- Designer: Reiner Knizia
- Publisher: Ravensburger
- Players: 2 – 4
- Ages: 10+
- Time: 30-60 minutes
- Times Played: 5 (with 2, 3, 4 players)
Wettlauf nach El Dorado (Race to El Dorado, or simply El Dorado) is a new game from Reiner Knizia, the famed German designer of classics such as Tigris and Euphrates, Ra, Ingenious, Keltis, and Lost Cities. El Dorado is currently nominated for the 2017 Spiel des Jahres, where it faces Kingdomino and Magic Maze for the coveted German Game of the Year prize. At heart, El Dorado is a streamlined deck-building game in which players use cards to race across a modular map. The game is excellent–charming, simple but deep, and expandable. I’ve enjoyed it with gamers and family alike and expect it to have a good shot at winning the Spiel.
Walkthrough
El Dorado is … Dominion with a map. In brief, players start out with a small deck of cards that allow them to move forward on a map, and to purchase better cards. The goal is to be the first to reach the fabled City of Gold.
The board consists of large hex-shaped tiles, made up of smaller hex-shaped spaces of several varieties. Most of the spaces have a movement cost associated with them, indicated on the space. Green spaces have one, two, or three machetes on them, blue spaces have one, two, or three paddles on them, and gold spaces have one to four coins on them. To move onto these spaces, players must play a card with at least that many matching symbols. The cards can’t be added–that is, to move onto a space with three machetes you must play a single card with at least three machetes. If the card played exceeds the cost required to access the space, the “left over” symbols on the card may be used to move onto additional spaces. The large tiles are separated by smaller “obstacle” tiles with a movement cost, paid like other spaces, with the payor collecting the obstacle to be used as an end-game tiebreaker if needed. Players cannot move onto spaces with other players, creating the potential to block each other in tight areas of the map.

Some of the spaces require you discard a card rather than matching symbols (boulders), some are impassable (mountains), and some require you trash cards (basecamps). (I’ll resist a “trashing the camp” pun from Disney’s Tarzan movie.) The tiles are cleverly set up to create interesting situations in the suggested maps. For example, the penultimate tile on the introductory map has a range of mountains that spans much of the tile, with a “trash three” camp in the middle and a difficult water territory on the other side. Do you try to work through the water, or give up three cards in the middle of the tile? Does it depend on what other people are trying to do? Continue reading





