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Scott Nicholson
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Comuni » Forums » Reviews
Scott's Stuff - Brief video exploration and review of Comuni
As an episode of Scott's Stuff, a short video series I do on YouTube, I took a brief look at Comuni. Rather than focus on the details, my goal with these videos is to focus on the heart of the game and help you understand the basics and to provide my opinion.





It wasn't a bad game, but I don't feel the need to own it.
Last edited on 2008-12-20 11:27:19 CST (Total Number of Edits: 1)
Akke Monasso
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Using a higher card to build a certain level does not make it harder to build the next one. Playing a 3 for the first level doesn't make you need a 4 for second: a 2 will suffice.
Dave Gilligan
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Akke wrote:
Using a higher card to build a certain level does not make it harder to build the next one. Playing a 3 for the first level doesn't make you need a 4 for second: a 2 will suffice.


Akke,

This is an excellent point. I know when I read through the rules I interpreted it the way Scott explained. I think it would have helped if they gave a specific example in the rules where somebody built a level 1 building by using a card with a rating of 4 and then improved that building by playing a card with a rating of 2, which is perfectly legal. The relevant passage in the rules states:

Once a Project Card has been added to a building, the rating of the card no longer matters and has no further affect on the game. Once a card is added to a building, only the level of the building matters. The level of the building is determined solely by the number of cards in the building regardless their rating (i.e. a building with 3 cards is a level 3 building).
Scott Nicholson
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Whoops!

Well, I clearly learned it wrong.

I've posted a new version. I'm leaving enough of the old rules in there so that anyone else out there who misread it will realize what they did.


Scott

Last edited on 2008-12-20 11:29:02 CST (Total Number of Edits: 1)
Steven Duff
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Akke wrote:
Using a higher card to build a certain level does not make it harder to build the next one. Playing a 3 for the first level doesn't make you need a 4 for second: a 2 will suffice.


Well, it does in one way, you've used up your 3 as a 1, so there are less 3s available later when you need them.

That was the hardest thing to "get" about this game, you've got a bunch of numbers on the table spread around for everyone, and you really had to remind yourself to ignore them, and just think about the number of storeys in each building.

But I rather liked it. One thing not discussed which I really liked was the income system, where you get income (cubes) from each of the four building types you build based on the highest building of that type, but *only* after you add on to them.

So, if you take income in gold, you can't get any more of it until you build another economic floor, either on your tallest building or in a 2nd building. That "resets" gold, so you can draw income from it again.

So to maximize things, you try and build as many of the four colours as you can, then draw income, then build, then draw income, etc. But you can generally only build one floor per turn, so it's difficult to arrange things properly. It's very painful when you have to draw income for one thing, but you miss out on one type because you weren't able to build that one because somebody outbid you on a column, etc.
Last edited on 2008-12-20 13:05:21 CST (Total Number of Edits: 1)
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