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  • Spy potassium (Spyrium) (japan import)
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Spy potassium (Spyrium) (japan import)

by Asmodee

Price: £22.12
Only 1 left in stock.
Dispatched from and sold by Funagain Games USA. Gift-wrap available.
4 new from £22.12
  • Age range: 12 and up / Number of players: 2 to 5 / Play time: 75+ minutes
  • Manufacturer: Asmodee Editions
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£22.12 Only 1 left in stock. Dispatched from and sold by Funagain Games USA. Gift-wrap available.

Product Information

Technical Details
Item Weight685 g
Product Dimensions19 x 7 x 27.3 cm
Manufacturer recommended age:12 years and up
Item model numberSPYR01
Number of Game Players5
Batteries Required?No
  
Additional Information
ASINB00E3S8M8W
Best Sellers Rank 247,602 in Toys & Games (See top 100)
Shipping Weight703 g
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available2 Aug. 2013
  
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Product Safety

This product is subject to specific safety warnings
  • Warning: Toy inside. Adult supervision recommended

Product Description

Spyrium is set in an alternate world, an England set in a steampunk-based universe. Players build factories, needing workers to manage the production of a commodity previously unknown to us called "Spyrium". Producing Spyrium in one factory, then processing it in the next results in victory points (VPs) for that particular player. Alternatively, Spyrium can be purchased, but the material is rare and expensive, and players are constantly scraping for money.Only those who from the beginning of the game manage to increase their regular income or their base of permanently employed workers (who can be used again and again to raise money) will be flexible enough to get their hands on the important end-of-game buildings to generate many VPs.The circular nature of the game is flexible as each player can decide for himself when to move out of the placement phase and into the activation phase. With the two tracks in the game, those involved with delivery during the worker phase can then be used to raise money, to purchase an adjacent card, or to work on their own in an idle factory. All of these things are important, but in the end only the player who has dealt best with the lack of money, workers and Spyrium will win.

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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 29 reviews
12 of 12 people found the following review helpful
Supply and demand with steampunk veneer 25 Oct. 2013
By Jonathan L. Schindler - Published on Amazon.com
Spyrium is a very good game from the same designer as Caylus.

The game is played over six rounds broken into two phases. The catch is that players can move from the first to the second phase at their own pace. The game comes with a central gameboard (to keep track of score, which phase each player is in, and so on), but the main action takes place on a grid of nine cards with spaces in between each card.

In the first phase, players place their workers in between cards, activate the game event (different each round), or move into phase 2. In the second phase, players reclaim their workers. Reclaiming workers can mean a few different things: a player can reclaim a worker for money, getting $1 for each other worker still around one of the worker's bordered cards, or the player can activate one of the cards by paying its cost plus $1 for each other worker still around the card. "Activating" can mean using the ability of a character, erecting the building in the player's play area, or patenting a technique for a permanent advantage and scoring bonus at the end of the game. Players can also activate built buildings in phase 2, or activate the event. The cards get better and better as the game progresses, and players gain more workers as well, allowing for more options.

I think Spyrium is excellent. There's tension in every decision, especially since resources (particularly at the start of the game) are so scarce. There's also a good deal of tactics in trying to get cards for the lowest price. Entering phase 2 early can secure a card you want, but at the price of not being able to place any more workers. Similarly, it might be to your advantage to pile on a card an opponent wants, making it more expensive for them while simultaneously giving you options to gain money.

The steampunk theme is admittedly light (and might as well be nonexistent). But this game really captures the idea of supply and demand in pricing cards, and it's overall a very fun game to play.

A note about the components: The cards are very nice, as are the spyrium crystals. This comes in a small box (same size as Carcassonne, but thinner), meaning you get a lot of game for not a lot of real estate. Thankfully, the price reflects the scaled back nature of the game. All told, I am very pleased with Spyrium and look forward to playing it many more times.
9 of 9 people found the following review helpful
Ring Side Report- Spyrium 11 Jan. 2014
By Edward - Published on Amazon.com
Verified Purchase
Originally posted on [...], a new idea everyday!

Game-Spyrium
Producer-Asmodee
Price- $35
TL;DR- An amazing game with slight execution problems 85%

Basics- It's time for some steampunk worker placement/terrain control. A recently discovered element called Spyrium has been found to have amazing properties to power steam machines. You take the role of a merchant in this steampunk setting vying for control of a Victorian empire. Each turn you set out building/cards in a 3x3 grid. Players take turns placing your workers between the available buildings, using that rounds special power, or moving to the second phase where you pick up your workers, use your own buildings, or use that rounds special power. When you pick up a worker you can either get one money for each worker next to that card or buy that card paying extra money for each other work next to that card. All cards have a point value for the end game. The buildings you control allow you to get money, get extra workers, get more money at the start of each round, get Spyrium, change Spyrium to points, or get game changing effects like extra money or ignore a number of workers near a buildings for paying the buildings cost. The special round powers give you options to get more workers, free money/points/Spyrium, or get an extra worker placement after you enter the worker pick up phase. The game ends after the sixth round and then points are counted. Person with the highest points has control of the empire and is the winner.

