Zasady http://www.plaidhatgames.com/images/gam ... /rules.pdf
Wprowadzenie http://www.plaidhatgames.com/images/gam ... grules.pdf
Jedna kampania to 15 rozgrywek, w trakcie gry mozna dolącząc, opuszczac partie oraz rezygnowac. Watek legacy to rozwoj okretow, prowincji, doradców oraz nowe zasady pojawiajace sie w trakcie kampanii.
Ostatnio przejrzałem sobie listę najbardziej oczekiwanych gier 4X w tym roku. BBG
I między takimi grami jak Burning Suns (2 miejsce) czy Tiny Epic Kingdom (4 miejsce) na 1 miejscu jest gra SeaFall.
Problem w tym, że o tej grze bardzo mało wiadomo.
SeaFall is a 4X game (explore, expand, exploit, and exterminate) set in an "age of sail" world reminiscent of our world.
In SeaFall, the world is starting to claw its way out of a dark age and has begun to rediscover seafaring technology. Players take on the role of a mainland empire that consults with a consortium of advisors to discover new islands, explore those islands, develop trade, send out raiding parties, take part in ship-to-ship combat, and more. As in Risk Legacy, co-designed by Rob Daviau, SeaFall evolves as the game is played, setting their grudges into the history of the game and building a different narrative at every table as players open up the world.
Quick Summary of what I have gleaned so far from a few podcasts and pics of the game.
All players have a starting kingdom area along one edge of the board. As players sail out into the sea they explore and look for islands that have different resources/enemies/items etc on them. The further out to sea you go the bigger risk/reward, and it is harder to do early game.
ktoś słyszał coś więcej o grze? Data premiery? Czas rozgrywki?Projectant stated that the victory condition for one game will be 8 glory which you can earn by discovering new lands, beating up other ships, trading stuff, and what-have-you.
There's an element of role-selection where you have a team of advisors and you choose who's actions you want to take on a turn.
Winning the game gives you the option, among others, to upskill one of your advisors so you get more benefit from his action in later games - thereby giving you are more defined route to victory, eg. the guy who works towards powerful merchants and financiers will obviously be better suited to an economic strategy.
Dla mnie strasznie dziwny jest ten ostatni punkt, nie tylko ułatwia wygrywającemu każdą kolejną grę, ale też jak udowodnić wcześniejsze "wygrane" z innymi graczami?