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Game of the year, 2003
Recommended Card Games
A nice little game which is easier to play then learn the rules! Generally you play with the players to the left and right of you in mind as they can affect your victory points and ability to earn gold. Shafting comes from playing Military cards in an effort to gain more than your adjacent players earning you more victory points and them minus points. Shaft both of those players and you get double. If they are shafted either side they get double minus points.
The game balances out by having cost mechanisms to play cards based on resources which you either have or have to pay to use those your adjacent players own. A nice little game but as usual, one that I can't maximise my VPs on... :C
Comment by Paul
There's a bit of shatfing in making sure your neighbour doesn't get his mits on those juicy cards he's after too - eg building or discarding that nice green card which would have given him a ton of points.
Unless your name is Chrissy, of course :-)
Scores : Paul 60, Tel 58, Joe 53, Steve 49, Chrissy 45, Frank 40
Ratings: Paul 8, Tel 8, Joe 8, Steve 7, Chrissy 8, Frank 7
This game seemed to offer multiple ways to ruin the scoring for players by allowing the collection of a number of different coloured god cards which then were scored based on the last score card placed against each colour (between 0 and 5).
The round finished when all 6 score cards are placed against a particular colour.
Thor proved to be less of a shafting game than expected, due to the amount of times that people ran with the cards that others took for themselves, for fear of choosing the wrong colour or set of colours.
Chrissy won due to Frank scotching a colour by placing a 0 against it at the end of the round.
Scores : Chrissy 70, Joe 68, Frank 66, Paul 65, Steve 60
Ratings: Chrissy 8, Joe 7, Frank 7, Paul 8, Steve 7
Tel's preorder had arrived so he was keen to give it a go. Oggie and Paul already had the benefit of a single play under their belt, albiet with an incorrect rule. The rule error from the previous game was forgetting to take poverty points for cards in hand. Playing this correctly certainly gives the game more bite as hand management becomes much more important.
We all seemed keen on the idea of keeping poverty points under control in the early game. This saw us all keeping our cities down to about four stacks, and buying a bunch of boroughs. Tel started to find this a bit restrictive after playing cards which dodn't flip, so we saw the size of his city start to increase. He was having to pay to use some of his cards each time his city was activated so seemed very keen on building shops to get an income.
Paul wasn't bothering with cards which trickled income in over time. He just kept playing big income generators and raking in the cash. Oggie had a slightly different approach to getting income. Don't bother. Whilst this had the advantage of not having to worry about playing income generators, it did have the unfortunate effect of not allowing him to play much else either.
The outcome of the game probably resolved around a turn which saw Paul play two sewers, making a big dent in his poverty. Another in his next run, combined with a lot of boroughs, saw his poverty hit zero at game end. This was to prove his saviour, as Tel had achieved a higher score in VPs on cards played but was hammered by his poverty.
Not hammered as much as Oggie though. Sadly for him, but not for the rest of us, he'd not scored much elsewhere either. With a final score of -1 he'd have been better off not playing at all.
I'm liking this more with the right rules. I'm still not convinced that the board is necessary though.
Scores : Paul 65, Tel 50, Oggie -1
Ratings: Paul 8, Tel 8, Oggie 6
Scores : Oggie 113, Tel 103, Paul 100
Ratings: Oggie 8, Tel 8, Paul 8
Scores : Tel 6, Paul 5, Steve 5, Frank 5, Chrissy 4
Ratings: Tel 8, Paul 8, Steve 8, Frank 8, Chrissy 8
Scores : Chrissy 5, Steve 3, Frank 3, Tel 1, Paul 1
Ratings: Chrissy 6, Steve 5, Frank 7, Tel 6, Paul 6