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It's Glory to Rome with more predictable pacing, less zany special powers, weird auctions, and portions of the game where you can do next to nothing because your ships are stranded. I'll stick with Glory to Rome. And come on, not crediting GtR in the rulebook is less than classy.
Kickstarter Project http://kck.st/2jGyzNm - Backed: 01/20/2017 - Funded: 02/20/2017 - Pledge Level: Pledge $50 or more: "24h Only - Import / Export + Both Ex 24 hours only! One copy of Import / Export, the Kickstarter exclusive expansion, the Tokyo Expansion, the Capital expansion, and all unlocked stretch goals ($65 value) INCLUDES: Import / Export Base Game Kickstarter Exclusive Expansion Tokyo Expansion Capital Expansion All Unlocked Stretch Goals" - Payment: $60 + $25 upgrade to models - Survey: - Projected Delivery: 06/2017 - Shipped: Status: DELIVERED
A really intriguing game, for all that my first play was highlighted by my complete failure to grasp a good strategy. Or a basic one. Nonetheless, it was very clever and involved tons of interesting decisions. Definitely want to play this again.
Glory to Rome descendent that nerfs a lot of the gamebreaking tendencies by putting frustrating constraints on players. It's especially tough when only one of each card exists in the deck, making mining for a useful strategic path far more difficult. It's very tough to get things moving and flowing, and you can get caught in bad positions very easily. If you're lucky enough to get one of the cards that lets you load any color onto it's type, then you have a major leg up in getting your shipping flowing, which feels unfair given how few of them there are. While this game has GtR all over it, it was pitched as "Glory to Rome meets Container." In truth, this game has as much in common with Container as Ticket to Ride has with 18xx.