Newer Games in Old Rome
Recommend
39 
 Thumb up
1.00
 tip
 Hide
New Games in Old Rome / Neue Spiele im Alten Rom (1994, Piatnik) truly amazes me. It is a set of 14 small games about Roman History. It includes great variety of genres: abstract, area-majority, war, auction, blind bidding, memory, push-your-luck, bluffing, racing, negotiation, and deduction. Moreover, all games are great games. This is the essence of Knizia.

Later, Knizia developed many games based on some ideas in this set. Since it is out of print for long, some games are published again as individual titles. They are great mini-games and I am happy to see them again.

Here is the list of those "Newer Games in Old Rome". I describe each game and compare rules between New and Newer games.

Please let me know if you find other games that should be added to this list.
Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
1. Board Game: Neue Spiele im alten Rom [Average Rating:6.80 Overall Rank:5540]
Board Game: Neue Spiele im alten Rom
New Games in Old Rome: The List of 14 Games

The Founding of Rome (Die Gründung Roms)
The Wheel of History (Das Rad der Geschichte) 2-5 players, 10 minutes
The Seven Hills of Rome (Die Sieben Hügel Roms) 2 players, 10 minutes

The Republic of Rome (Die Römische Republik)
Consul (Konsul) 2-4 players, 20 minutes
Senator (Senator) 2-3 players, 10 minutes

The Ascent of Rome (Die Aufstieg Roms)
Hannibal versus Rome (Hannibal gegen Rom) 2 players, 10 minutes
Proconsul (Prokonsul) 3-5 players, 45 minutes

The Roman Revolution (Die Römische Revolution)
Caesar 2-5 players, 20 minutes
Spartacus 3-5 players, 10 minutes

Rhetoric and Law (Rhetorik und Recht)
Tribunal (Tribunal) 4-7 players, 60 minutes
The Catiline Conspiracy (Die Verschwörung des Catilina) 3-5 players, 45 minutes

The Roman Emperors (Die Römische Kaiserzeit)
Imperium 2-5 players, 10 minutes
The Praetorians (Die Prätorianer) 2-4 players, 10 minutes

Bread and Circuses (Brot und Spiele)
Mercator 3-7 players, 20 minutes
Circus Maximus 2-5 players, 45 minutes

====================

New Games to Newer Games...

The Wheel of History -> Bunte Runde
Seven Hills of Rome -> Kubla's Gambol, Córdoba
Consul -> Sokrates
Hannibal versus Rome -> Hannibal versus Rome (GMT)
Caesar -> Fish Eat Fish, Yundao
Spartacus -> Ohio
Imperium -> Imperium (GMT)
Mercator -> Medici
Circus Maximus -> Circus Maximus (GMT)
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: Sokrates [Average Rating:5.15 Unranked]
Board Game: Sokrates
New Game: Consul (1994 Piatnik) 2-4 players, 20 minutes
Newer Game: Sokrates (1994 Blatz) 2-4 players, 20 minutes


Description
A combination of auction and memory. Players try to get the most number of cards. Each round, player bid clockwise until all but one pass (hard pass). Then bidder flips over as many cards as he/she wants so that the sum of the face values is at least the bidding amount. However, all cards must be the same number or the same suit. Banner/Sokrates cards don't have to match the number or suit and is worth 2. Successful bidder take flipped cards into their hand. Unsuccessful bidder must give up one of his/her cards.


Differences Between Consul and Sokrates

1. Cards Used (Note: N = number of players)
Consul: 35+3N cards (5 ranks(1-5) x 5 suits + 10 Banner Cards + 3 ranks(6-8) x N)
Sokrates: 54 cards (4 ranks(2-5) x 4 suits x 3 + 6 Sokrates cards)


2. Starting Hand of 3 Cards
Consul: 6, 7, and 8 (in different suits)
Sokrates: Random cards (but cannot contain Sokrates Cards)


3. Variant
Consul: Bidding Card Numbers
Sokrtes: Secret Failure Card - when your didn't make your bid and putting one card from your hand, do not show it.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: Medici [Average Rating:7.15 Overall Rank:524]
Board Game: Medici
New Game: Mercator (Piatnik 1994) 3-7 players, 20 minutes
Newer Game: Medici (Amigo 1995) 3-6 players, 30-60 minutes


Description
Throughout the series of auctions, players try to get most money to win the game. Active player reveal 1, 2, or 3 cards from the face-down deck. Then auction takes place and the highest bidder get the set of cards. You may not bid if you would get more than the maximum number of cards per round. When all but one player finishes, that player can take the missing cards for free, and the round is over. Players receive points according to their relative positions of the sum of values of cards acquired.


