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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Hermagor

Hermagor

Hermagor


Price: £24.99

 

Board Game, 2-6 Players, Ages 12+ by Mind the Move/Rio Grande In this city, one can buy and exchange almost everything. This made Hermagor famous and merchants can from far and wide to buy and sell all kinds of goods at the market. Some even undertook perilous adventures to acquire especially rare items. They criss-crossed this wealthy region, creating new paths and roads, adding markets to towns, but always with the aim to become wealthy! +++++++++++++++++++++ Counter Magazine Review +++++++++++++++++++++ 2-5 players, 90-120 minutes designed by Emanuele Ornella reviewed by Brian Robson Having been impressed by Emanuele Ornella\'s last two Essen offerings, Oltremare and Il Principe, I was looking forward with some anticipation to playing his latest creation at Essen. Some initial impressions of the game reported before Essen compared Hermagor to Thurn und Taxis, which left me a tad concerned it would end up as a bit of a lightweight. Thankfully this is not the case. The board shows a map with the mythical city of Hermagor in the centre and a road network radiating out in all directions. The roads link to various villages and the cost of travelling each route is displayed on the road. Each village has a demand icon showing what type of goods are in demand at that location. Routes between groups of villages are circuitous and enclose production areas which contain one or more goods icons. The board also contains the market and the price table showing the values of the various goods, production buildings and the Nobility row. The aim of the game is basically to make money. Players buy goods, sell them at a profit by travelling around the villages on the board while attempting to surround more lucrative areas and gain some influence in their production. The wealthiest player at the end of the game will be the winner. Each player starts with a trader on Hermagor city, four buyers (bidding tokens), a number of building discs and trade stations plus 20 cash. The game is played over 4 or 5 rounds, depending upon the number of players, with action chits showing how many trading actions each player may take in a given round. Each round is split into 3 phases: * bidding in the market * market resolution * travel/trade Bidding in the Market The market consists of a 4x5 grid of squares, used to hold the goods tiles, with passageways running between these squares. Spaces on the passageways are numbered according to the cost of placing a buyer when bidding, with a single space between each pair of tiles and at the corners where passageways intersect. A corner space diagonally adjacent to 4 tiles secures a bid on all 4 tiles and is relatively expensive; a space orthogonally adjacent to 2 tiles secures a bid on both tiles and is a little cheaper. Bids can also be placed on the tiles themselves. The goods tiles display 8 types of goods - including swords, amulets, relics and dragons\' eggs. Some tiles display a single good, some display two different goods while some special tiles give actions such as receive money, cheap travel etc. Tiles displaying a single good give the winning player the option to increase the value of that good in the price table. Each round 3, 4 or 5 rows of tiles (depending upon the number of players) are placed on the market squares by drawing them randomly from a bag. The bidding process is simplicity itself. In player order, each player places one of their buyers either on an empty passageway space or tile and pays the displayed cost, which varies from 2 cash to place a bid directly on a tile up to 5 cash for one of the more lucrative corner spots. Although the bidding process may be simple, the buyer placement decisions are not, particularly as the game progresses. More on that later. Market Resolution Once all buyers have been placed players gain income for the `passage buzz\' generated by their buyers. (I guess that `passage buzz\' is similar to Essen buzz, except that the latter costs you lots of money.) The more buyers a player has in each row or column in a market passageway the greater the income produced - so corner positions score twice. The outcome of the bidding is then resolved with the player who has most buyers surrounding a goods tile winning that tile. Ties are broken in favour of the player with a buyer on the tile, then by the most orthogonally adjacent buyers. In the event of a tie no-one wins and the tile stays put.

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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Hermagor


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