Lusitania
Lusitania
  • Kép betöltése a galériamegjelenítőbe: Lusitania
  • Kép betöltése a galériamegjelenítőbe: Lusitania

Lusitania

FG icon
Kiadó
Pythagoras
Normál ár
54,00 lej
Akciós ár
54,00 lej
Normál ár
Elfogyott Készleten
Egységár
per 
Tartalmazza az áfát. A szállítási díjat megrendeléskor számítjuk ki.
A szállítási költség 19.9 lei.
Ingyenes szállítást biztosítunk a 249 lei feletti rendelésekhez.

Kor
8+
Időtartam
20 perc
Játékosok száma
2-4
Legjobb játékosszám *
3-4 játékos(ok)
Szabályzat nyelve
EN
Nyelvismeret
Nyelvfüggetlen
Nehézségi szint *
Egyszerű (1.3333)
Kategória *
A csaladnak, Gyerekeknek
Játékmechanizmus *
Hand Management, Open Drafting, Set Collection
Tervező *
João Quintela Martins
Gyártó
Pythagoras

* boardgamegeek-ről kiolvasott adatok.

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).