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Scenery

Scenery

2025·Luke Allison, Peter Joustra, Corné van Moorsel

1 - 5 players
20 - 50 min
Heavy weight: Expect a long teach

From BoardGameGeek

Waterfalls, cliffs, wildlife, foliage, snow peaks, and panoramic views populate the Alpine landscape. Lay out hiking trails with the most beautiful scenery! In SCENERY, players create hiking routes through hexagonal landscape tiles that have varying altitudes. To set up, create a market of face-up tiles, with each player having a compass token next to the market. Each tile has an height above sea level value (200-3500 m), one or more paths, and possibly a flower or animal. On a turn, take a tile adjacent to your compass, move the compass, then fill the empty space with a new tile; a player can't choose the tile at the back of their compass. You place tiles one by one into a personal landscape, trying to create walkable closed routes across 3-7 hexes, with the landscape tiles not differing too much in height based on the length of the route (so that routes are accessible to hikers). When you complete a route, take the highest valued route token for the size of the route, then mark each tile intersection on the route. Based on how your hexes are combined, you'll add waterfalls, cliff faces, and viewpoints, each of which scores differently. From a viewpoint, you want to see animals and flowers in the valley below, and a waterfall scores based on the number of route tokens at its base. Flowers and animals also score for route tokens adjacent to them. For variety, you can play with optional goals such as most unique animals, tallest waterfall, and most dead ends.

Scenery

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Scenery -Mountain Heights! - Kickstarter Critique ReviewReview13:21

Scenery -Mountain Heights! - Kickstarter Critique Review

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About Scenery

From BoardGameGeek:

Waterfalls, cliffs, wildlife, foliage, snow peaks, and panoramic views populate the Alpine landscape. Lay out hiking trails with the most beautiful scenery! In SCENERY, players create hiking routes through hexagonal landscape tiles that have varying altitudes. To set up, create a market of face-up tiles, with each player having a compass token next to the market. Each tile has an height above sea level value (200-3500 m), one or more paths, and possibly a flower or animal. On a turn, take a tile adjacent to your compass, move the compass, then fill the empty space with a new tile; a player can't choose the tile at the back of their compass. You place tiles one by one into a personal landscape, trying to create walkable closed routes across 3-7 hexes, with the landscape tiles not differing too much in height based on the length of the route (so that routes are accessible to hikers). When you complete a route, take the highest valued route token for the size of the route, then mark each tile intersection on the route. Based on how your hexes are combined, you'll add waterfalls, cliff faces, and viewpoints, each of which scores differently. From a viewpoint, you want to see animals and flowers in the valley below, and a waterfall scores based on the number of route tokens at its base. Flowers and animals also score for route tokens adjacent to them. For variety, you can play with optional goals such as most unique animals, tallest waterfall, and most dead ends.

Designers

Luke Allison, Peter Joustra, Corné van Moorsel

Artist

Kristin Kremer

Publisher

Cwali

Categories

AdventureExploration

Mechanics

Hex GridNetwork and Route BuildingTile Placement
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