Great Western Trail: Nowa Zelandia / New Zealand (Alexander Pfister)

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Great Western Trail: Nowa Zelandia / New Zealand (Alexander Pfister)

Post autor: brazylianwisnia »

Na necie jest zdjęcie GWT Nowa Zelandia które ma mieć premiere na Gen Con.
Spoiler:
Na pierwszy rzut oka nie ma torów kolejowych ani niebezpieczeństw. Są za to ptaki i ich tor, dodatkowa mechanika związana z pracownikami(nad rynkiem pracy) i owce oprócz punktów i wartości mają też wartość wełny.

EDIT: niebezpieczeństwa chyba jednak są. Zmyliła mnie słaba widocznosc i brak żetonów C.

https://boardgamegeek.com/boardgame/380 ... ew-zealand
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Re: Great Western Trail: Argentina (A. Pfister)

Post autor: cichywiatr »

brazylianwisnia pisze: 25 lut 2023, 13:27 Na necie jest zdjęcie GWT Nowa Zelandia które ma mieć premiere na Gen Con.
[...]
Wygląda jak uproszczona wersja GWT, ale trzeba poczekać na instrukcje i zdjęcia reszty elementów. Na bgg piszą, że ma być złożoność większa niż Argentyny oraz posiadać więcej unikalnych mechanik.
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Re: Great Western Trail: Argentina (A. Pfister)

Post autor: brazylianwisnia »

cichywiatr pisze: 25 lut 2023, 13:50
brazylianwisnia pisze: 25 lut 2023, 13:27 Na necie jest zdjęcie GWT Nowa Zelandia które ma mieć premiere na Gen Con.
[...]
Wygląda jak uproszczona wersja GWT, ale trzeba poczekać na instrukcje i zdjęcia reszty elementów. Na bgg piszą, że ma być złożoność większa niż Argentyny oraz posiadać więcej unikalnych mechanik.
No właśnie to tylko wygląd bo pracownik wydawcy twierdzi, że jest bardziej złożona. Zobaczymy.
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Re: Great Western Trail: Argentina (A. Pfister)

Post autor: Pluck »

Ta jedna karta to wyglada jakby z „na skrzydlach” im tam wpadla miedzy te barany
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Re: Great Western Trail: Argentina (A. Pfister)

Post autor: Beskid »

tu też pojawiło się zdjęcie planszy GWTNZ
https://ludovox.fr/jeu-de-societe/great ... w-zealand/
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Re: Great Western Trail: Argentina (A. Pfister)

Post autor: Atk »

brazylianwisnia pisze: 25 lut 2023, 14:52
cichywiatr pisze: 25 lut 2023, 13:50
brazylianwisnia pisze: 25 lut 2023, 13:27 Na necie jest zdjęcie GWT Nowa Zelandia które ma mieć premiere na Gen Con.
[...]
Wygląda jak uproszczona wersja GWT, ale trzeba poczekać na instrukcje i zdjęcia reszty elementów. Na bgg piszą, że ma być złożoność większa niż Argentyny oraz posiadać więcej unikalnych mechanik.
No właśnie to tylko wygląd bo pracownik wydawcy twierdzi, że jest bardziej złożona. Zobaczymy.
Myślałem przytakiwać Argentynę, ale teraz chyba poczekam do Nowej Zelandii
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Beskid »

Dobry czas aby przesiąść się na Argentynę i sprawdzić zanim wejdzie Zelandia. Rahdo porównuje do przeskoku z Lancashire na Birmingham. Nie boisz się, że Zelandia będzie przekombinowana? Już teraz są tacy dla których za dużo się dzieje w Argentynie
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: SetkiofRaptors »

Ja uważam że to jest bardzo dobry pomysł by trudnosc wzrastała z częściami. To zagranie dla mega fanów, jednocześnie każdy zatrzyma się na tej części na której czuje się komfortowo na swoim etapie przygody z planszowkami.
Wrocław. Kupiłem sobie już Inis i jest super.
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: XLR8 »

Ja bardzo liczę aby ta wersja była na tyle różna od GWT żeby mogła znaleźć miejsce na półce.
Obecnie niestety Argentyna jest po prostu lepsza od GWT ale niestety na tyle podobna, że je zastąpiła.
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: cichywiatr »

Również liczę na to wersje.

Po wstępnych informacjach na pewno podoba mi się opcja tylko jednej planszy głównej oraz planszy gracza. Po przygodach z Argentyną na 4 graczy mój stół ma dosyć (plansza główna, 4 plansze graczy, miasta, statki, cele, rynek krów).

