I did not find the game interesting. For me it is just another complex resource management game. It is challenging enough. There are many ways to score points. One difficulty I have with games with many ways of scoring points is they feel like yet another Excel exercise. I'm just figuring out efficient ways to produce goods and turn them to points. I feel like I have been doing this same thing in too many other games. I am not experiencing anything new. One thing nice about the game is the characters. They are based on historical characters and it is satisfying to be able to put together a team which synergises well.
Monday, 16 February 2026
Amalfi: Renaissance
Posted by
Hiew Chok Sien 邱卓成
at
12:00
Amalfi: Renaissance is a game about the age of sail. You manage a
fleet of ships which helps you obtain all sorts of goods from distant lands.
With these goods you can recruit characters which give you various abilities.
You can secure private contracts, which give you exclusive rights to some
trade destinations. You can buy great works of art. They have various
benefits. They tend to be expensive, but they are often worth many points. You
can and should expand your infrastructure. Build more ships to help you do
more. Build lighthouses at popular trade destinations so that when others
visit, you get a small benefit. The game is played over four rounds, after
which the highest scorer wins.
The main game board
The player board
The most important mechanism in the game is how you use your fleet to gain
resources. You only have a limited number of ships you can use every round.
They start at sea, which means they are available for use. To make a trade
journey, usually you spend one ship to send several others to a destination
producing a specific resource. At your player board, you shift these ships
from the sea to the section representing the specific resource type. Now each
ship represents 2 or 3 of that resource, which you can spend to buy other
things. When you spend resources, those ships are shifted back to the sea,
becoming available again. You can choose to shift them back even when you
don’t need to use their resource type. However when you do this the resource
they represent will be converted to a basic resource - food.
Some things can be bought using food. More importantly, food is needed when
you want to launch a trade expedition. Depending on how many ships you own, at
the end of a round you must have enough food to pay for maintenance. Failing
to do so leads to a harsh penalty.
You score points in many ways. Things you buy give you points - private
contracts, works of art, and some characters too. At the end of every round
there is a scoring condition evaluated. There are also three goal cards you
can work towards. The earlier you achieve a goal compared to others, the
bigger the reward.
A character
Various trade destinations you can visit.
Works of art
Private contracts are a special type of trade destination
Goals are randomly drawn during setup
Special scoring at the end of each round
Amalfi is a heavy Eurogame in which you try to generate resources efficiently and
spend them well to expand your infrastructure and buy stuff which help you
score points. Managing your resources is challenging. You need to make sure
you have decent cash flow, i.e. food. If you get a good combination of
characters, their abilities can help you greatly. There are many different
criteria for round end scoring and there are many goals. These create
variability.
This was my player board at game end. I had 7 characters.
Han had 9 private contracts! And he had built all his ships and
lighthouses. He won by a mile.
Subscribe to:
Post Comments (Atom)











No comments:
Post a Comment