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Thunderworks Games Tenpenny Parks, Red

£30.045£60.09Clearance
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As long as you tailor the experience to your audience, Tenpenny Parks will land well. Hardcore/serious gamers will want to look elsewhere. For everyone else, let’s talk about why I think Tenpenny Parks works so well! But I lean light. I definitely lean lighter than A Feast for Odin (a BGG complexity of 3.85), and I struggle to get games like it to the table when I’m not playing with my heavy strategy gaming friends.

Still, I’m having a lot of fun with this one. Tenpenny Parks has a solo mode to keep you warm between plays with friends, albeit one that seems to break the feeling of the core game because the Automa buys 2 attractions every round. I have never seen another human player build more than 8 in a single game because cash is too tight to spend so freely, so expect a nice challenge if you decide to give solo a spin. My Comments: I think the theme is delightful. The rides are imaginative with neat card art. The colorful art also helps deliver the theme. Filling parks with attractions is perhaps the heartiest puzzle in Tenpenny Parks, but takes only one or two tries to solve. Players, myself included, usually fall for the trap of using concessions to grab early placement bonuses, before realizing there’s no longer any room for attractions. Once you’ve learned from that mistake and familiarize yourself with the placement rules, you’ve mastered Tenpenny Parks. Tenpenny Parks continues the great run of Thunderworks Games, however just know that it is not perfect. It is safe to say that this game is certainly a bit of eye candy. But it is also a fantastic family game in addition to that. Personally, it will be a game that I play with my family during a holiday. Or a game I will get out to introduce people to the hobby. OK, it won’t be a go-to for me, but overall, I love PARKS. I think it has achieved a quality balance between, looks and function. Something we don’t often see, or at least to the level that PARKS has achieved. A delightfully looking game, with wholesome gameplay and a game that won’t disappoint!Tenpenny Parks is definitely a light game. The rulebook is relatively short and you can get playing from the rulebook in about 10-15 minutes. This is definitely a plus as I think this could become a family favourite in many households and I think that players of a lot of different ages can enjoy the game. The game flow elegantly and smooth. Final Score: 4 Stars – A great entry into the theme park genre, just be aware that both money and actions are pretty tight. With adorable wooden components and an awesome custom-built insert by Game Trayz, PARKS feels like a luxury product. Plus the gorgeous artwork by Fifty-Nine Parks? Playing PARKS will make you want to go off on your own trek…

While a slight disparity is to be expected, there seemed to be a massive difference between our success and I felt the randomness removes a sense of enjoyment from the game, so much so that players may switch off, especially as the direction they are given simply cannot be achieved.

To visit a park, you must spend the resources listed on the Park’s card, that card then being worth points at the end of the game. Of course, you may find a Park that will benefit your end-game bonus but you can’t afford to visit it. You can then look at reserving the Park, ready for visiting at a later point throughout the game. Give up any regular token and exchange it for a different regular token type of your choice. You can do this twice. Lastly, during the Cleanup Step the available concessions get refreshed, workers are returned, the carousel is rotated by the new start player (by rotating the carousel certain attractions on display will get a discount while others get a price increase) and the month marker is advanced. Visiting People, conveniently abbreviated to VP are the victory points in the game. The player with the most at the end of the game will be crowned victor. My Comments: I think that worker placement and polyomino title placement is a good combination. Both of these mechanisms are very tactical while still requiring players to think strategically about what is happening next.

Why do you want these tokens? Remember, you want to buy Park cards. Each of the three Park cards that you dealt during set-up states the number of tokens required to Visit it. They’re worth varying victory points. The more points they are worth, the tougher token requirements, or quantity. I’ll explain how you claim these cards later. But first… Let me take a selfie! Swig Your Water And Take Memories With You

Remember that Season card you flipped over? Sat in its bottom-right corner is a weather forecast. This is a pattern combination of Sunshine and Water. Ignoring the first Trail Tile (and the Trailhead and Trail End), place one token per tile, left to right. Match and repeat the weather pattern according to the Season card. You should now have single tokens across five of the six Trail Tiles. (Or six of seven, if playing with higher player counts, as stated earlier.) It is fair, then, to consider the comparison with A Feast for Odin when considering the types of players each game suits best. We are using a custom rating scale. Each game will be evaluated by both of us on 1 to 10 scale in five areas. When combined, this creates a possible score out of 100. Tenpenny Parks is played over five rounds, with the goal of earning the most victory points. Each round takes place over five phases. Players will be placing workers around the board for actions.

In Tenpenny Parks players are competing to build the best amusement park that gives thrills, creates awe, and sparks joy. This is accomplished through the mechanisms of worker placement and tile placement. At the beginning of the game each player gets a player board, three workers, seven money, and three goal cards. Players will keep two of these goal cards which will score three points each at the end of the game. The game is played over five rounds. Her Comments: We used to have Steam Park and I think that game spoiled me with its 3D buildings. The theme comes through but I found myself wishing for a little bit more table presence. Boards are double-sided, representing differing difficulty levels of your amusement park, and are filled with bonuses that can be earned by covering those spaces with your tiles.OK, maybe it didn’t happen exactly like that, but anytime a new theme park board game is published, I immediately must have it. I’m not sure what is about this genre of games that attracts me so much, but I want to play them all. I mean, don’t even ask me how many hours I’ve logged in Planet Coaster… Alongside this artwork, you get a production value that is second to none. The first player token is a metal token with an enamel finish, itself being a beautiful addition to the game. The wooden tokens are well-produced, with the 12 unique wildlife tokens being a particular standout component. Everything about this game in terms of its looks and quality has been developed in such a beautiful way. I would say to most that this game is worth getting just for the artwork alone, but of course, a board game has to play well in addition to looking good. So, does it play well? During the Actions Step players take turns placing their workers onto the main game board. By doing so players may remove trees, expand their property, gain money and build concessions and attractions. Play begins with everyone taking their first income of 3 dollars. As for actions, players have three workers to place between five types: builder, banker, arborist, contractor, and realtor. The builder spaces appear on a rotating carousel within the board and each corresponds to an attraction for sale. Each builder space on the carousel is marked by a unique price adjuster that increases or decreases the cost of respective attractions. When workers are placed here, the player pays for the corresponding attraction and places the unique attraction piece into their park board. When placing tiles, players cannot build on top of trees, and tiles may only touch diagonally. Importantly, the builder spots are the only spots that follow the traditional worker placement rule of allowing only one worker; the rest can hold any number.

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