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Costa Ruana box art

Costa Ruana

Players

2-6

Time

20-60

Age

8+

Weight

2

Rating

6.19

Fit

Teach 2.4

Teaching signal

Replay 4.0

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

Costa Ruana has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Costa Ruana has a high replayability score due to its high variability in gameboard, expansions available, and strategic depth. The game offers different experiences each time it is played, with the potential for players to discover new tactics and strategies. The game also scales well with different numbers of players and has a moderate learning curve, making it accessible to a wide range of players.

Luck profile

Costa Ruana has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Costa Ruana strikes a good balance between luck and strategy.

Overview

In Costa Ruana you are a tribal chief. Send your natives to nearby islands to get your hands on more pirate treasure than your rivals. If you become Shaman, your decisions affect events, so your rivals will try to influence you by fair means or foul... Your aim is to score the most points by having treasures in your hut and natives in your reserve at the end of the fifth round. Treasures are the key: Each round you collect one from each island on which your tribe has a majority (or a minority, if other tribes are tied there). Cards let you move treasures, place natives on islands, bring them home, or move them between islands. In each round everyone plays one card face up in front of ANY player (including themselves), followed by another card, face down (also in front of anyone). Lastly, you may place one native on any played card — even a hidden card played by an opponent, if you are very bold! — to copy its effect for yourself. The background to each card is one of four colors, but in each round only cards of two colors will be resolved, affecting the players in front of whom they are played. The Shaman determines these colors by turning over one of two condition cards. If you are the Shaman, use your power to best effect; otherwise try to outguess the others or influence the Shaman. Remember the number of treasures in other players' huts and manage your natives carefully – a few points can make the difference! Scheming, double-guessing, and bluffing: Welcome to Costa Ruana!

Editions

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Credits

Designers

1
Yuri Zhuravljov

Artists

2
Ariadna Sysoeva Pam Wishbow

Publishers

4
Hobby Japan Lifestyle Boardgames Ltd Mandala Jogos R&R Games

Linked items

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