Differences Between Mercator and Medici

1. Card Distributions (used/unused cards)
Mercator: 50 (1-10 x 5 colors)
Medici: 36 cards (0,1,2,3,4,5,5 x 5 colors + 10)
(Lui-même edition contains 4 special cards)

2. Number of Cards Used in Each Round
Mercator: 24, 32, 40, 45, and 50 cards for 3, 4, 5, 6, and 7 players
Medici: 18, 24, 30, and 36 cards for 3, 4, 5, and 6 players

Note: 8N for Mercator (N is 5 or less), and 6N for Medici, where N is the number of players.


3. Starting Points
Mercator: 50
Medici: 40 (3 or 4 players), or 30 (5 or 6 players)


4. Maximum Number of Cards Per Round
Mercator: 6
Medici 5


5. Auction System
Mercator: Simultaneous sealed bidding (variant: open auction)
Medici: Once around (Lui-même editon: Turn-order (multiple times around))


6. Number of Rounds
Mercator: 1 round
Medici: 3 rounds


7. Scoring Scheme
Mercator: 30-15-0, 30-20-10-0, 40-30-20-10-0, 50-40-30-20-10-0, 60-50-40-30-20-10-0
Medici: 30-15-0, 30-20-10-0, 30-20-10-5-0, 30-20-10-10-5-0


8. Color Bonuses at the End of the Round
Mercator (basic): None.
Mercator (variant): A player with 5 different colors receives 10 points.
Medici: For each color, players with the most or the second most number of cards acquired in total receive 10 and 5 points, respectively. Furthermore, for each color, players with 6 or 7 cards acquired receive 10 and 20 bonus points. (variant: 5 points for 5 cards)


Comment
For Mercator, Color Bonuses are essential.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: Ohio [Average Rating:5.96 Overall Rank:12077]
 Missing Image
New Game: Spartacus (Piatnik 1994) 3-5 players, 10 minutes
Newer Game: Ohio (Jumbo 1998) 2-5 players, 30 minutes


Description
A combination of climbing(descending) and auction. Everyone starts with the hand of exactly same set of 11 cards: 1-10 and Banner/Ohio card. Play lower than previous card or pass. When everyone passes, the round is over and the winner takes the pile. They are worth the numerical values at the end of the game. The game is over when one player finishes the hand. All remaining cards in the hand are negative.


Differences Between Spartacus and Ohio

1. Starting New Round
Spartacus: Left of the previous winner
Ohio: Previous winner


2. Function of Banner/Ohio card
Spartacus (Basic Rule): Banner card doubles the value of pile or remaining hand. Banner card cannot take a pile.
Spartacus (Variant 1)/Ohio: Banner/Ohio card is slightly lower than previous card. Banner/Ohio card can take a pile. Ohio card is worth -10 (It is optional for Banner card)
Spartacus (Variant 2): No Banner cards.


Comment
I like Spartacus's x2 rule better than Ohio's -10 rule. But starting the next round by the previous winner makes more sense.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: Rome: Imperium, Circus Maximus, Hannibal vs Rome [Average Rating:6.31 Overall Rank:4808]
Board Game: Rome: Imperium, Circus Maximus, Hannibal vs Rome
New Game: Neue Spiele im Alten Rom (Piatnik 1994)
Newer Game: Rome (GMT 2002)

Note: Rome is a set of 3 games from New Games in Old Rome. They all keep the same names as original.



