Zoo Vadis: Rapid Review
Information:
Mechanics: Voting, Negotiation, Race
Player Age: 10+
Player Count: 3 - 7 Players
Time to Play: 20 - 40 Minutes
Game Designer: Robert Hovakimyan
Game Artist: A. Giroux, Gary Chalk
Publisher: Bitewing Games
Year Published: 2024
BGG Weight: 2.11
Disclaimer: A review copy for the game was provided by the publisher.
Player Age: 10+
Player Count: 3 - 7 Players
Time to Play: 20 - 40 Minutes
Game Designer: Robert Hovakimyan
Game Artist: A. Giroux, Gary Chalk
Publisher: Bitewing Games
Year Published: 2024
BGG Weight: 2.11
Disclaimer: A review copy for the game was provided by the publisher.
Rundown:
Zoo Vadis is a re-imagining of Quo Vadis, an older Reiner Knizia title. This game has a unique combination of tense negotiation and racing to the exit, not only to score but to later block other players from scoring. Zoo Vadis has players advancing from the entrance of the zoo up to the star exhibit. The star exhibit only has a certain number of vacancies (based on player count) and the game will immediately end once this exhibit is full. Any player in the exhibit is eligible to score, however, only the player with the most laurels (money) will be the winner.
During the game players need a majority of seats at the location to vote in favour of them to move forward. These seats could be filled with their own animals, peacocks which can be bribed, or players that have been allied with.
Actions:
Each turn a player may do one action of either adding an animal, advancing a peacock/animal, or moving the zoo keeper.
Add an Animal to the Zoo:
If there are any vacant seats, one of the active players' animals may be placed in one of the four entrance exhibits.
Advance a Peacock:
One peacock may freely advanced to the next exhibit without needing a vote. The player does not gain the laurel token of the peacock passes. Instead, they will gain one laurel.
Advance an Animal:
One of the active players can now advance to the next exhibit, collecting the laurel they pass. Some of these laurels award immediate bonus effects as they are gained. To advance an animal, the player needs a majority of votes. This majority is based on the seats at the exhibit, not the number of animals.
The votes can come from the active player's animals, bribing a peacock by paying two or more laurels through one token (they do not refund change), or bribe/create deals with other players who own animals in this exhibit. In the image below both the flamingo and crocodile could move up using two votes from themself and one through the other player or by bribing the peacock.
This could be current deals, like allowing the use of player powers, or by paying laurels (immediate deals have to be met), or future alliances (this does not have to be honoured but will create poor trust). For any vote a player grants the active player, the voter will gain one laurel from the supply outside of the bounds of the deal they have made with that player; it pays to be kind.
Some rules have to be followed when advancing:
- No moves allow returning to previous exhibits.
- Unless using another player's power, the path has to be the standard path (not a tunnel).
- The animal can advance from any seat in the exhibit.
- The new exhibit has to have vacant seats.
Move the Zoo Keeper:
The zoo keeper can be moved to cover any laurel on the board. The zoo keeper will allow any player to move out of the connecting exhibit into the next one for free, however, no laurel will be gained when moving. If the table turns against a player, this action can be very crucial.
Player Powers:
Each player will have a unique power that only other players can use. These powers are bargaining tools and can only be gained (to be used later) if both the owner and the user of the power agree on terms of the deal. The ability does not have to be used as soon as it is gained, instead the player with the power gives another player one of the two tiles representing that they will lend their power when the other chooses. If the power isn't the players' to give, they are unable to pass on an unused tile to another player. When the tile is used it will give 0, 1, or 2 laurels to the tile's owner and return to the original keeper. During the game, these power tiles do not reset unless a certain laurel granting this is gained so it is best to be careful when using the powerful bargaining power.
The player powers are explained below:
- The hyena moves the zoo keeper as a free action on the user’s turn.
-The tiger gains the laurel token underneath the advancing zoo keeper.
- The mamoset exchanges the collected laurel with another on the board.
- The crocodile advances again after entering a one chair exhibit.
- The ibis allows the moving animal to enter a full exhibit.
- The rhino moves one animal with them when they move.
- The armadillo passes through secret tunnels without relying on anyone's vote.
Interaction:
This is the kind of game where players are playing everyone else at the table as well as the game itself. The wheeling and dealing is crucial to either gain many laurels or push towards the exit. Many deals with by made throughout the game, the immediate deals have to be honoured, whereas the future deals can be broken. Players can make deals for laurels, votes, powers, and alliances.
Determination:
- Playing powers as a bargaining chip instead of a personal ability is very interesting.
- The zoo theme will appeal to a wider audience than the original.
- Great player range of 3-7 players.
If negotiation games aren't typically what you enjoy, then I would still recommend this game as it is great for the group play alone. The objective is obvious to everyone at the table. It is a race to reach the end, and a journey to gain the most laurels. Reaching the end allows the player to score but they can only win if they have the most laurels. Large laurels will be gained by advancing locations, but small laurels will be gained for nearly anything else including; moving peacocks, voting for players to move, and making deals across the table. Each player will have two chips with their player power associated that are used as bargaining chips to turn heads in their favour. If you're a fan of negotiation games that cause a riot at the table but are looking for faster gameplay with clear objectives, then Zoo Vadis is definitely for you.
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