Amerigo

Amerigo

Players
2-4
Best withThe player count this game plays best at.
4 players
Play timeHow long a full game runs once everyone knows the rules.
90 min
AgeThe minimum age printed by the publisher.
10+
ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
3.0 / 5
Year
2013

About the game

Amerigo has players helping Amerigo Vespucci discover new lands, exploring South American islands, securing trade routes, and building settlements. Actions are determined by dropping cubes into a specialized cube tower, where some cubes get stuck while others already inside are knocked free, mixing tactical and strategic planning. The modular board grows with the player count as players sail ships, found settlements, and invest in cannons and progress tokens. Efficient use of both the cube tower and the board's rondel-like structure is key to victory.

Hobbli's Notes

Amerigo is a classic example of a Stefan Feld 'salad' euro, layering a cube tower, action rondel, and area majority into one dense package. The cube tower's semi-random cube release adds a clever wrinkle of uncertainty on top of otherwise careful planning. It rewards efficient, multi-path play but can feel busy for players not used to Feld's dense mechanical style.

What we like

  • Clever cube-tower mechanism adds tense randomness to action selection.
  • Strong area-majority and tile-laying depth on a modular board.
  • Satisfying multiple paths to building a successful settlement network.
  • High replayability from varied board setups and progress tokens.

Keep in mind

  • Cube tower randomness can feel swingy for players who want full control.
  • Dense rules across multiple mechanisms create a steep learning curve.
  • Can run long with notable downtime between turns.

Who it's for

Experienced euro gamers who enjoy multi-mechanism strategy games, best in groups of 2 to 4 ages 10 and up.

Mechanics