New Game: Hannibal versus Rome (Piatnik 1994) 2 players, 10 minutes
Newer Game: Hannibal versus Rome (GMT 2002) 2 players, 10 minutes


Description
A 2-player short asymmetric war game. Carthage has one less Legion than Rome does. Instead, Carthage has a strong Hannibal piece that adds 1 to the power of the card played. Both players have 5 cards 1-5. Each turn, a player move either Legion or Fleet, and there may be a fight. A fight is resolved by simultaneous bidding of a card. When both Hannibal and non-Hannibal pieces are in fighting area, Carthaginian player decides which one will fight. The game is over when your Legion reach at your opponent's capital area. However, there are other conditions that makes you win.


Differences Between Piatnik Edition and GMT Edition

1. Colors
Piatnik: Carthage (Red), Rome (Blue)
GMT: Carthage (Blue+Green(Hannibal)), Rome (Red)


2. Number of Legions
Piatnik: Carthage 5+1, Rome 7
GMT: Carthage 6+1, Rome 8


3. Start Player
Piatnik: Rome
GMT: Carthage


4. Possible Moves
Piatnik: Passing is not allowed. No rules about replacing a fleet.
GMT: Instead of moving, a player can pass, or replace one Legion by one Fleet when he/she has lost all his/her Fleets.


5. The Fourth Winning Condition
Piatnik: If a player cannot move his turn, he loses the game. This is true even if his opponent would have been incapable of movement on his next turn.
GMT: The game ends in draw if both players pass consecutively

Note: The first 3 winning conditions are the following
(1) Immediately win for entering the opponent's capital area with a Legion
(2) Win for dominating the Mediterranean region at the end of his turn
(3) Lose for having no more Legions. Draw if both players have no more Legions simultaneously.


6. Variant
Piatnik: Control of the Heartland (The Fifth winning condition)
If one player controls three of the Central five regions ("Heartland" - three Mediterranean islands and Nothern and Southern Spain) for eight consecutive turns, then he/she wins. In order to keep track of this, use eight coins.
GMT: none

Comment
This is probably the most played game in Neue Spiele im Alten Rom. Quick and fun. GMT edition adds one more piece and it feels unnecessary. However, I haven't played GMT edition enough to judge. I would like to try Control of the Heartland variant but I haven't.




New Game: Imperium (Piatnik 1994) 2-5 players, 10 minutes
Newer Game: Imperium (GMT 2002) 2-5 players, 15-20 minutes


Description

Simultaneous area-majority game. Each player has 14 markers and reusable bidding cards. Each round, one area will be scored. Everyone bid 3 cards (corresponding 3 areas) to indicate the area to place markers.


Differences Between Piatnik Edition and GMT Edition

1. Cards
Piatnik: 11 cards: 1-9 & two Banner cards(B)
GMT: 11 cards: 1-8 & 3 special cards (Bread & Circus(B), Ear of the Emperor(E), Oracle(O))

Note: Functions of Banner and special cards
B: Can chose the same number twice.
E: Score one more area (once per player)
O: Re-select cards to play (once per player)


2. Number of Areas
Piatnik: 9
GMT: 8


3. Scoring Scheme
Piatnik: 1-1, 2-1-1, 3-2-1, 4-2-1, 5-3-2-1, 6-3-2-1, 7-4-2-1, 8-4-2-1, 9-5-3-2
GMT: 1-1-1, 2-2-1, 3-2-1, 4-3-2-1, 5-4-2-1, 6-5-3-2, 7-5-3-2, 8-6-4-2

Note: Piatnik edition has a beautiful scoring scheme. 1st number is the area number. n-th number is half(round-up) of (n-1)-st number.


4. The Number of the Cards to Play
Piatnik: Always 3 cards.
GMT: At most 3 Cards. Must be less than or equal to the number of markers one has.

Note: Tied players receive the lowest number that would have been awarded to these players. In both editions, the weakest player, possibly without markers, does not receive any points.


5. Proconsuls
Piatnik: none
GMT: A player with single highest influence leaves one of his markers on the capital as a proconsul. It counts as one influence when the province be scored again. When a player places a Proconsul, he scores one bonus point for his capital and one additional bonus point for each adjacent Province where he has a proconsul. Score for directly-neighboring Proconsuls as long as the chain of Proconsuls is uninterrupted.


