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Campos box art

Campos

Players

2-4

Time

?-?

Age

8+

Weight

1.56

Rating

5.66

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.3

Luck-sensitive

Table feel

Campos has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.

Replay value

Campos has a high replayability score due to its strong variability in gameplay, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Campos has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Pietro Vozzolo's Campos may look rather ingenious on first glance, but the game actually has little in common with that well-known Reiner Knizia design other than brightly-colored hexagons on plastic tiles. Each player starts the game with 3-5 hidden scoring cards and two face-up triangular tiles, while one tiles is laid out in the center of the table. On a turn, a player can either add her two tiles to the growing hexagonal mess or add one tile to the central display, then play a scoring card. Each scoring card is read as follows: "If the largest contiguous mass of color A is larger than the largest contiguous mass of color B, then score points equal to the number of hexes in the largest contiguous mass of color C." Lots of contiguity in there! A player draws one or two new tiles at the end of her turn, and the game continues until either someone runs out of scoring cards or a player can't refill her visible display of tiles. In either case, each player again receives 3-5 scoring cards adding those to any remaining in hand then players start taking turns removing one or two tiles each turn, playing a scoring card if the player removes only one tile. The game ends once all the tiles have been removed from play, and the player with the highest score wins the game.

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Credits

Designers

1
Pietro Vozzolo

Publishers

1
HUCH!

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