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BOARD GAMES & CARD GAMES
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Rio Grande Games
| Taluva
Taluva
Price: £22.99
Currently unavailable.
Board Game; 2-4 Players; Ages 10+ by Rio Grande Games On Taluva, that South Seas island shrouded in secrecy, raw elemental powers prevail. Powerful volcanoes erupt, pouring their lava into the sea, forming a terrace-like jungle landscape. Four groups try to
establish themselves on this island. They search the jungle, beaches, and lakes, looking for the best places to build their huts, towers, and temples. They put their fate in the hands of their gods. Each player makes decisions on how the island grows and where his group builds their huts, towers, and temples. At the end of the game, the temples are the most important for scoring. It may be advantageous for a player to hasten the game end by building all of two kinds of buildings. But note: when a player runs out of building, he must relinquish his dreams and withdraw. ++++++++++++ Counter review ++++++++++++ 2-4 players, 45 minutes designed by Marcel-André Cassola Merkle reviewed by Ben Baldanza Place a multiple-terrain tile, then build. Sound familiar? Well, look deeper and you\'ll find that these tiles are actually three together, the buildings are just that and not followers, and volcano eruptions can really change things and you\'ll see that Taluva is not just a knock-off. But is it good? That depends on how much your group suffers from analysis paralysis. Players each have a set of three buildings to place: huts, towers, and temples. At the game\'s end, the player who has placed the most temples wins. If a tie, towers and then huts are counted. Each of the three-part tiles shows a volcano and then two other land types. One is added on each turn, either to extend the landscape or to cover previously placed tiles through an eruption. There are liberal rules about placing to extend the board, but strict rules about how spaces can be covered with new tiles. Since there are multiple advantages in creating the eruptions, setting up the first level tiles to allow this becomes important. After placing the tile, a player must build in one of two ways. The first way is to add a single piece to the board. If building a hut, it can be added to any open first-level land space on any tile. Land does not mean water or volcano! If building a tower, it must be built on a three-high tile and be placed adjacent to a previously placed hut. If building a temple, it can be placed on any level, but must be next to a friendly hut and the total settlement (huts plus other pieces of the same color) must be at least three huts large. The second way to build is to extend a settlement. This is the only way to add multiple pieces to the board on a single play and it is an important way to get your pieces played and to block off development spaces for others. To extend a settlement, a player names a type of terrain and adds huts to every open space of that terrain that is directly adjacent to the existing settlement. The number of huts added depends on the level of the space - one hut on a level one space, two on level two, etc. A few other important constraints control the development. A tower or a temple cannot be built into a settlement that already contains one of the same. This requires starting and extending multiple settlements to get all three temples placed. A settlement extension cannot be chosen if the player does not have huts to complete it. And in a very important rule of the game, any player who cannot place a piece after placing a tile is automatically eliminated from the game. Lastly, a player can win prematurely by playing all of two types of their pieces. These rules create a lot to think about on each turn, and understanding them plus using the eruptions properly is the key to winning. When the tile is placed as an eruption, previously built huts can be destroyed but an entire settlement cannot be lost in this way. Since a single hut is considered a settlement, individual placements can limit where second and third level tiles can be placed. Settlements can be broken up with an eruption, and this can be helpful to do to your own pieces in order to be able to place another temple or tower. Because of the changing landscape and the need to get both volumes of pieces and specific pieces built, the game begins to drag about mid-way through. Players must watch how others are setting up in order to use an eruption to disrupt the set-up, but getting your own pieces built is often more critical. The rules for creating an eruption force some planning. Volcanoes must be placed on top of volcanoes, but the lava flow must be in a different direction. All of the tiles are printed in the same relative direction, so the effect is that a single tile cannot be covered by another single tile. Since the extension of the landscape and the higher levels can each create gaps, at times it is impossible to add the level necessary to build a tower or get rid of a large number of huts through a settlement expansion. Placing temples as early as possible is absolutely essential and placing towers can be critical but more difficult. Huts that are destroyed by eruptions are returned to the box, not to the players supply. This means that an ``all huts and all temples\'\' victory must be considered both offensively and defensively. The net effect of these issues is to make the game more tedious than it is fun, especially with four players. It works, but with so much else to play and better options in this category, it\'s probably not worth more than a passing try.
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