Table feel
Goldland 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 limited emphasis on cooperation in the game.
Each player has a backpack with room for 12 tools, provisions, trading goods, or treasures. The number of squares you can move on a turn is the number of empty spaces in your backpack, so the lighter you travel, the faster. In the beginning, only 13 tiles (two legs of a 7x7 squar...
Players
2-5
Time
60-80
Age
10+
Weight
2.39
Rating
6.64
Should this hit the table?
Goldland 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 limited emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Goldland 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 limited emphasis on cooperation in the game.
Goldland has a high replayability score due to its high variability gameboard, good expansion options, deep strategic possibilities, and strong scalability. It offers a fresh and engaging experience each time it is played.
Goldland has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
Overview
Each player has a backpack with room for 12 tools, provisions, trading goods, or treasures. The number of squares you can move on a turn is the number of empty spaces in your backpack, so the lighter you travel, the faster. In the beginning, only 13 tiles (two legs of a 7x7 square) are on the table, and everybody starts in the corner with three fish (provisions) and two pearl necklaces (trading goods). One thing to do on your turn is "explore," adding a randomly drawn tile next to the one where your pawn currently stands. The board gradually fills in to the point where the tile at the opposite corner from the start is drawn, and this tile is designated the site of the lost temple and pays bonuses for everyone who reaches it. The sooner you get there, the better the bonuses. About half the squares are free to enter and let you obtain other items for your backpack. If you're already carrying a fishing pole, for example, in some squares you'll be able to pick up more fish. The other half are "adventure" tiles that require the expenditure of backpack items in order to gain entry. You might have to spend two rifles, for example, to enter a wildcat tile; then you place a "camp" marker and can enter that tile for free in the future. A lot of the game involves going back and forth to tiles where you can assemble the necessary items to work your way through the adventure tiles to the lost temple. Goldland appeals to puzzle-solvers and has a fun atmosphere of exploring the wilderness in search of El Dorado.
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