A game from the gods, for the simple mortals...
Highly-acclaimed by critics, winning many commendations worldwide, Deus was surely a game to talk about when it was released in 2014.
MinD-Spielepreis Complex Game Nominee, Tric Trac Nominee, Lys Passioné Finalist, Kennerspiel des Jahres Recommended, International Gamers Award, As d'Or - Jeu de l'Année Nominee and Golden Geek Award nominee.
To say the least, the game by Belgian's designer Sébastien Dujardin (Troyes, Black Angel, Tournay, etc...), was an event like most of his releases.
In Deus, players work to develop their own civilizations in a shared environment. Each player starts the game with five building cards, and on a turn a player either uses one of these cards to construct a building or discard one or more cards to make an offering to a god. Cards come in six colors: red for military, green for resource production, blue for trade, brown for scoring, purple for temples, and yellow for a variety of effects.
When you construct a building, you build it in the appropriate location on the modular game board — which is sized based on the number of players with the hexagonal tiles composed of seven landscape "circles" — then you place the card in your personal tableau in the appropriate stack of colored cards and activate the power of all of those cards already in your tableau, starting with the card at the bottom of the stack.
When you make an offering, you discard cards, then receive the help of a god associated with one of the cards that you discarded, with the number of cards determining the strength of the associated action. You then refill your hand to five cards.
The game ends either when all the barbarian villages on the game board have been surrounded and attacked or when all the temples have been constructed. Whoever has the most points wins.
**A euro-game that's not as complicated as it sounds, based on a civilization-building theme. Let's dive into more details...
**
Hands down the best part of this game is the way meeples and cards are connected by category. That means when you play the War Elephants card, you not only gain one new army meeple together with the ability to move it 2 spaces, but that ability now also applies to every other army meeple you have. There are lots of interesting implementations of this concept throughout the design. Yet despite all this, the game is lightweight.
Two more quirks to explain. Temple cards are pretty much just the 6-cost devs from Race, offering endgame VP for objectives. Barbarian villages dot the map and offer one-time VP when surrounded and pacified. The game ends when either the barbarians or the temples run out (there's a common pool of temple meeples for all the players).
Player interaction is limited to blocking, raiding (stealing VP/gold) and competition over the temple meeples and barbarian villages.
Remember that to keep chugging along you will need cards, resource tokens (or gold which buys anything at 4:1), and meeples. You start with a 2 or 3 turn supply of resources gold, and a slightly bigger supply of meeples and cards.
What happens when you run out?
Instead of building, you can perform an offering to the gods. You throw away any number of cards, dedicating them to the Roman god of your choice by discarding at least one card of that suit (Mars = military, Neptune = maritime, you get the picture).
In exchange:
- One meeple of the appropriate shape is added to your personal supply.
- You refill your hand to 5 cards.
- Each god grants an additional bonus that scales with the number of cards you discard: Neptune gives you 2 gold for each card; Ceres (production) gives you resources of your choice; Minerva (science) grants bonus card draws; Vesta (civil) grants VP; Mars (military) grants extra meeples of your choice; and Jupiter (temple) lets you use any other god's power.
DEUS is a rich euro-game that's shining from its original design. It's not complex, but rich in terms of choices.
If you have played Deus, now's your chance to get your hands on it again for another game.
If you have NEVER played Deus, we can tell you it's worth taking the time to get into the rules.
The best part in the game is that even if there are good players that will know which strategy to adopt depending on the cards they got at the beginning, there's always a strategy to get out of the "beginning-mist". And winning will bring you so much joy that you will probably never forget a game you've won.
Take a look at the rules, watch some games in progress and play it now by clicking here:
https://boardgamearena.com/gamepanel?game=deus
Of course, we would like to thanks Sebastien Dujardin and Pearl Games for their help bringing Deus to the platform.
But more importantly: we would love to thanks Robinzig for the outstanding development of this game. That's a beast of combo-management and while possibilities could be endless, he managed to make the game totally playable on BGA. Kudos to him!
The game being magnified by Maeva Da Silva and Christine Deschamps, you don't have an excuse, if you're into games that are a bit bigger than your average family-sized game, you've come to the right place.
This is a game you should totally try.
At least once in a lifetime.
That's it for now, see you next Wednesday for more amazing games!
DEUS:罗马帝国背景的卡坦岛遇到银河竞逐。
来自诸神的游戏,为简单的凡人...
