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Terry Pratchett Discworld: Ankh Morpork Board Game

4.7 out of 5 stars 87 customer reviews

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4 new from £189.99
  • Welcome to Ankh-Morpork - the oldest, greatest and most odorous city in Terry Pratchett's Discworld
  • Play one of Seven personalities vying for ultimate control of the city
  • 60 minutes playing time
  • 2-4 players
  • Ages 11+

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Product Information

Technical Details
Item Weight1.3 Kg
Product Dimensions29 x 7.6 x 29.8 cm
Manufacturer recommended age:3 years and up
Item model numberWFR4005
Assembly RequiredNo
Batteries Required?No
Batteries Included?No
Additional Information
Best Sellers Rank 77,471 in Toys & Games (See top 100)
Shipping Weight1.3 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available2 Sept. 2011

Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months

Product Description

Product Description

Ankh-Morpork, set in the largest city-state in Terry Pratchett's Discworld. Lord Vetinari has disappeared and different factions are trying to take control of the city. Each player has a secret personality with specific victory conditions, which means that you're not sure exactly what the other players need to do in order to win. The action takes place on a map of Ankh-Morpork, with players trying to place minions and buildings through card play. Each of the 132 cards is unique, and include most of the famous characters that have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions.

Box Contains

• Full-colour rules
• 4 player aid cards
• 1 standard blue twelve-sided die
• 1 full-colour game board map of Ankh-Morpork
• 101 Game cards
• 48 Green Bordered Game Cards
• 53 Brown Bordered Game Cards
• 12 Random Event Cards
• 12 City Area Cards
• 7 Personality Cards
• 91 playing pieces
• 24 Buildings (6 per player colour)
• 4 Demon markers
• 3 Troll markers
• 12 Trouble markers
• 52 Coins

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Customer Reviews

4.7 out of 5 stars
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Top Customer Reviews

This game is surprisingly, ridiculously good! I got it as a gift for my birthday and it's clever, well-thought-out and an absolute joy to play. I normally avoid board games based on stuff, worried that they're cheap cash-ins. This has been damn good fun!

The basic mechanics are that each player attempts to control the city by playing one or more card (of 100-200?) a turn, most cards allowing you to chuck down a minion to contest an area or purchase a building in an area you control. You start with 5 cards and restock to 5 at the end of your turn. It's remarkably subtle and difficult to control an area, requiring cash, no trouble and minions, so planning ahead while trying not to tip off your mates gets pretty conflicted. Each area adds in different bonus rules, maybe tipping off your eventual plan. Add in that everyone has a random personality with secret winning conditions (control the city, keep the peace, ruin the peace, make loads of money, own the city) and you end up trying to mind-game your poor friends.

It fits damn well in the Pratchett universe, as every card is different (seriously; I spent a good 10-20 minutes just looking at the damn things!)

The one bad thing about the game is the playing pieces. Though the board is spectacular and the cards are damn pretty, the pieces are just painted wood chips. It keeps things nice and easy to see, though, as trying to keep track of who's controlling the city can get difficult!

Basically, it's a reasonably mechanically simple game at the core, but if your friends are remotely sneaky, it becomes absurdly devious. Outsmarting each other is absurdly good fun and the wonderfulness of the cards makes it damned awesome to play. Get this game!
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My family (which includes one very big Terry Pratchett fan) received this as a gift for Christmas, and we've been completely bowled over by it! Initially, I must say that my expectations were low. Board game adaptations from other media (the Discworld books in this case) are rarely any good; they just cash in on the brand and have nothing innovative to offer. But we've played it every single day since Christmas, and we're getting very competitive now ...

Look and Feel: upon opening up the set, the Ankh Morpork game cleared the first hurdle of any board game - it looks absolutely gorgeous. The key components, namely the board and playing cards, all feature classic Discworld illustrations including those by Paul Kidby. Nothing is repeated, so there are literally dozens of beautifully-drawn cards to admire as the game progresses. The other playing pieces are all made out of wood, and they feel great and fit into the overall design well.

The Discworld Universe: although you do not need to be familiar with Discworld to understand and enjoy this game, fans of Pratchett's creation will be beside themselves as all their favourite characters - major or minor - make an appearance. History Monks - yes. Ridcully - check. Vimes - but of course. Death - Hello! The mad and bad city of Ankh Morpork is brilliantly brought to life by making each district have its own unique character and influence upon the game. Best of all, each of these elements is integrated with the gameplay in a way that is completely consistent with their characters; for example, playing the History Monks card will allow you to pick up cards from "the past", i.e. the discard pile.
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This game is great fun, and remains great fun having now played it many times with various groups of people.
The game is complex enough to allow attempts at strategy and to have excellent replay value but has enough randomness to be a good laugh and be engaging without being too serious. The best thing about this game is its accessibility. The rules seem complex on an initial read through but they are really easy to follow within a couple of rounds of actually playing. Best yet, many of the games I've played were won by someone who had never played before.
There is no requirement to know anything about Discworld to enjoy this game but the carefully-thought-out use of all the characters is an added bonus to any fan of the book series.
In short then, this is a surprisingly clever and entertaining game. It allows for some brilliant moments of pure genius and/or hilarious misfortune and I've yet to have an unenjoyable game!
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We're thoroughly enjoying this game - worth playing many times. You don't need to be a Pratchett fan to enjoy the game, either. But if you can afford the collector's edition, it's worth paying a bit more for wooden coins, larger map, free poster - and cards and die without the number between 7 and 9!
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A card-based strategy board game for 2-4 players set in the (here beautifully illustrated) comic fantasy city of Ankh-Morpork. Simple and quite fast (45-90 mins) to play, but very strategically deep and varied due to the different (and secret) win condition each player is dealt at the beginning of the game. For example, your condition may be you only win by spreading your minions widely; the other goals are amassing money, or controlling a proportion of the city,* or simply stalling or causing trouble. So there is an element of social deduction, but unlike Werewolf style games you do not win by guessing your opponents' identities.**

So far so good, but it gets better! It works just as well with 2 players as with 4. Further, each of the over a hundred central cards are different, often very silly and fun with their abilities, which adds lots of variety. Moreover, on every play those of us who are Discworld fans continue to enjoy the many references, but those we've played with who know nothing about it do not suffer from a feeling of missing out, and can understand the game perfectly well. Ultimately, play is very fluid with all the mechanics working so well, it would be easy not to notice all the strategy going on underneath the beautiful surface. But Ankh-Morpork does indeed have the best balance of strategic complexity to ease of any game I'm aware of. As such, it's fantastic that Discworld creator Terry Pratchett lived to see his work celebrated by this high class product.

* Given that you can own property that in areas you don't control, it seems strange that you can't have a secret identity who wins through building property rather than controlling areas, so there's space to improve the game there.

** Although I think you could make a house rule where you could gamble something on guessing correctly.
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