This weekend I finally got to play my new games. Four friends came over, and we got cracking. Didn't have nearly enough time though, Supernova and Robo Rally had to go back with their owners, unplayed.
What we played:
Puerto Rico. Awesome game, it's like Race for the Galaxy on crack. It's also awesome (i.e. I won the first, and only game).
I'm going to hell though. The "settlers"/"colonists" come on ships, work on farms, and are handled like goods. And they're these brown tokens. See what I'm getting at? Right. The manual covers every possible question one could have, really impressive work - they even catch slip-ups like forgetting to refill the
slave colonist ship.
It's brilliant how much you can fuck up your fellow gamers by choosing the right phase at the wrong time, especially at the beginning. Our tobacco man lost more than 10 victory points due to some devious captain-ing at one point.
Citadels. We played once with the original setup, and then used all of the expansion character cards in a second game, which is clearly not the intended way of doing things. I think the King card will have to go, the schemer card is awesome and will replace it nicely. Love the game so far. The german version is a bit shoddy though, e.g. the Priest gets coins for blue buildings, but the text on the card says it's purple buildings instead. Also, the cards suffered more than I'd have thought. Don't buy the german version of this game, folks. Very appealing artwork for the most part though.
Magna Carta.
...
Oh gawd. Where to begin. We started off using the standard rules, not the beginner rules, because "
those are for pussies". There was some heated debate about a very questionable use of "forward" and some other ambiguous wordings in the german manual. After that was resolved, we had a great time. I will play this game again ASAP.
I promised a write-up, so just skip the rest if you're not interested. I'll focus on the negative parts since I'm a grumpy German. Read ads if you want happy happy sunshine stuff.
First, the rules.
You start out with your player token, a bunch of coins, some tokens for goods (there's wood, rock, meat, and gold - you start out with two units each of meat and wood). You also have four workers (in your color), and some building plans drawn at random from your personal deck. Yes, the building cards are color-coded.
The start of a road (aka some special cards laid side-by-side) is lying in the middle between all players. Your job is to add to that road at the end, harvest goods and money, and use them to help building a castle. A special token (the reeve) sits at the end of the initial road and moves around in the game. There's also the aforementioned castle and a bridge. The bridge accommodates four numbered slots for the player tokens. On the castle card there are three stacks of victory point tokens, worth 4, 3, and 2 victory points. The game ends when the castle is finished (i.e. the tokens are gone). Until then, you play rounds divided into six phases.
Phase one, everyone gets two coins, plus any other bonus they may have from buildings, like additional coins or a card. This is done one by one, starting from the player in possession of the start card, which is a special card that's changing ownership each round.
Phase two has players take turns (starting from the starter player) doing the following: you may either set down a worker on an unoccupied part of the road (and pay one coin), invest goods and build a building at the end of the road, draw one additional card for one coin, or drop your hand and draw the same number of plan cards from your deck. You may also spend goods on building one of several special prestige buildings using special rules: They replace a specially prepared building, give the builder huge amounts of victory points at the end of the game, and in special rare cases give them some bonus in phase one.
After you perform any one action, your turn is finished and the next guy may choose. If you don't want to choose (or can't pay for another action) you may "pass" by putting your colored token on the first free space on the bridge. The other players may continue choosing actions, but for this round, you are out. When all players have passed, the next phase begins (and the first one to pass gets a coin). Placement on the bridge is pretty darn important and influences the next phases greatly.
Phase three has a ingenious way of getting people to spend money to piss each other off. Players may have the reeve move along the road, forwards or backwards. Why this is important will become apparent in the next phase. One movement between adjacent cards costs one coin, and you may not spend more than three. The first player to pass in Phase 2 gets first pick, and so on, until the last one - so each player only gets
one chance to move the reeve.
Phase four is where the workers come in. From the start
up to the card with the reeve on it(!), every card with a worker on it has its effects activated in this specific order. Every card gives both the builder and the guy with the worker on it some sort of bonus (goods, money, exchanging goods for money or vice versa, preparing buildings for prestige buildings, ...). In case the worker and the building are from the same guy, only the one from the worker applies. Workers between the reeve and the end of the road have no effect at all. At the end of the phase, everyone gets their workers back.
in Phase 5 every player may contribute to the building of the castle. You need three goods (one each of wood, rock, and meat) to get one token, and you can get as many tokens as you want provided you have the goods; you're free to skip though. The first player to pass in phase 2 gets to pick first, etc. If nobody contributes, two victory point tokens are removed, always using up those with the highest value.
Ouch. The one player that contributed the most gets one gold token, which is needed for prestige buildings and in a pinch as a wild-card good for normal buildings. If there's a tie, the first one gets it. Obviously, if nobody contributed, nobody gets the gold. Even though there are buildings that let you buy gold, they're expensive, and the prices for buying gold are high.
It's not mentioned in the manual anywhere, so we took our player tokens off the bridge in this phase, since it seemed to make sense.
Last phase is boring, the reeve walks two cards in the direction of the end of the road, if possible (i.e. if it's not already there). The player that started this round gives the card signifying this fact to the next player on his left.
