategy? The risk being you get the timing wrong or get their intentions wrong and cost yourself for little/no effect?

I play mostly 3 player games, and if there's a way to interact in a game then I am almost always the ice-breaker.

You've persuaded me to check this out further.. onto some video reviews so I can tell what the heck you were on about ;)

Welcome to The Geek BTW.

Reply: Tzolk'in: The Mayan Calendar:: Reviews:: Re: Tzolk'in first impressions: Innovation Results in a Lost Opportunity for Player Interaction

$
0
0

by abdiel

The biggest element of player interaction in Tzolkin is anticipating what other players will do. This is especially true of buildings, where your meticulously planned turns might be ruined by someone taking first player and building everything you wanted. It is also vital in making decisions for placing. For example, I might not need corn now, but if I don't get a worker on Palanque now the gear might get filled up in a few turns when I'll need corn for feeding. Or, if I see someone with many unplaced workers and low corn, I can expect that they want to take the starting player corn, so I might choose to take starting player to make their next few turns miserable, even if it isn't the best possible move for me.

Your description here can be used, almost verbatim, to describe a game of Caylus or Agricola. Have you played those games and if so can you contrast how the player interaction is different in Tzolk'in?

Gaming Trent Daily #76 - Top Ten Worker Placement Games

$
0
0

by Trent Hamm (GamingTrent)

Youtube Video

I've decided to start doing lists of my top picks based on mechanisms and on genres, starting with perhaps my favorite mechanism, worker placement.

For those unfamiliar, a worker placement game is one that utilizes a "mechanic requires players to draft individual actions from a set that is available to all players. Drafting is done one-at-a-time and in turn order. Once drafted, an action can no longer be taken until a subsequent turn or until the action space is no longer occupied by a worker" (according to BGG's definition).

Thus, any game on this list will use this worker placement mechanism and usually will use other mechanisms along with it.

This list has two elements to the order in which I chose them. One, how much do I enjoy the game? Two, how well does it actually use the worker placement mechanism?

1. Agricola is a medieval farming themed game for one to five players, designed by Uwe Rosenberg, published by Z-Man Games, and playable in about thirty minutes per player. I think Agricola is the pinnacle of worker placement games. It has a wonderful tension of never feeling like you have enough workers to do everything you want to do, plus there's the added tension of blocking other players out of key spots. The Minor Improvements and Occupations add enough player power variety to make each game feel different - and if those decks ever get old, there are eight or so additional ones in existence. I include Agricola: All Creatures Great and Small here as a shorter two player version of Agricola because it very much captures the same feel in a two player only version of the game.

2. Tzolk'in: The Mayan Calendar is a Mayan themed game for two to four players, designed by Simone Luciani and Daniele Tascini, published by Rio Grande Games, and playable in about an hour and a half. Tzolk'in's well-known gear "gimmick" (in which gears take up most of the board) is more than just a gimmick, as it creates a lot of challenging decisions about where to place your workers and whether or not the moment is ripe to pull them off the gears. I was concerned whether this game would hold up to extensive play, but the variable chits for starting powers and the large number of avenues you can take for success in this game have given it very long legs, indeed. I did an in-depth video review of Tzolk'in a while back, as well as a written review.

3. Belfort is a light fantasy themed game for two to five players, designed by Jay Cormier and Sen-Foong Lim, published by Tasty Minstrel Games, and playable in about two hours. Belfort works as a great mix of worker placement and area control game, because a large part of what you do to earn points is to control regions and locations on the board. The variety of guilds helps this game from becoming too static as well.

4. Le Havre is a merchant-themed game for one to five players, designed by Uwe Rosenberg, published by Lookout Games, and playable in about thirty minutes per player. For me, Le Havre is something of an "economic engine" game, as you have to really build up your resources throughout the game to earn those big victory point cards at the end of the game. The function of buildings as both an investment in victory points and as a potential revenue stream is perhaps my favorite facet, as key early buildings can both earn you vital resources and contribute to your end-game point total. The largely random order of said buildings gives the game significant variety from play to play.

5. Copycat is a politically themed game for two to four players, designed by Friedemann Friese, published by Rio Grande Games, and playable in about an hour and a half. Given that this game blatantly "borrows" mechanisms from Agricola, Dominion, and Through the Ages, I expected this game to feel like a gimmick, but it actually comes together quite well. The mix of the Through the Ages row order, the Dominion method of deckbuilding, and Agricola-style placement of workers ends up creating difficult decisions throughout, and the semi-random ordering of the cards and the locations adds to the uncertainty and tension. I did an in-depth video review of Copycat a while back, as well as a written review.

6. Ora et Labora is a monastery building game for one to five players, designed by Uwe Rosenberg, published by Z-Man Games, and playable in about thirty minutes per player. This game feels reasonably similar to Le Havre (mentioned earlier on this list) to me, but stands apart thanks to the use of a rondel for distributing the resources in the game. I have not played Ora et Labora as extensively as the higher choices on this list, but I've deeply enjoyed each play of it so far.