6. Game End
Piatnik (basic): After 8 rounds (score both areas 8 and 9 in 8th round).
Piatnik (variant): When a player has 30 points (score both areas 1 and 2 in 10th round).
GMT: When a player has 40 points, and only one player has the most points.

Comment
This is probably the 2nd most played game in Neue Spiele im Alten Rom. It is the essence of area-majority. I tried GMT edition only few times and I am not sure if it is an improvement or not.




New Game: Circus Maximus (Piatnik 1994) 2-5 players, 45 minutes
Newer Game: Circus Maximus (GMT 2002) 2-5 players, 45 minutes


Description
Complete open information racing game. Everyone has 5 movement values (1-5, moving straight only) for 3 Chariots. Each round, a player must assign and move 1-3 values. Each value must be fully executed.


Differences Between Piatnik Edition and GMT Edition

There is no differences between two editions.

Note: One of the variant suggested requires 6th card (value 6), always assigning two cards per Chariot. GMT edition doesn't include extra cards but states; nevertheless, it states this variant without mentioning additional card.

Comment
This is one of my top 5 racing game.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: Fish Eat Fish [Average Rating:5.71 Overall Rank:8943]
Board Game: Fish Eat Fish
New Game: Caesar (Piatnik 1994) 2-5 players, 20 minutes
Newer Game: Fish Eat Fish (Out of the Box 2003) 2-5 players, 20-30 minutes


Description
Goal is to capture most number of counters (fish). Each player receives 5 counters and the same set of cards. Players first place their 5 counters on the 5x5 grid board. Remaining spaces will be filled by neutral counters (So there are 25 one-piece groups in the beginning) Each turn, a player must either form an alliance between his own or neutral influence groups, or engage another player in conflict. For a conflict, both player plays one card simultaneously. Whoever with higher sum (number of counters + value of a card) wins. Winner places his/her group on top of loser's group. A group is owned by whoever is on the top. If tied, both groups are removed from the game. At the end of the game, whoever has most number of counters under influence wins.


Differences Between Caesar and Fish Eat Fish

1. Cards per Player
Caesar: 10 cards (1-9, Banner(B))
Fish Eat Fish: 11 cards (0,1,2,2,3,3,4,5, Octopus(O)x2, Shark(S))

Note: Functions of Banner and special cards
B/O: Nullify the fight.
S: Always win unless both players play it.


2. Start Player Token
Caesar: Black Pawn (recommended??)
Fish Eat Fish: Starfish Token


3. Initial Placement Rules
Caesar: none
Fish Ear Fish: no two of the same color are next to each other, unless there is no alternative.


4. Player's Turn (Alliances and Conflicts)
Each turn, a player must either form an alliance between his own or neutral influence groups, or engage another player in conflict.
Caesar: Alliance and Conflicts are possible when they are in the same horizontal or vertical row with no intervening counters between them.
Fish Eat Fish: Alliance and Conflicts are possible only with adjacent counters. Before that, a player may move a group along a straight line, but it may not jump over other counters.


5. When it is impossible to Take a Turn.
Caesar: Pass.
Fish Eat Fish: Move to a place where it could be attacked by another player's group during another turn.


6. Groups with 5+ Counters
Caesar: no special rules.
Fish Eat Fish: Remove the extra counters from the bottom of the group. They will count as this player's score at the end of the game.


7. A Player Is Out of Cards
Caeser: End the game.
Fish Eat Fish: That player must remove all of his/her counters from the board for points, and will not participate for the rest of the game.


8. Game End
Caesar: Either no more conflicts are possible, or one player used up all 10 cards.
Fish Eat Fish: Only one player has counters remaining on the board. That player also receives the Start Player Marker.


