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The Dutch Golden Age box art

The Dutch Golden Age

Players

3-4

Time

?-?

Age

10+

Weight

2.49

Rating

6.34

Fit

Teach 2.7

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

The Dutch Golden Age has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is a lower emphasis on cooperation in the game. Overall, the game has a good level of player interaction.

Replay value

The Dutch Golden Age has a high replayability score due to its high variability, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game allows players to improve their strategy over time, discovering new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Dutch Golden Age has a moderate influence of luck. While random elements do exist in the game, they do not predominantly determine the outcome. Players have a 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

The theme of this game is economic and cultural development in the Netherlands in the 17th century. The game is played on a large game board of the Netherlands, divided into provinces. In addition, there are boxes for the East and the West Indies, and track round the edge of the board with the majority of spaces listing two of the ten provinces (in various combinations) that earn players varying amounts of income based on their influences in those provinces, or income spaces that earn players a flat income. The aim of the players is to be the first player to earn 33 victory points, which are acquired through earning money to extend influence in the provinces, patronize artists, invest in businesses, establish colonies in the Indies, or obtain civic advancements. These are represented by purchasing cards from one of six decks, with each deck having a special focus. Investment cards provide cash payouts, with bigger payouts for collecting sets of different values (single cards are worth less than three-card sets). Artists provide a potentially large source of victory points, but require multiple turns of patronage (i.e., cash) before they pay out. Colonization cards provide ships, captains, and cannons to outfit expeditions to establish colonies which earn victory points and access to the higher-paying spice investment card deck. Civics cards can provide governorships in the provinces (victory points and income), civic improvements (victory points), a special action that allows the holder to alter the normal rules for advancing a token on the board track. There are cards that work with some of the other decks as well, in the civics deck (e.g., investments, expedition components, etc).

Editions

Edition Year Language Publisher / Region
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Credits

Designers

2
Giuseppe Baù Leo Colovini

Artists

1
Michael Menzel

Publishers

5
Mayfair Games Millenium Phalanx Games B.V. Phalanx Games Deutschland Phalanx Games Polska

Linked items

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