Mechanics-This is an excellent worker placement/terrain control game. It's not terrain control as Carcassonne is, but reading other players and the board can really influence if you buy a property, only use it to gain money, or use your workers to bleed your opponents dry! The choice of when to move from worker placement to worker retrieval is an underused mechanic that really gives more choice to the players. I really love what I saw when I played this game. 5/5

Theme- I wouldn't say this is the best game for theme, as I didn't feel like a Spyrium baron in this game. But, I did feel like I was in this steampunk world. I love the little components. The little Spyrium random shapes are awesome. The cards/boards have consistent art that is great. A good effort when you look at it all together. 4.5/5

Instructions- I liked these instructions. The mechanics are not simple, but the instructions do an excellent job of explaining the rules. I did have some questions, but was able to find the rules on Board Game Geek. Our question focused on if you build over a building that gave an effect like getting more workers, do you still get to keep those workers. The answer is yes, but I felt the rules should have covered that. 4.5/5

Execution- Here is where things fall apart a bit. I love the components like the rules and the cards, but I found it hard to keep the active workers separate from the inactive workers. The other workers did too. I felt these should have been a spot on the placer place cards that was set up to separate active vs. used workers. Also, the main board has a spot to list the amount of money you get at the start of each round. I wanted there to be a similar spot to list the number of workers you have at the start of each round. In general, great parts in this game, but it needed a bit more. 3/5

Summary- I loved this game. It's a phenomenal game with intricate strategy. The parts that are in the game are amazing and draw you into the game. I want a bit more, but the game is playable out of the box. If you love steampunk and worker placement games, then this buy is a no brainer. Even if you don't like steampunk, this game is definitely worth playing if it comes to the table. 85%
7 of 8 people found the following review helpful
A lot of game for the price 4 Aug. 2014
By CMeade - Published on Amazon.com
After seeing the price continue to dip, I ended up getting this game for just under $18. My wife and I had already watched a play through of the game on line and read the reviews on Amazon and decided that it would be worth it to try. I think we were both pleasantly surprised. There is a lot of depth to this game, which takes it past a typically worker placement game (like Stone Age or Lords of Waterdeep) and makes it something more. The decisions that you make in this game feel meaningful, as you'll be able to hopefully capitalize on them in the second half of each round. Like all games with any depth to them, there is a learning curve. Mine was round 3 of my first game (6 total rounds). Up until then I really struggled with what I was doing, but after that point the game clicked. There are other reviews that talk about the theme, and how it doesn't add to the game. Honestly, I don't care. The theme is fine for me, although I will admit it doesn't make the game for me. The mechanics and game play are what is going to bring this game back to my table.
3 of 3 people found the following review helpful
Worker placement game with very clever placement mechanics. 6 Nov. 2014
By Tony - Published on Amazon.com
This little game has a surprising amount of depth and a lot of really interesting decisions. It is essentially a worker placement affair where players' workers are placed in between two cards on a 3x3 grid, giving them access to either card.

Where the depth comes in is there are so many little factors to consider when placing workers and when actually using them. Each worker placed next to a card makes it more expensive to use that card. But you can also take the worker back without using a card for that amount of money. Sometimes you have to leave workers behind to use cards you've already acquired. Even when to transition between the placement and activation phase is another interesting decision you need to consider.

Don't let any of the above fool you though, this is still a reasonably simple game to teach and therein lies the problem with it. Don't get me wrong, I love it when reasonably uncomplicated games offer a lot of depth and interesting decisions and can be played quickly. The problem is this game can't really be played quickly. First of all, you need large player numbers for this to work well. The game is all about competition and the push/pull of where to put your workers and when to use them. With fewer than 4 this competition diminishes and with it a lot of the interesting decisions. However with that number of players and the number of decisions the game length is way too long in this game for what it is.

The rules are easy to teach and understand but the number of decisions lends itself very easily to long, AP turns. Multiply that by 4 or 5 and you've got a game that takes 1.5+ hours that is more suited to less than an hour. If I'm spending that much time on a game I would like a meatier, more fulfilling experience. I really do like the balance of depth and ease of entry with this game but the time it takes is a bit of a deal breaker. I would still play it, as it's a good game, but I don't think it fills a needed spot in my collection.
1 of 1 people found the following review helpful
Spyrium is fast becoming one of my favorite games. Your first game may take a little ... 30 Sept. 2014
By Richard S. Parker - Published on Amazon.com
Verified Purchase
Spyrium is fast becoming one of my favorite games. Your first game may take a little longer than the box time; but, once your group has that first game under your belt, game play will speed up. I just really enjoy all of the decisions that have to be made in placing and removing your workers. There's a bit of bluffing going on as you place your workers at first. Which of two or three cards are you really after? Can you bluff your opponents into placing workers to defend against you when you really have no intention of taking THAT card but the other one instead? Or, have you just placed your worker to quickly remove it to put a few extra pounds in your bank? I love the fact that players can be out of synch with each other in game phase. You decide when it's time to stop placing workers and when it's time to begin pulling them off and reap the benefits. Others make their own choices independent of yours. Do you hang in there a little longer or retrieve your workers more quickly either in hopes of gaining a reward others might want or in fear that the reward will no longer be there when it's your turn to claim it.
All in all, a great game with decisions to make and tense moments to wait out.
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