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Main Catalogue |  Board Games & Card Games |  Mayfair Games |  Market of Alturien

Market of Alturien

Market of Alturien


Price: £33.99

 
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RRP - £39.99, our price = £33.99

Board Game; 2-6 Players; Ages 10+ by Mayfair Games The medieval marketplace of Alturien is awash in intrigue and action. As many as 6 different merchant families compete in a merciless trade battle. All seek wealth, influence, and power. In \'Alturien\', your merchants vie for the attention of 7 unique trader customers of varying wealth. They stroll the market, while you entice them to ignore your rivals and buy your wares. Using your income, you build new trading halls and create your own mercantile empire. But beware! One of the customers is \'Gustavo the Weasel\'! He steals from the rich and gives to the poor. Watch out if your prosperous, for Gustavo is a wily crook! If you\'re the first merchant to acquire sufficient wealth and 3 prestigious prizes, you rise to a noble rank and win the game! The Market of Alturien contains: * 20 Hexagonal Business tiles * Gameboard * 7 Figures: 6 Customers & 1 Thief * 72 Buildings (6 Colors) * 14 Prestige Cards * 12 Investment Cards * 6 Market Leader Cards * 1 City Guard Card * 70 Bills Currency * 6 Game summaries * 2 Special Dice Review from Counter Magazine 2-6 players, 60 minutes designed by Wolfgang Kramer reviewed by Stuart Dagger Der Markt von Alturien is the first of a planned series of 5 or 6 games set in the fictional, medieval state of Alturien. The second, Die Hauptstadt von Alturien, is due for release in the Autumn. A major series from a major designer: it sounds at first like an exciting prospect, but the gilt disappears somewhat when you read the small print and discover that these first two games are in fact re-treads. Der Markt (Market) is a revised version of Kramer\'s 1989 game City, and Die Hauptstadt (Capital City) one of his 1994 game Big Boss. The board for this one shows the market square of a medieval city. It is marked out with pitches for the market stalls and there are pathways running between the rows. Players create their retail empire by claiming pitches and putting on them stalls of various sizes. Money comes from a set of customers who move round by die roll and shop where they stop. The money a player earns is used to expand the business, to make various other investments and to buy ``Prestige Cards\'\'. Victory is won by acquiring a pre-set number of these cards. Each player has a set of 12 ``trading houses\'\' and at the start of the game places 4 of them on to vacant lots to give an initial set of 4 ``businesses\'\'. Certain locations are ``special\'\' and bring in more income, but at this stage you are only allowed to claim one of these. The other thing you will be paying attention to during the set-up is the division of the market into six coloured areas. Each area has a ``market leader\'\' card which goes to the player with the most trading houses in the area and which also provides an income boost. The other part of the set-up sees the placing of the six customers. These are stand-up figures and have a facing which will determine their direction of movement. They also have wealth ratings - one 3, two 2s and three 1s - which help decide how much they spend each time they shop. There is a seventh character, the thief, who is used to target other players\' businesses, but he enters later in the game, after players have become sufficiently well established to be able to absorb the hits. Your turn begins with the roll of a die. It is a standard 6-sided die, but with the `6\' replaced by a `1-3\'. You then select one of the figures and move him forward by this number of spaces. If his move ends opposite a market stall, he will spend money there. The amount spent is his wealth rating times the number of trading houses on the site, with a further bonus of 2 if the stall holder is the market leader for this area. Number of trading houses? This a point where you have to avert your eyes from the theme. The trading houses stack and can be used to create structures up to 4 storeys high. No, I\'ve never seen a 4-storey market stall either, but the mechanism is needed to make the game interesting and so you just have to accept that stuff happens when you take an old game and give it a not necessarily appropriate respray. Think of it as a ``big stall\'\'. Normally a customer will only make purchases if you have moved him this turn. The exception is the ``special locations\'\'. If a customer is

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