Widzimy też dwa worki na pracowników: A i B (brak C )oraz 4 kroki na koniec rundy, a nie 5 jak w Argentynie. Może autorom gry uda się pośpieszyć rozliczanie gracza na koniec okrążenia.
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Apos »

Mamy kilka nowych informacji oraz zdjęć.

Obrazek

Obrazek

Obrazek
Step into the boots of a runholder (owner of a sheep station) on the South Island of New Zealand at the end of the 19th century. 🤠
This third part of the trilogy holds many new wonders for players eager to dive into like :
-New cards that are simple to manage while opening new strategies
-A sheep shearer has been added to the worker pool and give you a new type of delivery: wool.
-Half of the neutral buildings will change mid-game and give you new opportunities
-Exploring the pathfinder track will unlock benefits.
-A unique endgame mechanism and a new bonus tile market streamlines upkeep.
-Ships navigate sea routes to build new trading markets.
-Sarah is ready and waiting to challenge any solo players looking to make their mark and save their runhold.
Brzmi obiecująco :D
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Wozik »

Jest i krótkie wideo:
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: DarkSide »

W mojej ekipie 4-osobowej wyszło że aby dobrze wytłumaczyć GWT Argentyna dobrze jest wcześniej już znać zwykłe GWT. Wniosek stąd taki, że aby wciągnąć nowych ludzi w GWT New Zealand trzeba przejść ścieżkę: GWT ---> Argentyna ---> Nowa Zelandia.
Może taki jest zamysł autora, by poznawanie kolejnych tytułów było niczym poruszanie się po ścieżce w GWT. :lol:
W idealnym świecie planszówkowym wszystkie eurasy ociekają klimatem, a wszystkie ameri mają przejrzyste zasady i nie potrzebują FAQ

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Moje zniżki Planszostrefa -10%, ALEplanszówki -3%
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: staniach21 »

DarkSide pisze: 09 mar 2023, 17:22 W mojej ekipie 4-osobowej wyszło że aby dobrze wytłumaczyć GWT Argentyna dobrze jest wcześniej już znać zwykłe GWT. Wniosek stąd taki, że aby wciągnąć nowych ludzi w GWT New Zealand trzeba przejść ścieżkę: GWT ---> Argentyna ---> Nowa Zelandia.
Może taki jest zamysł autora, by poznawanie kolejnych tytułów było niczym poruszanie się po ścieżce w GWT. :lol:
Ja stawiałem, że to będzie najprostszy tytuł w serii, ale na BGG zaprzeczają i uważają (bodajże jeden z playtesterów / pracownik wydawcy), że jest kompletnie odwrotnie natomiast czas rozgrywki 75-100, jest krótszy niż 75-150 w GWT. Być może też to domyślne ustawienie przy wrzuceniu tytułu na BGG, a bliżej premiery zostanie skorygowane
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: cichywiatr »

staniach21 pisze: 09 mar 2023, 18:05
Ja stawiałem, że to będzie najprostszy tytuł w serii, ale na BGG zaprzeczają i uważają (bodajże jeden z playtesterów / pracownik wydawcy), że jest kompletnie odwrotnie natomiast czas rozgrywki 75-100, jest krótszy niż 75-150 w GWT. Być może też to domyślne ustawienie przy wrzuceniu tytułu na BGG, a bliżej premiery zostanie skorygowane
Po pierwszych zdjęciach planszy typ z bgg też się zarzekał, że dojdzie tylko plansza gracza. Nowe zdjęcia New Zealand prezentują nową dodatkową planszę statków o wielkości połowy planszy głównej.

Trzeba czekać na instrukcje :)
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Pluck »

Na bgg wypowiedzial sie sam Pfister:

„It's the same complexity as the other 2 GWT games. The job market now works differently, there is a new ship board, gold nuggets, pathfinder track, additional value for each sheep, a 4th worker type, many more cards etc.”

Ja obstawiam, ze bedzie to drobna ewolucja argentyny, ktora bedzie o podobnej skali zlozonosci. No i to zdjecie dodatkowej planszy dla statkow nasuwa na mysl dodatek Kolei na Polnoc.
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Pluck »

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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Apos »

Nowy bohater wkracza do gry - Kapitan.

