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Plan B Games | Century: Spice Road | Board Game | Ages 8+ | 2-5 Players | 30-45 Minutes Playing Time & Repos Production, 7 Wonders Duel, Board Game, Ages 10+, 2 Players 30 Minutes Playing Time

£9.9£99Clearance
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e. yellow (turmeric), red (saffron), green (cardamom) , brown (cinnamon)) the number of times depicted on the card. The other card everyone starts with – two grey cubes with an upwards-facing arrow – is an Upgrade card. In addition, each gold coin is worth 3 points, each silver coin is worth 1 point and all spices better than turmeric(yellow) earn 1 point per wooden cube.

To set up the game each player is given a Caravan Card, which is the storage for your spices and can hold ten cubes. Underneath this was four small plastic pots that housed the spice cubes, these sat in a thick plastic insert that is very well designed. When any of these are purchased the cards slide down to the left and the space closest to the deck is filled with a new one. Although most of Spice Road’s conflict takes place in your own hand, light player interaction occurs as cards are collected from the central market.However, in this tutorial we’re only focusing on how to play the one that set the ball rolling – Century: Spice Road.

The simple setup and playtime helps keep her interested and even though the theme is not one that really shines through, the game has enough fun and depth to keep all levels of gamers invested throughout the play time.Some of our partners may process your data as a part of their legitimate business interest without asking for consent. These coins are metal (just try to resist that delightful clink) and, like everything else in the box, contribute to Spice Road’s universally breathtaking visual panache, from its gorgeous cards to the spices, which come with four diddly bowls to tidy up unruly heaps of cubes. If you have taken the last gold coin, move the remaining silver coins from above the second card above the first card. Once purchased, all Merchant cards slide one space to the left and a new card is added to the end of the row.

If a player has his fifth point card (with 2 or 3 players, his sixth), the game ends after the current round. The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins. Take as many caravan cards (gray back) as players are playing, including the one market with the purple start player symbol.At some point during your first match – and a few turns into every game afterwards – the juggling of cubes and cards turns from a cautious step-by-step experiment into a fully confident spice-trading ballet as you lay down patterns of acquisition, upgrade and exchange cards to work towards the next rainbow of condiments required to score big. Which brings us neatly to the second action a player could decide upon: acquiring one of the six Merchant cards on display. Additionally, gold coins earned are worth three points each; silver coins are one point each; and any non-turmeric cubes left in player’s Caravans are one point each, too. I will be looking forward to the next installment of the Century trilogy and it will be great to see how they all work together.

You may carry out the same exchange as many times as you wish in your train as long as you have the necessary spices. The game is ok but for anyone looking to get a bit more involved in strategy this probably inst for you. The New Indian Express describes the game as "clever," also praising the game's pace, a facet encouraged by the focus on series of small, quick decisions as opposed to offering many options to consider simultaneously. I didn’t ask her to play I just set it up and tricked her into playing, and since we have played a game every night of this. But instead of tableau-building, you’re deck-building, making Spice Road a different number to both play and learn.For someone who struggles with reading and learning rules even I managed to pick this game up within 10 minutes. Put as many gold coins here as the number of players, multiplied by two (eight, for example, in a four-player game). The clever thing about these three games is that as well as being excellent gateway games in their own right, any two of the three can amalgamate, providing a new bumper-game, entirely. Another review at Ars Technica states that it is "slightly more complex" than Splendor, and that it is "an absolute joy to play". We and our partners use data for Personalised ads and content, ad and content measurement, audience insights and product development.

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