The game in question for this week’s entry is…
Cinque Terre
Cinque Terre ( pronounced as chin-kweh-tar-air ) is designed by Chris Handy and has been described by some as the pick up & deliver version of Ticket to Ride. Or some have also said that it’s the slightly heavier / meatier version of Ticket to Ride.
Cinque Terre ( pronounced as chin-kweh-tar-air ) is designed by Chris Handy and has been described by some as the pick up & deliver version of Ticket to Ride. Or some have also said that it’s the slightly heavier / meatier version of Ticket to Ride.
Chris Handy’s other designs include Long Shot and Handy.
Game Info
Cinque Terre plays 2-5 players
Cinque Terre plays 2-5 players
Published playing time is 60mins
Mechanics – Pick Up & Deliver / Set Collection / Hidden Goal(s)
How it Might Play
The gameplay of Cinque Terre is very simple.
Mechanics – Pick Up & Deliver / Set Collection / Hidden Goal(s)
How it Might Play
The gameplay of Cinque Terre is very simple.
Players are trying to score points ( in terms of money –
Lira ) by harvesting goods from 3 locations on the board and subsequently
selling them to the 5 different villages.
Lira can be made by
1) Selling goods ( each good is worth differing amounts at
the 5 villages )
2) Fulfilling Order Cards ( one starting card and multiple
in game cards )
3) Being the first to sell 8 goods of any type at any of the
5 villages
The board is a small board which depicts the 3 harvesting
areas and 5 villages.
The setup for each game is different each time as the goods
are randomly distributed to the 3 harvesting areas, and the values & types of
each good in demand in the villages are determined via dice color and value.
This ensures that every game will very likely play out
differently each time.
layout of the board |
On a player’s turn, he/she has 3 actions to perform any of
the 4 options below ( in any order )
1) Move their cart up to 4 Spaces Clockwise
2) Draw 1 Produce Card ( either 1 of 4 face up cards or
blind from the top of the deck )
3) Harvest up to 4 Produce pieces by discarding the matching
Produce card(s) ( at any one harvest space )
4) Sell up to 4 Produce pieces to any of the 5 Villages
After a player’s turn is over, there will be 2 things to
check for.
If the player is able to satisfy the criteria for any of the
face up produce order cards ( there will be 1 card per player face up on the
table ), he/she may immediately take the card, score the amount of Lira, and place
it face up in front of him/her.
The player will then draw another produce card from the
deck, and either, keep it in his/her hand, or play it face up to replenish the
card just taken. If he/she keeps the card, a new card must be drawn to
replenish the previous card. If the player replenishes the face up draw pile
first, he/she may choose to forgo taking a new order card.
This is the only way to obtain a produce order card that is
personal and secret from everybody else ( besides your initial starting produce
order card ).
If the player is the first to successfully ship 8 goods ( of
any type ) to any of the 5 villages, he/she will take the “Most Popular Vendor”
( MPV ) token relating to that village. This will give them 10 Lira
immediately.
Just a note, if any player had forgotten to claim the tile
on their previous turn, it will not be retroactively given to them. They will
have to hope that no one claims it before it is their turn again.
The game end is triggered when 5 produce orders and/or MPV
tokens have been claimed, or when 2 or more produce pieces have been depleted.
Each player will get one last turn, and the player who
triggered the end game will be the one to take the very last turn of the game.
When the game is over, players will reveal their starting
produce order card and any secret order cards that they may have received
during the game. Lira is paid out for successful completion of the cards. For
orders that are uncompleted, the player is deducted 5 Lira for each missing
produce on the order. The player with the most Lira is the winner !
player board and produce order cards |
Just a note, there is a very handy player board for each
player that helps you to keep track of the type and the amount of produce you
have sold at each village. This helps you to monitor who is closest to
obtaining the MPV for each village and also helps you to track your completion
status for your produce order cards.
What I Like ( from reading the rules )
Simplicity of Play
Cinque Terra does sound very much like Ticket to Ride (
which I do enjoy ).
The gameplay is simple and seems to flow very well. It could
be another game I can introduce as a light end of session game, or one that I
can actually get my mother to play ( we only play Ticket to Ride together ).
Mission Oriented Cards and Hidden Goals
The produce order cards are something I like in games that I
play. I don’t always enjoy being told how to play a game, but a small mission
here and there is a big plus for me. It sets a minor goal that keeps you in a
certain path, but how you get there is purely up to you. Also, hidden goals.
Haha. I like that ( for some strange reason ).
Balancing of Produce Cards and MPV Tokens
Balancing of Produce Cards and MPV Tokens
I like how trying for the MVP token can really mess with
your overall game plan.
Delivering 8 goods to a village first gives you 10 Lira
sure, but it removes that village as an option for future deliveries and it
removes an element of flexibility in the game. Nice touch.
What I Dislike ( from reading the rules )
Fighting over the same Produce Orders
What I Dislike ( from reading the rules )
Fighting over the same Produce Orders
This bugs me quite a bit. It seems like, if 2 players are
going for the same produce order card, it could lead to a first player
advantage, and also, the player who doesn’t accomplish the card in time may
have to start from scratch to try to accomplish something else ( which another
player may already be halfway to completing ).
I haven’t played yet so I don’t know if this is true, but
that’s my impression of how this face up order cards seem to work
Inability to obtain more order cards
I am not certain why there was no option given to simply
draw more order cards in the event that you are unable to ( or choose not to ) fulfill
the face up order cards. It seems to restrict your way of play and I am not for
that one bit.
Conclusion – Will Buy but only at the Right Price
Cinque Terre is a tough decision for me.
I like what it brings to the table, and my dislikes for it
can be overcome with simple house rules. I think it’s just that my growing
collection doesn’t justify me buying it at full price. And also because I am
uncertain how often it can get to the table. I can see a group of friends that
will enjoy it, but for how long, I am not sure.
Jonathan
_________________________________________________________________________________
basically
the idea of "A Purchase Decision" is just to state out what i thought
of while deliberating whether or not to buy a particular game.
i'm not sure how each of you decide on what game to purchase ( art, newness, designer, etc etc ), but for me, each purchase goes through a very vigorous and tough selection process, which usually also includes the reading through of the rule-set.
so i thought i would just list through my thoughts on how the game is going to play like and what i considered before i made ( or did not make ) the purchase
if you do read through it, i hope that whatever i had to say might help as well in your game purchasing decision ! :)
_________________________________________________________________________________i'm not sure how each of you decide on what game to purchase ( art, newness, designer, etc etc ), but for me, each purchase goes through a very vigorous and tough selection process, which usually also includes the reading through of the rule-set.
so i thought i would just list through my thoughts on how the game is going to play like and what i considered before i made ( or did not make ) the purchase
if you do read through it, i hope that whatever i had to say might help as well in your game purchasing decision ! :)
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