Obrazek

Z opisu wydawcy.
With the 20th century close at hand, it is time to bring improvements to your runhold. Getting your sheep to Wellington no longer means they are going on a train; they are going on a ship! To that end, 🇳🇿 🇳🇿 Great Western Trail New Zealand 🇳🇿 🇳🇿introduces a new worker type: the sailor! They will help players upgrade harbors and build storehouses to deliver cattle. The further you sail, and the better the harbors you build, the more benefits you will see for your runhold and your chances for victory.
🐑🐑🐑
Players will be able to see the whole board at Gen Con this year, so make sure you come and find us! While you are there, revisit the first two games in this epic trilogy, Great Western Trail Version 2.0 and Great Western Trail Argentina. The world of ranching awaits you!
Mam ogromne oczekiwania po Argentynie, która w moim rankingu, zdetronizowała Drugą Edycję :D
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Adziarski »

Wiadomo coś może odnośnie premiery gry?;)
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: tomp »

Tak patrząc na plansze, mam wrażenie, że Nowa Zelandia to wariacja podstawki z dodatkiem kolej na północ.
Czy ktoś może potwierdzić moje przypuszczenia? Widział ktoś jakiś gameplay albo może i dane mu było już zagrać ?
Zachęcam do poznania skali ocen BGG
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Beskid »

jest trochę opinii na bbg

I was at Wellycon on the weekend, and managed to get a play in of Great Western Trail: New Zealand. I had entered the tournament for it expecting it to be taught, but it turned out we were supposed to have had it demoed to us beforehand at the con (which would have been good to know!). Regardless, I managed to get a speed teach and, aside from the first 20% of my game being pretty inefficient because I was fumbling through the rules, I ended the game with a pretty good understanding of all of the systems.

So how does New Zealand (herein NZ) compare to Rails to the North (RTTN) and Argentina (ARG)?

For reference, I have played Base/RTTN around 40-50 times, and ARG twice. My memory on the specifics in ARG is a little hazier as a result.

Existing Systems

The Trail: This is mostly similar to the other two, though there are overall fewer hazards. Whereas the base game had both Bandits + Hazards, and Argentina had plenty of farmers to get in your way, New Zealand's trail is actually fairly treachery free. You also only refill two things at the end of each track, and it is quite likely that no new hazards will come out. Coupled with the fact that you are now more incentivised to remove the Hazards that are there (more on this in new stuff) AND it's cheaper than the base game, this results in a fairly cruisy path.

Workers (General): There are four different types of workers (Shepherds, Craftsmen, Captains, Shearers), like ARG, but only 5 worker slots in each row this time. What is quite different to RTTN and ARG, however, is how the worker market functions. Although it refills in a similar albeit slower manner than previously, there is a wider variety of workers available initially, and you are able to purchase any of them straight away. The more of the same worker there is, the cheaper there are. This means that going last doesn't necessarily completely lock you out of purchasing the worker you want, though you may have to pay more for it (compensating this is the fact that you start with more money, of course). Workers are also no longer the driving force of the end game (more on this in the new stuff).


Sheep (Cows): Sheep generally feel a little cheaper to purchase than cows did, and there are a couple of other ways to acquire new sheep now too (including some of the Shepherd bonuses on the worker slots). The highest value is a 6, but there are also other 2s that you can purchase. They also have a Shearing value (similar to the Work value of Cows in ARG), which I will touch on in the new stuff.

Buildings: I didn't see enough of them to comment, but there was a pretty standard mix of bonus moves, rewards for certain workers / objectives, etc. Nothing major to report; they function in pretty much the exact same way as both other games.

Sailors (Engineers): The Rail network is gone, and there are no toll-ways on your way to deliveries. In its place is a series of small islands and a sail boat, which you use to navigate around. The island mechanism is a hybrid of the old railway and the top half of the board in RTTN. Effectively, you move your Boat around and visit various islands, which act like stations and places for storehouses (settlements from RTTN). You upgrade the stations in the same way as always, but the storehouses are placed by visiting islands rather than via a separate action. When you remove storehouses from your player board, you unlock a few bonuses too (things like victory points, permanent ribbons, one off coin bonuses, etc).

Deliveries: Pretty much the same as they have always been, with a slight twist. Now, if you have duplicate Sheep in your hand when you get to Wellington (the trail end), you keep them in your hand instead of discarding them. This means that if you have dud deliveries, you cycle through your deck more slowly, which is a larger penalty in NZ than the others due to an increased emphasis on deckbuilding (more soon).

Auxiliary Actions The standard actions are still around; you have ways to get coins, filter cards from hand, and move your Ship. Gone is the ability to remove cards from your deck from Aux Actions, though there is now a new way to remove cards from your deck. By discarding two (2 Filter) tokens (like from RTTN and ARG), you can instead trash a 1 Grey Sheep from hand and gain a Gold (a new type of resource).

