Blueprints Board Game
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- 2 to 4 Players
- 30 minutes playtime
- for ages 14 and up
- Light strategy game
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You are architects that must complete three different buildings by using Blueprints. Who will be the best architect? 1. Get your Blueprint 2. Each turn, choose a die that you will use to erect your building. 3. Reveal your building and find out who wins the awards and prizes. After a few rounds, you will see who was able to build his way to victory!
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||1.8 x 5.9 x 9.1 in||2.36 x 8.46 x 10.82 in||1.5 x 3.75 x 7.75 in||8 x 8 x 2 in||7.67 x 7.67 x 1.77 in||1.38 x 12 x 9.38 in|
|Item Weight||0.55 lb||1.8 lbs||0.68 lb||—||1.24 lbs||2.16 lbs|
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“Blueprints” isn’t difficult to play, but I’ll admit, it takes some time to get used to how the scoring works. There are two main concepts that will make your life a whole lot easier once you grasp them: 1) award & prize cards are your true victory points and 2) each die color has a different way of scoring. With regard to the former, points you earn on the scoreboard (via the dice & completing your blueprint) only determine who gets an award card. If the pool of dice just aren’t jiving with what you need for your blueprint, you can opt to score some victory points (for endgame scoring) by completing prize cards. As I stated above, I like to call them “side quests” as they are optional, but they can still net you victory points if completing your blueprint and earning enough points on the scoreboard to get an award card just isn’t feasible.
With regards to the latter concept, die color and where you place them is a HUGE part of the determining your round score. Black dice, for example, score more points the higher up they are. Orange dice, on the other hand, score points for every die they touch encouraging a player to place them in a central location on their tower. The scoring of green dice are cumulative in that the more you place in your tower, the more points you get. Finally, clear dice simply earn the value listed on the top face. With these scoring rules in mind, it’s relatively easy to come up with an ideal pattern for maximum points in your head, though the ever-changing pool of dice may not always yield the dice you need to make said plans a reality. Of course, you’ll have to observe the equal/escalating value rule as you add floors as well.
Once I got a handle on both of these concepts, playing the game was both easy and enjoyable. Thankfully, turns are extremely easy to carry out physically…pick a die, place it, and replenish the pool for the next player. This allowed me to focus on the strategic parts of the game and on how the scoring works. Since the only real hurdle is getting over the scoring mechanic, most players should be able to have the basics down after a single game. I recommend reserving an extra ten to twenty minutes your first time out to accommodate for this learning curve.
“Blueprints”, as a whole, is a pretty fun and strategic game. Most (if not all) blueprint cards only task you with going two floors high, so stacking and accidentally knocking dice over wasn’t really a problem. The components themselves were colorful and easy to read. The recommended age is thirteen and up, though I can see gifted kids younger than this playing without any issues. For obvious reasons (dice, etc.), toddlers and younger children should be kept away from it. While the game encourages tactical/strategic dice play, it can be played casually assuming all involved aren’t too worried about who wins or loses. It makes an excellent filler in between longer play sessions or as a way to quickly satisfy your light-strategy game fix for the night.