受到评论家的高度评价,在全球范围内赢得了许多赞誉, Deus在 2014 年发布时无疑是一款值得谈论的游戏。
Mind-Spielepreis 复杂游戏提名、Tric Trac 提名、Lys Passioné 决赛入围者、Kennerspiel des Jahres 推荐、国际游戏玩家奖、金奖 - Jeu de l'Année 提名和金极客奖提名。
至少可以说,比利时设计师Sébastien Dujardin (Troyes、Black Angel、Tournay 等)的这款游戏与他的大部分作品一样,是一场盛会。
在Deus 中,玩家努力在共享环境中发展自己的文明。
每位玩家以五张建筑牌开始游戏,在回合中,玩家可以使用其中一张牌建造建筑物,或者丢弃一张或多张牌以供奉神。
卡牌有六种颜色:红色代表军事,绿色代表资源生产,蓝色代表贸易,棕色代表得分,紫色代表寺庙,黄色代表各种效果。
当你建造一座建筑时,你将它建造在模块化游戏板上的适当位置——它的大小取决于玩家数量,由七个景观“圆圈”组成——然后你将卡片放在你的个人画面中适当的一叠彩色卡片,并从堆叠底部的卡片开始,激活画面中已有的所有卡片的力量。
当您提供祭品时,您会丢弃卡片,然后接受与您丢弃的其中一张卡片相关联的神明的帮助,卡片的数量决定了相关动作的强度。
然后,你将手牌补满五张。
当版图上的所有野蛮人村庄都被包围并攻击时,或者所有的寺庙都被建造完成时,游戏结束。
拥有最多点数的玩家获胜。
一款文明建设主题的德式游戏,但并不像听起来那么复杂。
让我们深入了解更多细节......
这个游戏最好的部分是米宝和卡片按类别连接的方式。
这意味着当您打出战象卡时,您不仅会获得一个新的军队兵种,并且可以将其移动 2 格,而且该能力现在也适用于您拥有的所有其他军队兵种。
这个有趣的设定贯穿了整个游戏。
尽管如此,这款游戏还是轻量级的。
再解释两个怪癖。
寺庙卡几乎只是race的 6 成本devs,为目标提供了游戏结束后的VP分。
野蛮人村庄点缀在地图上,并在被包围和安抚时提供一次性 VP分。
当野蛮人或寺庙用完时游戏结束(所有玩家都有一个公共的寺庙米宝)。
玩家互动仅限于阻挡、突袭(窃取 VP/金币)以及对寺庙米宝和野蛮人村庄的竞争。
请记住,要继续前进,您需要卡牌、资源指示物(或以 4:1 购买任何东西的金币)和米宝。
你从 2 或 3 回合的资源黄金供应开始,以及稍微多一点的 米宝和卡片供应。
当你用完时会发生什么?
您可以向众神献祭,而不是执行建造动作。
您扔掉任意数量的卡片,通过丢弃至少一张该套装的卡片(火星 = 军事,海王星 = 海洋,你懂的)来将它们献给您选择的罗马神。
作为交换:
1.
一个适当形状的米宝被添加到您的个人供应区中。
2.
您将手牌补充到 5 张。
3.
每个神都会根据你弃牌的数量提供额外的奖励:海王星为你每张牌提供 2 金币; Ceres(生产)为您提供您选择的资源;密涅瓦(科学)授予抽奖奖励; Vesta(民事)授予VP;火星(军事)授予您选择的额外 meeples;木星(神庙)可以让你使用任何其他神的力量。
DEUS是一款内容丰富的欧式游戏,其原始设计熠熠生辉。
它并不复杂,但选择丰富。
如果您已经玩过 Deus,那么现在您有机会在另一场比赛中再次感受它。
如果您从未玩过 Deus,我们可以告诉您花时间了解规则是值得的。
这款游戏设计最好的地方是,即使有老手玩家一开始拿到牌就制定好策略,也总有一种方法可以跳出初始设定。
胜利的快乐会让你对这场游戏刻骨铭心。
查看规则,观看一些正在进行的游戏,然后点击此处立即玩:
https://boardgamearena.com/gamepanel?game=deus
当然,我们要感谢Sebastien Dujardin和Pearl Games帮助将 Deus 带到平台上。
但更重要的是:我们要感谢Robinzig对这款游戏出色的开发。
这是一个需要多层次管理的难题,虽然游戏有无尽的分支,但他让这款游戏可以在 BGA 上顺利游玩。
为他点赞!
这场比赛被 Maeva Da Silva 和 Christine Deschamps 放大了,你没有任何借口,如果你喜欢比普通家庭游戏重口味一点的游戏,你来对地方了。
这是一款您应该要尝试的桌游。
这辈子一定要试一次。
暂时就这些,下周三回来看看更多精彩游戏!