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GAMEPLAY Players get a secret color and work toward making sure that color is the winner by the end of the game. Players have one action to do on their turn and they must take that action: move all the huts from one area to another area. Once an area has 7+ huts, it can no longer be moved. An area scores once it is completely isolated (i.e., no surrounding areas with huts). If all five colors are present in a scoring area, colors that only have one hut are removed. A color in a scoring area that is not removed scores the total number of all huts in that area plus any bonuses awarded depending on the region type. The player who triggers a scoring can also collect, if available, a “coin”, which adds to the player’s end-game score. Play continues until there are no legal moves or the last coin has been taken. THOUGHTS Colovini’s Clans is a delicious abstract that features simple turns that have significant consequences. There’s a lot of puzzley, quiet moments where you try to think, “If I do A, then my opponent will do B, so I’ll do C, and then…” Additionally, there is the fun of trying to suss out which color your opponent has as soon as possible so you can try to screw them. Although you can play it with four, this is really a two-player game. My brain comes back to this one regularly and I’m happy to have it. PROS -Lots of opportunities for misdirection, while also trying to making the most out of tactical play. -I like the way the game starts very opaque but quickly sharpens to the point where turns are do-or-die. -The changing values of the regions and the coins add for some nice wrinkles in the game play.
It's fun and quick. Lots of trash talk abound but I can see how it can overstay its welcome. Probably best to play it every once in a while to keep it fresh. 2007-06-15 - Bought 2010-04-30 - Gave away as part of April's Games for Geekgold.