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Comuni box art

Comuni

Players

2-5

Time

?-?

Age

12+

Weight

3.31

Rating

6.69

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Comuni has a high level of direct confrontation and strategic depth in confrontation. Players need to pay frequent attention to others' strategies and turns. While there is some level of cooperation required, it is not the main focus of the game. Overall, Comuni has a strong interaction score.

Replay value

Comuni 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 good replayability score of 7.9.

Luck profile

Comuni has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. 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

In the 12th Century, in the north of Italy, there were strong cities, ruled by themselves with their own territories and army and each one with own characteristics. They were called COMUNI. The relationship among them was a more or less a pacific coexistence but the cultural, military and Economic competition was always very high. In this game each player rules a particular COMUNE and has to increase the wealth of the city. To do this he must build structures that are the core of the Economic, Military, Cultural and Religious life. At the same time all the player must be aware of the invasion that can come from outside and if necessary must be able to collaborate to defeat them. Comuni is a game of strategy. The core of the game is trying to acquire "projects of buildings" (cards) that can be automatically transformed in buildings and protection walls (and subsequent upgrades). The acquisition of the projects is made through a bidding system. The buildings can be of four types (Economic, Military Cultural and Religious) that give different resources. The resources give different advantages during the game in the bidding phase, when you transform projects into buildings etc.... The projects cards are divided in four different decks, at the end of each of them, an invasion comes, each time stronger. The invasion hits all players and during the invasion each player must defend his city. The players also can (and have an incentive to) collaborate to fight the aggression together. At the end of the four invasions the game ends. The key element of this game is the ability to plan a successful strategy predicting what will be the situation several turns in advance.

Editions

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Credits

Designers

5
Acchittocca Flaminia Brasini Virginio Gigli Stefano Luperto Antonio Tinto

Artists

2
Giorgio Albertini Giuseppe Rava

Publishers

1
TENKIGAMES

Linked items

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