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Plan B Games | Century: Spice Road | Board Game | Ages 8+ | 2-5 Players | 30-45 Minutes Playing Time & Repos Production, 7 Wonders Duel, Board Game, Ages 10+, 2 Players 30 Minutes Playing Time

£9.9£99Clearance
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Each player is given two cards from the Merchant Deck (the starting hand cards are represented by a purple boarder), the rest are then shuffled to form a deck and this is placed below the Point Cards. If you have the quantity of spices required on a Points card, you can pay them back into their bowls and take that Points card. Above the first two cards on the left you place coins and these are taken when one of the cards below is purchased. You don’t start with any, but dozens sit in the regular Merchant deck – no doubt a variety of them will be face-up among the six you dealt out in set-up (alongside different offerings of Spice and Upgrade cards).

This game was one I was very much excited to play and one I expected I would enjoy as I like Splendor a lot. You’ve spent the first few turns slowly filling your caravan with the dinky coloured cubes that represent the four spices – turmeric, saffron, cardamom and cinnamon – being traded, exchanging them for more valuable seasonings using upgrade cards and filling out your hand of dealers, who allow you to swap one combination of cubes for another. But instead of tableau-building, you’re deck-building, making Spice Road a different number to both play and learn.

I did enjoy it as expected but what was unexpected was the fact my partner (someone who dislikes games) really loves this game too. To get the most out of your time with Spice Road, we’d recommend playing with around three or four players, opening up the more interesting interactive aspects of the design while keeping play time a comfortable length. Trader cards are free to add to your deck, but those further down the line require spice cubes to be dropped along the preceeding cards to reach them, offering an advantage to rivals who collect cards piled with cubes on later turns. Although most of Spice Road’s conflict takes place in your own hand, light player interaction occurs as cards are collected from the central market. e. yellow (turmeric), red (saffron), green (cardamom) , brown (cinnamon)) the number of times depicted on the card.

The clever thing about these three games is that as well as being excellent gateway games in their own right, any two of the three can amalgamate, providing a new bumper-game, entirely.Now you’ve got an at-a-glance view of which cards you have in your arsenal for later, when you Rest and pick them all back up. So, this Upgrade card could be used to upgrade, say, two turmerics into two safrans, or, say, one turmeric into one cardamon. If a player has his fifth point card (with 2 or 3 players, his sixth), the game ends after the current round. Spice Road is a gorgeous triumph, offering looks and depth in a card game that can be taught to anyone in a matter of minutes.

Put as many gold coins here as the number of players, multiplied by two (eight, for example, in a four-player game). These may be an upgrade card which allows you to upgrade a spice cube to the next level or a Spice Card where you collect a set amount of spices.When any of these are purchased the cards slide down to the left and the space closest to the deck is filled with a new one. If you have taken the last gold coin, move the remaining silver coins from above the second card above the first card. It’s possible to win by bumping your score up with those extra coin bonuses, but don’t let them distract you too much.

I will be looking forward to the next installment of the Century trilogy and it will be great to see how they all work together.Finally, give the fourth and fifth player (if playing with that many people) three turmeric cubes and one safran cube. Overall, I am very pleased to add this to my collection and always have a great time when it hits the table. For someone who struggles with reading and learning rules even I managed to pick this game up within 10 minutes.

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