7. The Manhattan Project is a scientist-themed game for two to five players, designed by Brandon Tibbetts, published by Minion Games, and playable in half an hour to an hour and a half depending on player count. The Manhattan Project is a winner for me because of the fun theme and the surprisingly quick play for two players, along with the fact that it almost feels like a different game with five players versus two.

8. Lords of Waterdeep is a lightly-themed game set in the "Forgotten Realms" universe for two to five players, designed by Peter Lee and Rodney Thompson, published by Wizards of the Coast, and playable in about an hour. This is my standard "introduction to worker placement" choice as it does a brilliant job of introducing the mechanism of worker placement to new players. I find the base game to be a bit dull for me as a frequent game player, but the expansion Scoundrels of Skullport has breathed new life into this game for me. I did an in-depth video review of Lords of Waterdeep a while back, along with a written review.

9. Kingsburg is a medieval themed game for two to five players, designed by Andrea Chiarvesio and Luca Iennaco, published by Fantasy Flight Games, and playable in about an hour. This mixes worker placement with a "technology tree" of sorts that each player must develop on their own using the proceeds of the worker placement choices. The use of dice as workers and how the roll of the dice influences where you can place (along with blocking) is a key part of the joy of Kingsburg.

10. Alien Frontiers is a space exploration game for two to four players, designed by Tory Niemann, published by Clever Mojo Games, and playable in about an hour. For me, Alien Frontiers is the most brutal of the worker placement games I play frequently, as the number of available spots is relatively low and some of the options allow you to do devastating things to other players. I generally play this only with my more cut-throat friends, but when I do so, I always find it a deeply enjoyable experience.

For those who prefer Geeklists, I've also posted this list in Geeklist format at Top Ten Worker Placement Games

Reply: Tzolk'in: The Mayan Calendar:: Variants:: Re: Variant to starting tiles.

$
0
0

by morrowman

jonbig wrote:

On the other hand, I played yesterday and got the worst possible 4 tile draw:

I was fourth player with these tiles:

4x corn, 1x wood, 1x skull
1x worker
1x stone, 1x gold, theology
1x wood, green step, architecture



Both theology tiles come with corn, so you definitely had more than 4 starting corn. In any case, I would have made the same pick. You have at least 6 corn, so I would have gone P2 P3 costing 6 corn, next turn either U0 or T0, depending on whether you want workers first or tech (and depending on which one is available, I guess), next turn pull P5 for wood. Your other guy on Palanque will eventually pull P6 for either wood or corn. You probably would have had to beg at least once in the first quarter.

It's generally a bad idea to use U2 to get corn unless you can get around 20 at once.

I like the idea of the last player getting to choose from a 5th tile if he doesn't have enough corn. It seems like a reasonable house rule.

Reply: Tzolk'in: The Mayan Calendar:: Reviews:: Re: Tzolk’in: The Mayan Calendar: A four-sided game review

Reply: Tzolk'in: The Mayan Calendar:: General:: Re: Upgraded components

$
0
0

by Irgendwer

I made some workers out of Fimo. That way you can make sure the pieces will fit on the wheels.

Thread: Tzolk'in: The Mayan Calendar:: General:: can you unpop the plastic gears???

$
0
0

by rarnom

I got this recently and once I put my game together I found that my boards were pretty warped and that parts of the board would catch on the gears.

I contacted Riogames and they promptly replied and sent me replacement boards and stickers... but no gears.

I have contacted them asking for replacement gears, but worse case scenario, is there a way to unpop the plastic gears from the boards? It seems like once they are popped in you can't unpop them without causing some real damage to the gears.

Reply: Tzolk'in: The Mayan Calendar:: General:: Re: can you unpop the plastic gears???


Reply: Tzolk'in: The Mayan Calendar:: General:: Re: can you unpop the plastic gears???

$
0
0

by rarnom

Awesome! Thanks so much, I tried the 'dinner knife' trick and it worked perfectly. All is nice and fresh on new, thicker, and non-warped boards.

Reply: Tzolk'in: The Mayan Calendar:: Strategy:: Re: How do you people feed without Ag. Level 2?

$
0
0

by morrowman

Some of the best build strategies I've seen on BGA involve using the entire first half of the game as pure setup.


The resource tech build strategies takes a lot of practice to pull off, and is not strictly better than the architecture build strategies. If you advance up architecture early, there are three buildings that can advance you up Chaac in age 1, giving you the possibility of winning the the brown god track. Also, buildings those age 1 brown buildings can be pretty important if the brown building monument shows up, since everyone goes hard for the age 2 brown buildings. But overall the resource build strat is probably better.


As for begging, I've had games where I begged 3-4 times and still won the important god tracks while doing crystal skulls. In the first half, beg down the yellow god track; in the second half, beg on brown. Between this, farms, and taking first player, I think I only took corn from palanque 2-3 times the whole game. The main thing to feeding your workers is to plan ahead before feeding and don't blow all your corn in one turn unless you know you can somehow get more, or you already calculated that the points from your action are worth it.

