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The Voyages of Marco Polo» Forums » General

Subject: Similar to what other games? rss

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If you had to compare this game to other games which ones would you choose?
An overall comparation would be great but also a sum of comparations done by taking individualy what seem to be the main aspects of the game such as the dice-rolling-worker-placement mechanism, the variety of roles, the secret routes, the travelling/adventure aspect, etc.
Hope to hear from to imagine a bit better how does it fell when playing it.
Thanks!!!
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Jack Francisco
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I'd say the dice placement is kind of like Bora Bora, because of the limitations. Completing the contracts is a parallel to the tasks as well. I think Marco Polo probably plays better with 2 or 3 players and Bora Bora shines with 4.
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Mark Johnson
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It reminds me a little of a much more complex Stone Age. I say this because you place you generally place dice to get resources. Generally higher pips will give you more resources. You generally spend said resources to get VP (Buildings/Contracts) during the game and have to place dice to be able to do this conversion. The dice can also be used to invest in end-of-game VP's. In Stone Age, you do this through the card mechanism. In Marco Polo, it's through routes and Beijing. Both games also have dice manipulation.
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Lee Fisher
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senorcoo wrote:
I'd say the dice placement is kind of like Bora Bora, because of the limitations. Completing the contracts is a parallel to the tasks as well. I think Marco Polo probably plays better with 2 or 3 players and Bora Bora shines with 4.


Yeah I think I called it Cosmic Bora to Ride.
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Feld Fan
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I would add that it is similar to Kingsburg as well, with the dice as workers you place to gather resources in order to generate VPs (through contracts in tVoMP) whereas in Kingsburg you get resources to build buildings.
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Bora Bora + Ticket to Ride sounds good!!
Do you have the feeling of building/living your own adventure while playing or is it more like a point-salad approach were you are mainly optimizing your turns in order to achieve some goals?
 
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Geoff Speare
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I consider there to be a similarity to Terra Mystica, in that you want to assess the particular city cards and choose your character based on what will best play to those cards (and other factors of course).

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Jonathan Maisonneuve
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I really don't see why people compare this to TtR.

I would compare it to Alien Frontier for the dice placement that generate more ressources the higher the dice is.

I would compare it to Stone Age for the dice that generate more ressources the higher the dice is and contracts fullfillement.

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Wildhorn wrote:
I really don't see why people compare this to TtR.



I assume it is because of the option to complete your routes but from what I read there is no penalty by not doing so, only less VP
 
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Geoff Speare
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I mention TtR as a point of reference when teaching the goal cards but other than that, there isn't much similarity.
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Gav DBM
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I used game similarity only as an aid to teaching my family - and thus is biased by what we own.

Thus the gather resources by placing workers to fulfil contracts is similar to Lords of Waterdeep.

The get victory points for completing a particular route is similar to ticket to ride (as get secret route cards).

None of our games have 'dice' workers or being able to re-use a space taken by another player(for a cost)...so just have to spell that out.

If my family has more experience with Agricola...I'd use that one for the strategy aspect of picking a strategy at the start due to character and route cards...though it is mechanically very different to Agricola (so that is not a good mechanic comparison...).
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Arlyn Janssen
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senorcoo wrote:
I'd say the dice placement is kind of like Bora Bora, because of the limitations. Completing the contracts is a parallel to the tasks as well. I think Marco Polo probably plays better with 2 or 3 players and Bora Bora shines with 4.


I find the player powers to be too swingy with <4 players. It bears further exploration, but it seems to be a much tighter game at the maximum. Do you have recommended powers to use for 2p?
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Eleon Forsht
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I would call it close to Bora Bora and Kingsburg.

If Kingsburg you can mix and match dice to get resources, but that is all they really do.

In Bora Bora your resource and actions are all based on the Dice, with the added element of having to play under the player who used the action before you or use a god ability (while in Marco Polo, you use money).

Now I find Bora Bira a bit more enjoyable overall, as other than your starting goals, all the players start even, and thus you do not get the wild swing from the player powers.

They are all good games in their own ways, and depending on your group.
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Jack Francisco
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enemyoftheworld wrote:
senorcoo wrote:
I'd say the dice placement is kind of like Bora Bora, because of the limitations. Completing the contracts is a parallel to the tasks as well. I think Marco Polo probably plays better with 2 or 3 players and Bora Bora shines with 4.


I find the player powers to be too swingy with <4 players. It bears further exploration, but it seems to be a much tighter game at the maximum. Do you have recommended powers to use for 2p?


I played it 2p once with my daughter - she's 9, so she loves when daddy breaks out the big boy games. We didn't notice the player powers being particularly swingy, but I can totally see how that could happen. Any game gets better with tightness, in my opinion, so long as the tightness isn't suffocating - 5p Rococo is my most recent example. The tightness felt ALMOST too tight at times, then it pulled back as if I'd uttered the safe word. devil
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Play it, play it again and then play another 20 times. Play with each character at least once(14 plays, *check*). Play with each character with different number of players(not even close after 14 plays). Let's talk then.

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Kareem Koh
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galfridus wrote:
I consider there to be a similarity to Terra Mystica, in that you want to assess the particular city cards and choose your character based on what will best play to those cards (and other factors of course).



Yeah, I feel the same way too:

1. Point generation - find the most efficient way to generate points every turn, based on the board setup (like TM round scoring).
2. Character selection - choosing the right character is crucial in doing well.
3. Route expansion - jostling for position on the map.

Scratches the same itch for me in a shorter playing time.

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