#225: Dwellings of Eldervale, Puerto Rico and a Short Topic Extravaganza

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Timecodes

  • Dwellings of Eldervale Overview 01:11:31

  • Dwellings of Eldervale Review 01:14:34

  • Puerto Rico Look Back 01:35:15

  • News with Tony T 01:39:43

  • Short Topic Extravaganza 02:31:53

Opening Banter and Reviews

Feature Review: Dwellings of Eldervale

Dwellings of Eldervale is an epic worker placement game set in a once lost magical world. Giant elemental monsters roam while dragons, wizards and warriors battle for dominance over 8 elemental realms. Players control unique factions seeking to adventure, battle, grow in power and ultimately dwell Eldervale, shaping it to their vision. Dwellings of Eldervale blends worker placement, area control, engine building and unique worker units. Players take turns placing a worker in Eldervale or regrouping and activating their tableau of adventure cards. Action spaces include realms key to power: a summoning portal, an ancient mill, the lost fortress, deep dungeons, and a crumbling mage tower and the elemental lands of Earth, Air, Fire, Water, Light, Dark, Order and Chaos! Magic cards grant spells, quests and prophecies to players. In the end, the players with the most elemental dominance among the multiple paths to victory will reign over Eldervale.

Designed by Luke Laurie

Published by Breaking Games

BoardGameGeek.com Entry

Lookback Review: Puerto Rico

In Puerto Rico, players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings. Each player uses a separate small board with spaces for city buildings, plantations, and resources. Shared between the players are three ships, a trading house, and a supply of resources and doubloons. The resource cycle of the game is that players grow crops which they exchange for points or doubloons. Doubloons can then be used to buy buildings, which allow players to produce more crops or give them other abilities. Buildings and plantations do not work unless they are manned by colonists. During each round, players take turns selecting a role card from those on the table (such as "Trader" or "Builder"). When a role is chosen, every player gets to take the action appropriate to that role. The player that selected the role also receives a small privilege for doing so - for example, choosing the "Builder" role allows all players to construct a building, but the player who chose the role may do so at a discount on that turn. Unused roles gain a doubloon bonus at the end of each turn, so the next player who chooses that role gets to keep any doubloon bonus associated with it. This encourages players to make use of all the roles throughout a typical course of a game.

Designed by Andreas Seyfarth

Published by Ravensburger

BoardGameGeek.com Entry

Gaming News by Tony T

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