Skip to main content
Mangrovia box art

Mangrovia

Game ID: GID0200906
Game Info
Year
2014
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

In Mangrovia, a light "gamer's game"/family game with a Caribbean mangrove setting, a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victory is achievable through a number of viable options, which guarantees high re-playability.

The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces.

Building a hut requires that the space's landscape is "active" and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial.

In order to succeed in this game, you should carefully choose and time the best possible combination of actions, called "ritual sites". A boat goes from ritual site to ritual site, first on the west side, then on the east side (in opposite order), triggering each action. If, for instance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select "active landscapes" and become starting player, which makes it possible to control the next round. After all players have performed two actions, the round ends. The game is usually played over 10-14 rounds and ends when one player builds his last hut.

Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get the majority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of getting the amulets you need will therefore increase.

The game board is built as a matrix system, with some spaces being part of two divine paths while other spaces belong to just one. The spaces that are part of two divine paths are obviously most tempting, but can you afford to build your huts there?

Description

In Mangrovia, a light "gamer's game"/family game with a Caribbean mangrove setting, a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victory is achievable through a number of viable options, which guarantees high re-playability.

The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces.

Building a hut requires that the space's landscape is "active" and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial.

In order to succeed in this game, you should carefully choose and time the best possible combination of actions, called "ritual sites". A boat goes from ritual site to ritual site, first on the west side, then on the east side (in opposite order), triggering each action. If, for instance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select "active landscapes" and become starting player, which makes it possible to control the next round. After all players have performed two actions, the round ends. The game is usually played over 10-14 rounds and ends when one player builds his last hut.

Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get the majority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of getting the amulets you need will therefore increase.

The game board is built as a matrix system, with some spaces being part of two divine paths while other spaces belong to just one. The spaces that are part of two divine paths are obviously most tempting, but can you afford to build your huts there?

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video W7-5tzDwjks kovray Top 10 List at 3:21 sentiment: positive
video_pk 89050 · mention_pk 235887
kovray - Mangrovia video thumbnail
Click to watch at 3:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Set collection of animals
  • Special actions from species
  • Strategic point scoring
Cons
  • Can be outpointed by opponent
Thematic elements
  • collecting animals to climb a mountain
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Each of the species gives you a special action that you can do.
  • Area Control — You need to be able to be wary of the ones that you're collecting by setting up tents and setting up different animals.
  • Set Collection — Essentially just a set collection of different animals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think the crunch of deciding which Cathedral or which Tower I guess you want to go into is really really neat.
  • The dice movement around the board and strategically moving so you can get yourself additional bonuses I think is super clever.
  • Everything in this game just flows so smoothly and so cleverly that and even the static in this game and the table presence is spring is brilliant.
  • I was scared because the expansion has as much content in it as the base game basically it's a half teaks mansion and I was scared it was going to be overwhelming but it's not at all and it's fantastic.
  • it's a very intimidating game because they literally give you this giant piece of paper that is your guide to how you should play the game.
  • it is a very complex game.
  • this back and forth creates this real high tension moment where you don't know whether or not you're going to be able to trade your resources because ilia's over here trying to blockade you and take over your countries.
  • it's a really tight game.
  • I love that it is just a two-player game it felt super super natural to get into it.
  • it is the one of the original bag Builders there's others out there but this is the one that really put when people tell you about bag building on the map and it's a brilliant game.
  • it's really crunchy.
  • every decision you make in this game is so impactful to your strategy.
  • it just flows so well and it has everything that I love in bag Builders.
  • if you're looking for a yearly beige type of game that has bag building this is this is it this is the one.
  • the decisions that you have to make are extremely tight.
  • that's where I think it gets more and more intense.
  • it kind of just like snowballs from there it really escalates as you play this game.
  • I feel like this is like the game that the complexity is just perfect for what it is.
  • it looks very approachable it looks really friendly.
  • if the truck doesn't land in exactly at the space where the pipe is to receive that color then everything is ruined.
  • this game fits perfectly into what I enjoy.
  • it's crunchy it's grindy the mechanics are there the resource management is tight the decisions in the round one versus the round two are really vibrant.
  • the way the board is set up there are resources on the board that you could be like oh yeah conveniently you've got this or over here that I'm just going to use because I can.
  • it can like create some tense moments in the game.
  • I took the port from you I remember that yeah you ruined ruined me maybe that's why it's not as high on my list.
  • the sheer element of how you do your actions is based on how you place your tile and if it creates a joint group and all of a sudden you have more of one symbol it's just such a clever way to utilize the actions you can take in the game.
  • then there's so much like layers in it goals you can take of racism you are going for the recruiting there's so many different things you can do.
  • even the way that you travel with your boat like how you position yourself is so clever.
  • I really do think it's the entry thing.
  • there's a lot of iconography it's a lot to take in initially but once you play it and once you understand what's happening it's a game you'll simply want to get back and back to the table.
  • it's a wonderful game I absolutely love bonfire.
References (from this video)
No references stored for this video.
Video 64H0IRfWfKs The Dice Tower Top List at 0:23 sentiment: positive
video_pk 2927 · mention_pk 8557
The Dice Tower - Mangrovia video thumbnail
Click to watch at 0:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative action selection around a bid-like row/boat mechanic
  • low overhead with an engaging loop
  • tight, repeatable decision space that invites strategic planning
Cons
  • thematic cohesion feels lightweight
  • older components; some players may prefer upgraded bits
  • potentially punishing if you misread terrain constraints
Thematic elements
  • building huts and claiming sacred sites
  • lush tropical archipelago
  • mythic/archipelago conquest lite
Comparison games
none
Mechanics (from transcript analysis)
  • action row/column with boat-driven reactivation — boat moves to trigger one side, then reverses to trigger the other side
  • Area majority scoring — majorities on huts and contested spaces determine scoring
  • card-terrain matching — building requires cards with terrain types and costs
  • Worker Placement — row of actions with offering bowls placed between two spaces; boat triggers actions in order
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Balancing what actions you get on either side of the action space is kind of the whole fun of this.
  • This is one of those weekend night games where this low overhead is quick to play, but it still has an interesting hook that keeps me coming back.
  • There is no randomness in the game. Once the board is set up, all outcomes are on you and your decision.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–2 of 2
View on BoardGameGeek