Porta Nigra

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Rating Summary (18 Total)


I got this for a song and i LOVE it its satisfying to bulid and not too complicated to grasp. The scoring can be a little hectic but once everyone knows what to keep track of it all falls into place and is really good.


Traded along with Mage Knight for Age of Steam + Maps.


K&K are like the Woody Allen of board games, and another year brings another solid yet uninspired entry. I can't see myself playing this again over their much better games.


1.23.18 Play 1 of 7 cards and take 2-3 actions listed on that card, including buy bricks, build in an area, get money, get scrolls (bonuses and extra actions), and get torches (extra card actions). The main thrust is to build in four areas in order to score for majorities, which work differently for each area. Building in areas could earn you score-multiplying cards and/or a bonus if building three bricks in one area. Classic, straightforward, middle of the road euro from two of my favs Kramer & Kiesling. I'm happy to play but probably don't need to own it. PROS -Component quality is good. -Clever workaround for making all the bricks gray but denoting their color through their position on the board or in your player board. -Downtime is minimal as the actions are pretty simple. -I like the mid-game decision where players choose to split up their winnings in VP and money a la Princes of Florence and several other games. CONS -Not a deal breaker but the game has fiddly bits out the ears with three rows of cards, torches, scrolls, money, player cards, player discs, and, of course, blocks. -Also not a deal breaker but sometimes I felt frustrated that I couldn't buy bricks. This is one of those niggling limitations of the player cards but it feels like there should be some kind of workaround, even if it comes at an exorbitant cost. -Randomness in the order you get your cards. (Maybe play a variant where players start with all their cards and use them when they want?) -Randomness in the brick market as it only gets refilled when the number goes under seven. -Turn order may play too large a role in how well you execute your plan. (Would it have been better if all the cards were numbered 1-7 and turn order was determined what number card you play?) -Seems like their really isn't much strategizing: you play a card that you drew, try to build as much and as high as you can to maximize points and hope the game goes in your favor. Playing white blocks in white spaces, esp. in Porta Nigra, is the obvious move for earning the most VP. This point above all others makes me think that I don't need to own this game.