Table feel
Lusitania has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's actions. However, there is not much emphasis on cooperation in the game.
Players
2-4
Time
10-20
Age
8+
Weight
1.25
Rating
6.96
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Lusitania has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's actions. However, there is not much emphasis on cooperation in the game.
Lusitania has a high replayability score due to its variability in gameplay, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to enhance the content. Players have room to improve their strategy over time, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment.
Lusitania has a moderate level of luck influence in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.
STORY Alarms ring in Rome, the Empire’s great army has lost another battle in Lusitania. The emperor Julius Caesar asks his four best generals to recruit and equip soldiers: legionaries, doctors, gunners and barbaric mercenaries to face the people who heroically resist in Lusitania. The emperor promises the greatest riches to those who join his cause. There is, in the most remote part of Iberia, a people that is not governed nor does it let itself be governed. Alea jacta est. AIM In this game, you take on the role of a Roman general whom the emperor, Julius Caesar, has ordered to recruit and equip an army of soldiers: legionaries, barbaric mercenaries, doctors and gunners. The game is won by the player who recruits an army whose score is of twenty or more victory points. END OF THE GAME A game immediately ends when: 1. The first player recruits an army whose score is of twenty or more victory points. 2. The musician card appears on the training field, having been turned from the draw pile or played by a player who trades the musician card (which they are holding) for a card that is on the training field. In this situation the game is won by the player who, at that time, has the highest number of victory points. In the event of a tie, the game is won by the tied player who has recruited less barbaric mercenaries. If the tie remains, the game is won by the player whose turn is last (farthest from the commander card).
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.