Im Brettspiel Broom Service – dem Kennerspiel des Jahres – dreht sich alles um Druiden, Sammler, Feen und natürlich auch Hexen. Oder vielmehr um. Der Name Broom Service ist ein Wortspiel aus den englischen Begriffen Broom (Besen) und Room Service (Zimmerservice). Die Tatsache, dass ich den Raum. Endlich euer eigener Tranklieferservice! Eure Hexen durchreisen das Land, eure Druiden-Distributoren verkaufen fleißig, die Sammler machen Tränke, und die.
Broom Service – Kennerspiel des Jahres 2015Endlich euer eigener Tranklieferservice! Eure Hexen durchreisen das Land, eure Druiden-Distributoren verkaufen fleißig, die Sammler machen Tränke, und die. Im Brettspiel Broom Service – dem Kennerspiel des Jahres – dreht sich alles um Druiden, Sammler, Feen und natürlich auch Hexen. Oder vielmehr um. Broom Service ist ein Brett- und Strategiespiel der österreichischen Spieleautoren Alexander Pfister und Andreas Pelikan. Das Spiel ist für zwei bis fünf Spieler.
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Loading Lists. Community Stats Loading Broom Service Game Nerdz. Noble Knight Games. Submit Price Link. Recent Prices. Might be added to the collection, not a must have.
Truly an excellent game, that is deeper than it looks. Love the "cute" art style, and the engaging play. Underrated game IMHO.
The card play and the decision to be brave or not, and how that factors into who goes first next round all make for a fantastic game of getting into the other players' heads.
See All Top Forum Posts. Witches and druids race to deliver potions! Will your friends get there first?
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We offer you different cleaning packages plus a wide range of additional services you can add. Towers are colored to indicate the type of potion they will accept.
Some towers will only accept one delivery during the game, while others will accept unlimited deliveries.
The challenge is to correctly identify the territory s in which a tower is located. The rules state that the base of the tower determines this, but this is still confusing as many towers straddle multiple territories and the board art makes it difficult to discern which territory or territories a tower is actually located in.
This certainly could have been much clearer. As is, it is a constant source of confusion. Some deliveries will reward the player with magic wands.
These wands are needed to dispel the clouds that hover over the lakes. Doing so will make traveling to certain lands easier.
Once all players have depleted their hands, a new round is conducted in the same fashion. After seven rounds, the game concludes and final points are tallied.
For each set of four different resources 3 potions and 1 wand the player earns 4 points, while having three of four resources earns 2 points.
Those pesky clouds that you dispelled by using your Fairy Witch? They, too, are worth points, ranging from 3 — 30, depending upon the value that are collected.
This angst is heightened as the start player begins playing cards, as one hopes his plans will remain intact. Of course, choosing the correct cards to facilitate this process is easy to plan, but often difficult to employ.
There is a small race aspect to the proceedings as some towers can only accept a single delivery. These tend to be the more valuable or strategically placed towers.
So, getting there first will reward the player with more victory points and often prevent longer journeys. Generally there are ample towers that will accept deliveries, so players will usually not find themselves unable to complete a delivery…eventually.
All of the above makes for a pleasant game. The rules are easy to understand and teach, and there is not much complexity present.
This makes the game an excellent choice for lighter or family gaming. Plans are quickly dashed as players are often forced to play cards out of the order they desired.
If a player is bold, he can choose brave, but must be willing to accept that he may not be able to perform any action with that card.
For the witches, the following applies: A brave witch may move to an adjacent territory without delivering a potion there.
However, no witch may deliver a potion without moving. A witch may stay and do nothing. The last brave player must start a new turn by playing a new role card, even if the prior action was not fully or partially executed.
If all participating players play a role "cowardly", the starting player of the prior turn also starts the next. If the starting player does not have any more role cards, the next player in clockwise rotation who still has cards becomes the next starting player.
The played role cards should be placed offset like a fan in front of each player so that everyone can see which role cards have already been played and how many cards each player has left.
The most important rule when placing role cards: Before it is your turn to place a card, it is forbidden to indicate whether or not you have the current role card.
It is important to consider carefully these bewitched roles before selecting your role cards since anyone who places a bewitched role immediately loses three victory points whether choosing the brave or the cowardly action, and whether or not the action is performed!
When the draw pile of bewitched role cards runs out, shuffle all 10 role cards to create the new draw pile.
A round ends when all players are out of cards. If only one player has cards left, this player plays alone until all cards have been played.
Finally, complete the current event if it is an end-of-round event card see page 8 onwards: "The Events". For 2, 3 or 4 player games, place the next 3, 2 or 1 "bewitched" role s face-up over the previous one s.
Players again choose any 4 of their 10 role cards, setting aside the remaining 6 for the rest of this round.
The starting player for the new role card is the last brave player from the previous round or the last starting player if all were cowards in the last turn.
After seven rounds the game ends. Each player receives victory points for collected lightning see back of summary and remaining resources: Score 4 VP for each set of four different resources; score 2 VP for each set of three different resources.
If tied, the tied player with the most resources wins.