Game Info
Players
2-6
Age
8+
Playtime
15 min
Collection
Mechanic profile
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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mix 0 ·
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Video dsagRjxlRtg
Meeple University Rules Teach at 0:06 sentiment: neutral
video_pk 64011 · mention_pk 157512
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Engaging bidding and action-timing
- Strategic depth with multiple bid phases
- Negotiation aspect adds social interaction
Cons
- Rules and components may be not final (prototype copy)
Thematic elements
- Prestige and imperial politics in ancient Rome
- Roman Empire expansion in the Mediterranean
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Players place clients on buildings or provinces to gain points; leaders influence scoring tracks.
- bid-based action selection — Players hold family cards and secretly bid; the highest influence gets the strongest version of the action.
- card drafting — In the assembly phase, players bid to draft law cards and special one-off abilities.
- Client mechanics and area control — Players place clients on buildings or provinces to gain points; leaders influence scoring tracks.
- Combat: Dice — Combat phase where Barbarians advance; players recruit Legions and fight; dice are rolled to resolve outcomes.
- Conflict and Barbarians — Combat phase where Barbarians advance; players recruit Legions and fight; dice are rolled to resolve outcomes.
- Construction and building placement — In construction, players bid to add buildings to Rome and to claim clients.
- Drafting law cards — In the assembly phase, players bid to draft law cards and special one-off abilities.
- Five action phases — Actions are determined by a bid card for each player; actions resolved from highest to lowest.
- negotiation — Players can exchange coins and make nonbinding promises for future actions.
- Negotiation and promises — Players can exchange coins and make nonbinding promises for future actions.
- Taxation and scoring — Taxes are paid and points are scored based on area control; end-of-round scoring occurs.
- tile placement — In construction, players bid to add buildings to Rome and to claim clients.
- Track advancement — Progress on the game track; Prestige determines the winner across three rounds.
- Track advancement and round structure — Progress on the game track; Prestige determines the winner across three rounds.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Triumph is a euro inspired area control game in which families bid and compete for Prestige in the burgeoning Roman Empire
- it's the player who amasses the most prestige who will be the winner
- Negotiation is encouraged with players allowed to exchange coins Intrigue and laws to their Mutual benefit including making Promises of future actions but be warned that such promises are nonbinding
- Triumph will leave all players surprised how much time they spend thinking about the Roman Empire
- we are using a prototype copy of the game so the rules and components may not be final
References (from this video)
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