New Stuff:

Shearers: Shearers introduce an entirely new way to gain coins and make deliveries. A few spaces on the board have a "Shear" action, which allows you to discard sheep from your hand and gain coins equal to their "Shearing Bonus" (a number separate from their value, similar to Cows in ARG). One building space on the board has a completely separate "delivery" action, which lets you deliver with your hand using their sheering values instead, and then deliver this to some completely separate delivery locations that seek "wool". As such, like players utilising the Captain and stations, players engaging in Shearing will have alternative ways to rapidly upgrade their player board. Shearing is also an excellent way to gain lots of money (effectively letting you "double" deliver on any single run). Note that this delivery doesn't accelerate the game end as it doesn't place A + B tiles, meaning that you can both Shear + Deliver in a single trail run while only advancing the end game once! Compared to the Farmer in ARG, I felt as though the Shearer had a much more defined and separate role in the game, rather than acting as a "supplement" to other main strategies.

Bonus Cards: Various actions in the game will enable you to acquire bonus cards that you add to your deck. These cards give you minor bonuses, such as gaining a Ribbon or gaining 1 Coin when you play them, but the best part of them is that they let you replace them immediately! As such, filling your deck with tonnes of bonus cards means you constantly get lots of incidental value. In my game, I acquired something like 6 or 7 bonus cards throughout the game, and they felt awesome every time I drew them. Removing Hazards is one way to gain bonus cards, but they can also be purchased with Gold. Speaking of...

Gold: Gold is a resource that is tracked on your player board, like Ribbons. Gold is used to pay for some actions throughout the game, but it can also be used to purchase cards from an entirely separate card market. Four different cards are included in each game (from a set of 10), allowing for different strategies to emerge between games. For example, in my game, there was a bonus card in the market that provided you with additional flexibility with your ships, and another allowed you to upgrade your buildings by 1 level for free! Though I didn't plan well around them in my game (as I was still grasping the rules at the beginning), the composition of this market is a critical factor in determining your strategy for the game.

B Market: The game end is now driven by an entirely separate "B Market", comprised of a wide range of different bonus tiles (the end game, however, triggers in mostly the same way as RTTN and ARG, just using this B Market instead). Some of these bonus tiles include "Wild Workers", which can be slotted into any worker slot, but cost a gold in addition to their usual cost. Other tiles let you trade a bunch of gold in for a large number of VP, or gave you access to particular bonus cards (such as ones that enhance your Pathfinding ability).

Pathfinding: There is an additional track in the game known as the "Pathfinding" track; it's not directly tied to any worker, and progressing on it can be tough. On a basic level, it serves as a way to gain some VP and some bonus gold along the way. There are also some spaces on the board that you cannot build on unless your Pathfinding is at a certain level; when you do build there, you also gain bonus gold. However, one of the key critical bonuses of the Pathfinding track is that, at certain points, you unlock bonus move speed and, later, the option to gain EVEN MORE move speed OR the ability to ignore black/green hands.

Impressions

NZ is easily the most complex of GWT so far, though players who are familiar with RTTN in particular won't struggle too much. With four workers that all lean into different strategies, TONNES of options in regards to the islands up the top, multiple markets (workers, B tiles, bonus cards), and an increased emphasis on deckbuilding, there is much more to consider as you make your way towards Wellington. Compared with ARG, which felt like a variant of the base game, with a slight increase in complexity over that, NZ feels like a variant on Base + RTTN, one that is more complex yet.

It's also the GWT game that I am most likely to keep on my shelf for the future, and it makes me glad I haven't bought into 2E yet. With ARG, I felt I would have happily alternated between it and RTTN, though my suspicion was that ARG would feel more "samey' over time. NZ is an easy straight replacement of RTTN for me; it feels as though Alexander has really refined the original systems that were introduced in RTTN, and enhanced an element that was arguably somewhat underutilised (deckbuilding). I'll certainly be looking to pick up a copy once it's released.
One thing that you didn't mention is that 4 of the neutral building flip over part way through the game, changing the functionality of those buildings. I personally think this makes changing focus part way through the game much more feasible than in ARG or 2E.

I like the added complexity. I like the pathfinder track (especially the choice between additional movement and being able to skip fines). I like that prices on the employee market reflect scarcity. I like the second delivery mechanism with wool (and as OP pointed out, that it doesn't change the pacing of the game). I like that inefficient hand management at delivery haunts you because duplicate sheep stay with you. I like that the cards selected at setup can change the game just as much as which buildings are in play. I also really like the artwork in GWT NZ.

