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Ceylon box art
Rich game profile

Ceylon

During the second half of the nineteenth century in what was then Ceylon, today known to all as the nation of Sri Lanka, a deadly fungus killed off all the coffee plantations on the island thus causing a serious economic crisis. The Scot James Taylor, and later many other entrepr...

Players

2-4

Time

?-?

Age

10+

Weight

2.39

Rating

6.99

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation.

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Ceylon offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a solid replayability score of 7.85.

Luck profile

Ceylon has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

During the second half of the nineteenth century in what was then Ceylon, today known to all as the nation of Sri Lanka, a deadly fungus killed off all the coffee plantations on the island thus causing a serious economic crisis. The Scot James Taylor, and later many other entrepreneurs, set about substituting tea plantations for coffee plantations and hence creating what many connoisseurs today consider to be the best tea in the world. In Ceylon, players take on the role of the pioneers who developed the Ceylon tea industry. As such, they build plantations in different districts and at different altitudes. They produce tea and try to sell it to the most important export companies. To favor this task, they must win the favor of the counselors of each district and develop the necessary technology that allows them to get ahead of their competitors. At the end of the game, players score points for having plantations in each district, for meeting demands that have been set, for the level of technological development reached, and for the amount of money collected. In the end, the player who has the most points wins. —description from the publisher

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