New York Zoo

One more flamingo, please!

 

In the third „Tetris“ game, polygon fetishist Uwe Rosenberg has his hands busy with the game and proves that he continues to develop the topic, but at the same time does not forget things that proved their merit - if you know Indian Summer, you will remember this or that somehow. This time we do not collect nuts, but animals definitely have their say, colorful and wooden!

The metropolis on North America’s east coast is setting up a zoo - we are involved and want to finish it first!

 

We alternate to move the elephant piece around on the compound board which results either in our acquiring and placing an empty compound in our personal construction board, or gives us animals for the compound. There is always a certain selection available, even if your predecessor strives to avoid giving you an advantage. Animal or compound, the outcome depends on the situation or the strategy, because the rule is that a compound must receive animals and, on the other hand, you cannot take animal if you do not have room for it. Why take an animal after all, if the only purpose is to fill the complete area? Because a filled compound gives you attraction tiles, extra tiles, which you later can use to fill gaps and because minimum two animals in a compound do procreate, albeit only once per elephant round - but, even if it is not your turn! A gauging between compound building and compound filling does influence the game as does the run on top attractions and the small compounds which fill up quicker and thus make the attraction bonus possible.

 

Nice but rather dry.

New York is a not really easily accessed, but not really complex development, collecting and placement game - less for families but more for friends or experts from teenage age. Dryer in game flow then the design lets you believe, with good and clever planning being the core of the game, which however is countered by interaction increasing with the number of players. Which strategies are used best to meet the familiar mechanisms often becomes clear only after one or two introductory games - if you simply play ahead without a plan, you can “sink” properly!

 

Thomas Bareder 

 

Players: 1-5

Age: 10+

Time: 30-60

Designer: Uwe Rosenberg

Artist: Felix Wermke

Publisher: Feuerland Spiele 2020

Web: www.feuerland-spiele.de

Genre: Tile placement, area filling

Users: With friends

Special: 1 player

Version: de

Rules: de

In-game text: no

 

Thomas Bareder: 5

 

Chance (pink): 1

Tactic (turquoise): 1

Strategy (blue): 2

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0