9. Tie Breaker
Caesar: None
Fish Eat Fish: Start Player Marker, then most Challenge Cards remaining.

Comment
Caesar has cleaner and more straightforward rule. I played both of them few times and I remember that I prefer Caesar.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Yundao [Average Rating:5.04 Overall Rank:18087]
Board Game: Yundao
New Game: Caesar (Piatnik 1994) 2-5 players, 20 minutes
Newer Game: Yundao (Tactic 2004) 2-5 players, 30 minutes

Note: This is exactly the same as Fish Eat Fish as far as reading rules. However, I don't own the copy of this game and I would like to know if there are any slight differences!
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: Bunte Runde [Average Rating:5.98 Overall Rank:9223]
Board Game: Bunte Runde
New Game: The Wheel of History (Piatnik 1994) 2-5 players, 10 minutes
Newer Game: Bunte Runde (Winning Moves 2005) 2-6 players, 15 minutes


Description
Complete information game. Lay out objects (cards/tiles/wooden pieces) in circular form. Each turn, a player moves a common pawn 1-3 spaces and take the object there. When the last object of any color/rank/shape is taken, the scoring occurs. The player with the highest score wins.


Differences Between The Wheel of History and Bunte Runde

Note: The Wheel of History uses cards. Bunte Runde comes with two versions correspond to two sets of materials: animal tiles (basic) and wooden pieces (advanced). We call all of them objects here.


1. Objects
The Wheel of History: 5 colors x 5 ranks (1-5).
Bunte Runde: 5 colors x 5 shapes (basic) or 6 colors x 6 shapes (advanced)


2. Scoring
The Wheel of History: Colors score positive. Ranks score negative. Both scores the numerical value of the cards.
Bunte Runde: Both colors and shapes score positive. Both scores 1 point per object.


3. Game End
The Wheel of History: The game is over when one Rank-scoring occurs.
Bunte Runde: The game is over when 5th (basic) or 6th (advanced) scoring occurs.


Comment
Both are quick good games. Recommended.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: Kubla's Gambol [Average Rating:4.83 Unranked]
Board Game: Kubla's Gambol
New Game: Seven Hills of Rome (Piatnik 1994) 2 players, 10 minutes
Newer Game: Kubla's Gambol (Kubla Con 2005) 2 players, ? minutes


Description
Seven targets (Hills/Kubla Coins) are laid out in a line. Both players have the same set of cards. Each turn, a player plays a face down card on his/her side of any target to indicate an influence on it. A player may not play on the same target that the opponent just played on. When a player plays on the target that the opponent has already played on, all cards on that target are turned up. Cards on that target are played face up for the rest of the game. When both player played all cards, the game is over. Highest influence wins each target, where starting player breaks all ties. Highest sum of values of targets wins the game.


Differences Between Seven Hills of Rome and Kubla's Gambol

1. Targets
Seven Hills of Rome: 1-7 Yellow cards
Kubla's Gambol: 1-7 Kubra Coins (variant: use 2-7 or 3-7)


2. Player's Cards
Seven Hills of Rome: 9 cards: 1-9 (variant: 1-10, 1-10&12)
Kubla's Gambol: 10 cards: 1-10


3. Number of Cards in Player's Hand
Seven Hills of Rome: All cards
Kubla's Gambol: 1 card. Play then draw (variant: 3 cards, All cards)


4. Tie Breaker for 1-Deal Game
Seven Hills of Rome: None.
Kubla's Gambol: Target "1".


5. Variant Rules
Seven Hills of Rome: 3 variants are listed.
(variant 1) Banning of Equal Values: You may not play a card of equal value of the same target. If, when the cards on a target are revealed, it turns out that opponent has used a card of the same value, then that card is immediately removed from the game. Now the opponent must play a card on the different target as usual.
(variant 2) Banner Cards as Barricades: Each player add a Banner Card as a value-0 barricade. A Banner card on a target neutralizes the next card that is played on that target. Both cards are discarded. Face down banner card takes effect only when the card on that hill are revealed. Banner card alone cannot win a target.
(variant 3) Dominance of the Highest Card and the Open Game
Winner of each target is decided by the highest card played there. A tie is decided by the second highest card. This variant works well when all cards are played face up.
Kubla's Gambole: None

Comment
Neat little card game. I like barricade variant in Seven Hills of Rome.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Córdoba [Average Rating:5.67 Overall Rank:13819]
Board Game: Córdoba
New Game: Seven Hills of Rome (Piatnik 1994) 2 players, 10 minutes
Newer Game: Córdoba (Instituto Andaluz de la Juventud 2008) 2 players, 20 minutes

Note: Córdoba is exactly the same as Kubla's Gambol. Córdoba comes with the start player marker.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}