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Santiago box art

Santiago

Players

3-5

Time

?-?

Age

10+

Weight

2.49

Rating

7.15

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

Santiago has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

Santiago has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh experience each time it is played and allows players to discover new tactics and strategies. The game also 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 effort.

Luck profile

Santiago has a moderate level of luck involved in the game. Random elements such as card draws and tile placements can have a notable impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome. Overall, Santiago offers a good balance between luck and player agency.

Overview

Santiago is about cultivating and watering fields. To accomplish this, a number of tiles denoting various plantation types come into the game each round. The tiles are auctioned off such that each player gets one, and the tiles are then placed onto the game board along with an ownership marker that also indicates how plentiful the tile's yield will be. Whoever bid the lowest in each round gets to be the canal overseer and decides where a canal will be built that round. The other players may make suggestions to help the canal overseer decide, and back up their suggestions with money. The final decision is always wholly up to the overseer, though. At the end of each round, players determine what the water supply situation looks like. Should a plantation not be sufficiently watered, its production drops dramatically; should it happen more than once, then that plantation may revert to fallow ground. At game's end, naturally only the cultivated land counts. Each plantation is counted according to type – the bigger the better. But since the ownership markers play a role as well, the same plantation can give drastically different points for different players.

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Credits

Designers

2
Claudia Hely Roman Pelek

Artists

2
Oliver Freudenreich Tomasz Larek

Publishers

2
AMIGO Trefl

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