After that, if there are still victory point tokens on the castle, the round starts from phase one again.
At the end every player adds up the victory point token values in his possession, the values of his (prestige & normal) buildings on the road, and adds one point per gold token and another one per wood-stone-meat token combo. Remaining money may give you some VPs too, but this is rather negligible.
Impressions
It sounds complicated, right? Don't worry, it becomes second nature after a few rounds.
No thanks to the german
manual though. There's lots of text, but it uses very imprecise language, and the player token aspect isn't covered. A nice overview would have been helpful. Just some sort of flow chart, to ease you into the game. I'd have taken a cheat card too.
The beginner game rules are a very nice touch and all, gotta appreciate that they acknowledge that it's a rather complicated game, but these starter rules are not so fundamentally different - they still are a huge intimidating wall of text. From what I can tell all they do is drop the reeve (and thus, his phase), simplify income (
always 2 coins) and prestige buildings (they're played like normal cards). this could have been implemented as a little colored side-note in the normal ruleset, or the other way around, as a "Advanced play rules" section after the starter rules.
Also, all of the text is justified. Sometimes with horribly large gaps in between words. not good.
Then there's the full-color picture examples that are supposed to clarify rules.
One example, they show a "game in progression" - but with all tokens removed and at the sides in one big heap. Basically, it's a depiction of a bunch of cards lying in a snake-like pattern on a blue background. Doesn't help. At all. Sure, it looks nice, but eh... most of a page of the manual, wasted.
The rest of the examples are side-by-side with the rules, but not clearly assigned to them, they're just roughly at the same height of the rule they are referencing.
The second is so awesome that
I snapped a quick-like photo of it. The german word is "income". Awesome, eh? Took me a second to comprehend what was going on in that pic.
So to sum it up: German manual = three stars out of six. Gets the job done.
The cards are nicely done, but the artwork/design could be better. It's utilitarian. Not bad, or anything, but ... So sue me, I played MtG for a long time, I'm spoiled.
There's no text on cards, only icons and artwork. That's a plus, I guess. The icons for coins and one-time goods are too detailed, but it doesn't really matter. After you get used to how the information is presented you will have no problem at all in estimating a cards usefulness at a quick glance.
Cards can be flipped to prepare them for prestige buildings, or simply for additional income per turn. Flipped cards are mostly green. Green is a player color. Same for prestige buildings, which have a blue background and a black border. The starter street cards are pink, which I guess would distract the red player, except his color is easily distinguishable.
Couldn't they have used other colors? There's more than red, greed, blue, and yellorange. It's no problem since there's still a player-colored border around the background, but most of the card still sports a rather deceiving color. It's distracting, I'm always tempted to do a double-take even if I train myself to only use the border as a clue. They also use subdued colors, which makes it a bit harder to get a quick overview over a big street.
Due to the nature of the game they're also rather small. They handle well, even with my big paws, but to others that may be off-putting.
So the cards get between four and five stars. They could arguably be much worse.
The
Tokens are simplistic as well, but they're made out of wood, and in stark contrast wit the cards they're brightly colored. The yellow player gets orange tokens, which might bother some, but to me it's well within the acceptable margin of "color error".
The workers are cylinders, which is kind of a waste. Why not use Pachisi/Ludo "men", for visual and usability reasons? Oh well. Not like it matters, they're functional and big enough to grab and set down.
Unlike the goods, however. After some playtime shuffling them about gets a bit tedious. Do not play this game when half asleep, you will drop them, and you will follow them below the table, to the cheers and insults of the others. I got used to pushing them around instead of picking them up. Again, my big hands may be to blame, but it happened to others too. Their cube shape makes them jump in delightfully random ways. Seriously, they're just a fraction of a millimeter too small to grab comfortably and reliably.
Meat and Gold are quite brightly colored (pink/yellow), and stone and wood look the part (gray/brown). While I wonder about the meat, I have to admit that I have no clue what single color would be more appropriate.
I have very little complaints about the tokens. Five stars. They're not perfect, but of high quality and certainly usable.
The
Box is nice, and blue, and way too big. No compartments, but some plastic bags for the tokens. Artwork's OK, but very different to the one used "inside".
Hm. Gonna give that one a very arbitrary three points.
Conclusion
Like I said, the game is fun. Very fun. But only if you like tactics/strategy. There's little luck involved (the penalty of getting a bad hand is rather low, and at the beginning you're granted a free redraw, but if you're
exceptionally unlucky you'll go under in this game too). As long as your friends aren't the type to mull over tactics for extended periods of time the game goes by quickly. Shame about the manual, I hope the international versions are better.
There are rules, so expect a short downtime in the beginning. Communicating them takes longer than understanding them. An experienced player can help things along tremendously - the rules can be taught while playing (even if the outcome of the first game is obviously gonna suck for the newbs).
The rules speed up the gameplay when there's little action (two VP tokens removal rule), reward strategy (I love the "bridge" mechanic), and allow for several approaches to win. I haven't noticed any faults so far, but I haven't played the game often enough for them to become apparent I guess.
Recommendation:
It's rather cheap, it's very fun, the rules are intuitive ... why
wouldn't you want to play this?