The players take on the roles of coffee plantation owners. They try to grow different kinds of coffee and to reap the benefits as often as possible. If they manage to ship the coffee from the harbor, they can even multiply their well-earned profits. But not only is money in short supply, expanding the plantations is also becoming more and more difficult. The competition for crop-growing fields, workers and types of coffee escalates.
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User Ratings & Reviews
--May2007-- It's an interesting design. It looks like it's seen a good bit of tuning, and as a result it plays very cleanly. I'd guess it'll play better with 3 than 4; but the 4p experience was good fun. Hoping to play again soon.--Jun2007-- Hmm; had a bit of trouble with a kingmaking endgame in second time out: worrying.--Nov2011-- Tried with 2. Much much better. Interesting dynamics; well worth playing. Amused daughter #1, too - so it's back in rotation. Rating is specifically for 2: I think it's less interesting with more.
An excellent mix of strategy and tactics: sometimes your strategy just can't be acted upon and you're forced to play tactically! It has that typical Brand characteristic: "Whatever I do this turn, it will somehow benefit someone else." I love that about Brand games. I also love how (in Guatemala Cafe) the scoring track acts as a timer: yet another element to keep one's eye on!Criticisms about Guatemala Cafe? Two of them: the rulebook is quite unclear at times, and I think it's a translation problem. Secondly (and this is an odd one, since it's a pretty abstract game), I wish the game had a different theme, like tea plantations! I just have no interest in coffee.I think it's now safe for me to say the Brands are my favourite designers: I have yet to play a Brand game I have not loved.
2007-12-29 - Received from [url=http://www.boardgamegeek.com/user/Wrevilo]Wrevilo[/url] as a holiday gift! 2008-09-20 - Sold Fallcon 21
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