For me, all three games are keepers. But I suspect NZ will make it to the table more frequently than ARG or 2e with my group.
It felt less mean than the base game, not that the base game is all that mean in the first place. There seemed to be less bandits to worry about. Also, there’s a spot on one of the tracks that lets you flip a tile on your player board so that you no longer pay any of the tolls (green and black hands) as you move along the trail.
The change in how the worker market works, and the ability to get joker workers from the bonus tile market means you are less likely to get blocked from getting access to the specific worker you want.
Also, there's no longer a leapfrog mechanic in the ship movement, so that little subgame is gone which is a 'gentler' change.
Definitely enjoyed this game at Wellycon this weekend. Played it 3 times.
Similar but different to GWT same time different.
A few things in not partictular order.

The game has a entire new track on it, the explorer (bird) track which give some rewards and victory points if you choose to progress it.

Also a whole new worker and mechanic of discarding cards to shear sheep and get money and make deliveries wool deliveries.
Sheep cards have 2 values in them, wool for shearing and points for deliverying them at the end of the trail.

The ships provide interesting choices and a railways to the north type vibe, but done better ( IMHO, I never liked railways to the north, I like the new ships.)

I really like the new separate rewards card cycling mechanic. There are certain cards you can gain that, when they are drawn into your hand, (on you turn) you discard then for a smsll reward and instantly draw a replacement card from your deck.

The splitting of the worker futures board into an A and B boards is also very nicely done. More options to buy. Certain buildings let you buy from the B market which contains both wild workers ( can place on any either type space) as well as other interesting reward tiles.
And there is also a standard worker market, that seems to have more available to buy workers from the star.

Overall lots of interesting choices that's seen both familiar and different at the same time. Several different paths to victory that (shearing, deliverying, building etc) that seem quite viable. Random setup options ensure varietty with each play.

Definitely more complex the base GWT. Lots to explore.

If you like GWT, you will like this. Well woth a play at the very least. I am disappointed I didn't win a copy and have to wait for the release date to buy it for myself..

I have also posted a few photos of cards and the board in the images section.
I played this at Wellycon. It was fun, still very GWT. The new ship trail content was reminiscent of rails of the north but as people have pointed out potentially better. I didn’t sail deep into the new warehouses.

I like the shearing mechanic. It forces some interesting choices about which sheep to take due to the different values. Creates an opportunity to cycle your deck but like GWT you don’t necessarily end up in a better position. Basically you can deliver twice in a round but based on different values and you need shearers to shear more than one sheep.

Game feels more points salady - more diverse than just cows or buildings. A little like the difference between Agricola and caverna. Feels like GWT with an expansion in terms of the amount of content.

I haven’t played Argentina but for me this is better than base GWT. If you don’t like GWT you probably won’t like this - still a rondel/sheep gathering game at its core.

Play time wise we had to learn this and finish it in 2 1/2 hours. We probably could have finished in 3 which is pretty fast. But we were flogging it because of the 10pm cut off. Thanks to the people who gave a quick rules difference explainer with GWT.
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cichywiatr
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: cichywiatr »

Dawno nie śledziłem tematu i pojawiła się instrukcja eng na bgg i po przeczytaniu jej mam trochę zmieszane odczucia.

Względem Argentyny poprawili sporo rzeczy:
- czytelność planszy
- mniej kartonowych elementów na stole (jeden tor planszy zamiast 3 portów i kilkudziesięciu statków)
- mniej kroków do wykonania na końcu szlaku (4 zamiast 6, mam nadzieje, że zmniejszy downtime w tej części gry)
- oddzielenie toru pracowników od toru końca gry z nową mechaniką ceny zakupu ich

Nie jestem przekonany o dodaniu kolejnych dwóch torów do gry: ptaka i grudek złota. Też nowe karty bonusów czy budowania decku wyglądają dziwnie, ale trzeba ocenić na żywo.

Czy ktoś wie, czy Rebel ma planach wydanie tej gry w tym roku ?
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Malibu
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Malibu »

A wiadomo w ogóle kiedy wychodzi ta gra?
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: Kerwyn »

Malibu pisze: 11 sie 2023, 09:50 A wiadomo w ogóle kiedy wychodzi ta gra?
W Niemczech już jest dostępna. O angielskim / polskim wydaniu jeszcze nie ma informacji.
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11% Planszostrefa, 10% Planszomania, 5% Trzy Trolle, 4% Rebel, 4% Mepel - chętnie się podzielę :)
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Re: Great Western Trail: New Zealand (Alexander Pfister)

Post autor: XLR8 »

Liczę, że Rebel znowu zaskoczy pozytywnie i niedługo ogłosi poslką edycję wraz z uruchomieniem przedsprzedaży. Na bgg pojawiło się sporo recenzji, że jest NZ jest jeszcze lepsze niż GWT:A. Juz nie mogę się doczekać.
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