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Store:  Strategy Games
Theme:  Wine, Business
Format:  Board Games

Vino

English language edition


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Ages Play Time Players
12+ 60-90 minutes 3-5

Designer(s): Christwart Conrad

Manufacturer(s): Rio Grande Games, Goldsieber

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Product Description

In this game, players acquire vineyards in 9 regions in Italy. Players choose from five kinds of grapes when they first start buying in a region, but not all grapes grow in all regions. The players then sell their wines by type, driving prices down for everyone. Players also have the opportunity to affect the price of the wines in other ways.

Product Information

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Product Reviews

 
 
 
 
 

Average Rating: 4 in 13 reviews

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by Dave
Truly Unique
January 30, 2003

From start to finish this game plays smoothly, keeps your interest, and keeps you entertained. Unlike some of the opinions in other reviews, I think the rules were written very well and were very clear. The game mechanic is a little different, and takes some getting use to but once you understand it, it makes perfect sense. In addition, a 'demand line' really throws a curve in the production and selling of grapes - depending on what types and how many grapes are in circulation, the 'demand line' will vary the overall profit of your sales...if the market is saturated with that type of grape, you lose money - if it's rare, you make more money.

The game also looks great, from the board, to the clear colored counters, to the info cards (just keep your eyes on the round wooden grape markers...they tend to roll away). My only complaint about the game is that many regions on the board are very similar in color - this makes telling them apart difficult unless you really look...but it's no big deal.

Vino is a keeper.

 
 
 
 
 
by Fred
Worst Written Rules I Have Seen in Some Time
December 31, 2001

There are a number of things that make Vino appealing, like the quality of its components and its stock market theme, to name two commendable and noteworthy examples.

But do the rules need to be that badly written? If you go to so much trouble producing quality components, a rulebook AND a quick reference card, why make the rules obscure? How can people miss out on the fact (for example) that when you sell grapes, you don't move the grape counters back a bunch? True, the first attempt at this game was at 1:30 am after playing a 5-player La Citta and consuming LBV Port and Sake, but when the rules are well written, that is not a problem. The group took excellent care of tougher games like Java, Tikal, La Citta, and Medina under similar conditions. Poor rules have no excuse, since rules should be the core of the game.

I would be remiss if I left out mentions of outstanding rules as examples of what SHOULD be done. The best rulebook by far is Attila's. Serenissima's is--in my eyes--second, especially when you realize how many pages there are fluff.

Next time I play this game (and I believe it has potential, so there will be a next time), I will rewrite the rules and put them on boardgamegeek.

 
 
 
 
 
Good buying/selling game
December 30, 2001

The game takes a little getting used to but then plays smoothly. I disagree with earlier comments:

1) The market moves very rapidly, too rapidly for any real strategic planning.

I don't agree. You know who is strong in a particular group. If you have competition, you better plan to sell ahead of them. The way to do that is to SELL LESS WINE the previous turn. Then you will go before them (albeit $200 poorer) and sell the wine and undercut their profits. In fact, if you depress the price enough, your opponent will be forced to sell his other wine and raise the wine you just sold.

2) It is not really a simulation at all; it is more an abstract game.

Got that right, and neither is any German game a simulation. They are all abstract games with light themes. I like simulations (wargames and science games like American Megafauna), and I like Euro games. Settlers of Catan isn't a simulation. I can't think of any Euro ([page scan/se=0130/sf=category/fi=stockin.asc/ml=20]Ursuppe included) that's a simulation. Its not a pure abstract game like Siesta.

> Every year you do not generate more wine, nor does unsold wine do you any good later. It is more an abstract representation of territorial change. If you are looking for anything vaguely economic, look elsewhere.

The theme is not 'realistic'. But the buying and selling mechanism is ok. If there is a large sale before you come to market, the price will be depressed.

3) There is too much kingmaking going on--affecting the market, choosing which regions to go after, etc. are all more oriented towards who you are helping next rather than yourself. It feels like a lot of turns are really deciding who you want to help out, which is fine, but does not lend itself to strategic play beyond politics.

The last turn certainly has the kingmaker problem. Other than that, its not a big deal except with a vindictive player, and that's true of any German-style game. To avoid the kingmaker problem to some extent, try to maximize your score or relative position.


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