@all Danke
Ah ok, wieder was gelernt, dachte New Era wäre "nur" ein Add on von 51st State.
Beim BGG steht, dass Imperial Settlers die Grundmechanismen von 51st State nutzt. Bedeutet dies, wenn ich 51st State kenne, kann ich auch Imperial Settlers locker runterspielen? Oder @Braz was sind die großen Unterschiede?
Puh...schwierig zu sagen. Für mich sind es 2 unterschiedliche Spiele.
51st State empfinde ich als düsterer und komplexer. IS ist da mehr geradliniger.
Beide Spiele würde ich nicht miteinander vergleichen.
Hier gibt`s eigentich eine ganz gute Gegenüberstellung
Alles anzeigenThe Thoughts
I can't help comparing Imperial Settlers to 51st State. Imperial Settlers is more polished and easier to learn. If we put them side by side, I can immediately see the shortcomings of 51st State. However I like the old dog more. 51st State uses many icons, which players will struggle with for some time until they are familiar with the game. The card drafting mechanism is not as straightforward. One thing which Ignacy Trzewiczek set out to do when designing Imperial Settlers was to remove the max-3 restriction in 51st State. In 51st State, a scoring card may score at most three times, after which you will need to convert it to another scoring building if you want to continue to use the same location to score points. You can keep at most three loot items. You can have at most three contracts. In Imperial Settlers these restrictions have been mostly removed. I personally don't have a problem with the max-3 restriction. To me it's a challenge. It forces you to plan ahead for the obsolescence of your cards. I forces you to plan to adapt before you are hampered by the limit. You cannot be complacent with your scoring buildings and you need to stay nimble. Your card tableau needs to be dynamic.
In Imperial Settlers there is dynamism in your card tableau too, but it is implemented in a different way. Sometimes you want to raze your own buildings to gain resources. Sometimes in order to construct a powerful building, you need to sacrifice an existing building. This forces you to plan ahead which weaker building to use as a stepping stone to that stronger building. This razing-your-own-buildings business may take a little getting used to. I think it's a good thing. I like paradigm shifts.
I don't particularly like or dislike the post-apocalyptic setting of 51st State, so I'm not liking it more because of the setting. Imperial Settlers is definitely cuter and prettier.
One thing I don't like about Imperial Settlers is the fixed number of rounds. In 51st State the end game is triggered by one player reaching a target VP number. So things are more dynamic in 51st State. You need to watch where everyone is on the scoring track, and also gauge how quickly everyone is scoring. You need to estimate whether the game will go for one more round or not, and act accordingly. In Imperial Settlers every time you construct a building you already know how many times you will get to use it. This deterministic feeling bugs me a little.
Many aspects of these two games are similar. Imperial Settlers gives more character to each faction. In 51st State only the base production and the starting contact cards differ. In Imperial Settlers you have a whole deck of faction-specific cards. Imperial Settlers is more accessible, and I think more people will like it than 51st State. So I shall just be contented and call myself a hipster, and proclaim that I liked Imperial Settlers before it was Imperial Settlers.