Klicka för svenska      Neuland (German)

Distributor: Eggertspiele
Category: Strategy game
Players: 2-4
Play time: 60-120 minutes
Ages: 14+
Content: -
Game target: -
Rules: Rules in English
Strategy: -
Comments: My edition is from 2004. The designer is Tobias Stapelfeld.
My copy is numbered 203 of 300. It will probably not be reprinted.


Extract from Essen game fair report 2004 After a few hours of nice company, we went back to our hotel and Mik Svellov introduced us to a new game called Neuland by the small publisher Eggertspiele. The rules are fairly easy, although currently you have to download the English rules from their internet site. Still it just took about half an hour to go through them for such a complex game. It gives a feeling of Roads and Boats, but much simpler and definitively shorter. You start with a forest lodge and a wood cutter each, but any player can use any building in the game as long as it's free. There are production chains you need to follow to finally build the victory point buildings, which are one of each and with a higher complexity. The main problem with the game is that it is easily to forget which resources are needed as a beginner, particularly that each building is built with either wood or stone. Still you have to put a production marker to it at least directly after you have built it, otherwise someone else with use it before it’s your turn. There are 3 different kind of hexes: plains, forests and mountains and with exception of the smelters, all building can only be built on a certain hex type. If you have used a resource, you have to remove your used production marker (laid down after they are used) at the end of your turn. The inactive players had to be rules checker all the time, as we had a tendency to forget something at least the first half of the game. The game should normally take 1-2 hours, but we needed around 3 hours, so we didn't finish until after 2 am. The most interesting new mechanic of the game is the action handling. Everyone can do up to 10 actions, but you go around a board with 11 squares with one step for each action you have done. You can never stop on the same square as another player, as you need to move forward to the next free square and forfeits those actions and if there is no hole to the big pawn, you need to do less actions this round. When all have done their actions, you move the big pawn to the last players place (you can never pass this with any action pawn). This makes the "last person to always get up to 10 actions the next round, but the other players get less (if not the last person chooses to do less). In the next round, you are moving in reverse order (last on action board moves first), there can sometimes be important timing, as you want to do less actions this round, to go before someone next round. This was I caught a victory point building from Trond. The endgame was still very close. Rate 8 of 10, although I could have rated it higher if it had been less fiddly. Definitive the best outsider from this fair.



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