One of the worst things that can happen is to have most of your workers off the wheel and have no food just after a feeding.


This is a very important but counter-intuitive concept that I see beginners mess up on the most. People sometimes pull all their workers on feeding day in order to avoid a point penalty, but then they have 4 workers to place and 1-2 corn. This puts them in a situation where they will waste the next quarter doing nothing before it's time to get corn again. It's sometimes better to take the hit during the first feeding phase if it means leaving your workers on the board to get better actions for the next quarter. Another variant to this is when people have 2 workers to place, but they need to pull on Palanque during feeding day to just barely feed their workers. If I was faced with this situation, I would most likely take the hit and instead place workers on feeding day.

I will say that penalties from not feeding workers and begging will hurt if you're doing a corn/god track strategy, since that one is not as high-scoring as other strategies.

Thread: Tzolk'in: The Mayan Calendar:: Rules:: Confirmation needed

$
0
0

by BraddockG

A) Per the rules and the picture in the rulebook on p.4, it appears that the calendar should be pointed to one of the green end-of-age Food Day symbols when the game begins. Just to be clear: all players will take their first turn when the calendar is like this, correct?

B) One of the players in a game tonight argued that the picture in the book is just to set up; he argued that the first turn actually begins after the calendar is turned from the position above to the position marked with one dot. Thematically, I could see his point though it was not clear from the rules that this is what should be done.

Which is correct? A or B? My money's on A.

Thank you!

Reply: Tzolk'in: The Mayan Calendar:: Rules:: Re: Confirmation needed

$
0
0

by banjothulu

BraddockG wrote:

A) Per the rules and the picture in the rulebook on p.4, it appears that the calendar should be pointed to one of the green end-of-age Food Day symbols when the game begins. Just to be clear: all players will take their first turn when the calendar is like this, correct?

Correct, although you do not have to pay corn to feed workers and do not score temples at the end of the first round.

Reply: Tzolk'in: The Mayan Calendar:: Rules:: Re: Confirmation needed

$
0
0

by Randor20

A is correct.

This can be seen on p.6 in the rules at the top left - "Each round has 2 or 3 phases:". #2 is what will only happen 4 times in the game (food days) and #3 is when you advance the calender. So when you start all players do #1 before the calender is advanced in #3.

Reply: Tzolk'in: The Mayan Calendar:: General:: Re: New print @ Amazon.co.uk?

$
0
0

by egamar

Would anyone know if the amazon.co.uk (NOT .com) stock is the 2012 version or the 2013 reprint?

The "product details" clearly indicate it's the "4-section" 2012 board, but I wonder if they'd even recognize the subtle change and update it in their description if they had simply restocked the 2013 version.

I have asked 'Customer Services' but don't necessarily expect a reply ...

Thanks

Lewis

Reply: Tzolk'in: The Mayan Calendar:: Rules:: Re: Confirmation needed

$
0
0

by thedacker

Hi Brad!

It helps for future reference if you put the subject of your rules question in the header. People may come along later looking for the answer to your question, but it would be hard for them to know it's there by seeing your title as it's written currently: "Comfirmation needed".

The good thing is you can still go back and change it if you'd like. :D

Happy gaming!

Reply: Tzolk'in: The Mayan Calendar:: Rules:: Re: Confirmation needed

$
0
0

by clydeiii

Yes, I agree, a better subject will help future rules questions. You do this by editing the first post.

Reply: Tzolk'in: The Mayan Calendar:: Reviews:: Re: Tzolk’in: The Mayan Calendar: A four-sided game review

$
0
0

by thomasrobb


my group did not like this game that well

we need to play it more, though, before

making a final decision . . .

:shake:

Reply: Tzolk'in: The Mayan Calendar:: Rules:: Re: Confirmation needed: exact start position of the calendar when the game begins

$
0
0

by BraddockG

thedacker wrote:

Hi Brad!

It helps for future reference if you put the subject of your rules question in the header. People may come along later looking for the answer to your question, but it would be hard for them to know it's there by seeing your title as it's written currently: "Comfirmation needed".

The good thing is you can still go back and change it if you'd like. :D

Happy gaming!


Thanks everyone for the answers and the suggestions. I'm a bit annoyed with myself. I know better! I kinda spaced it...

Reply: Tzolk'in: The Mayan Calendar:: General:: Re: Tzolkin Achievements

$
0
0

by Ketaros

Nice to know Jay...
I was already thinking about it, that shall be increased on next update.

Thanks man! :)

Ket

Reply: Tzolk'in: The Mayan Calendar:: General:: Re: Tzolkin Achievements

$
0
0

by qqzm

This is a great idea! I've already achieved several of these but you've made me want to try playing some different things to try and collect them all :)

A couple of suggestions:
New "Special Deed" idea - lap another player on the score track.
The "build 5 buildings in a single turn" should be 6.
The victory point ones go 50/75/100/120/150 - why not 125 so that the step-up is always 25.
Viewing all 10194 articles
Browse latest View live