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What Makes It Tick: Twilight Imperium Part III

Twilight Imperium has a lot of intricacy, just learning the rules can take time but actually learning the subtle long term impact of the very wide range of potential strategies, racial benefits, technologies, strategy cards, political cards, different resources and positions, just to name a few things, takes many… many plays.

There are however some established, classic strategic and tactical concepts that can always be deployed and while I’m not going to get too deep with the specifics, I have constructed a short list lof some of the top tips & tricks.

Mecatol Rex For The Win

The importance of controlling and denying control of Mecatol Rex, the central planet of the game cannot be overstated.  While most players will prioritize “production” and “military” instinctively, the truth is that in TI3, all players will ultimately build up military forces that will be fairly evenly matched.  More than that, war is a poor path to victory and even when facing a much smaller force, you will be sacrificing resources to go to war, weakening your position whether you win or lose the war.  This is mainly because TI3 is in the scope of things, is actually a pretty short game in terms of rounds.  Most games with experienced players will end somewhere between round 6-8.

Most inexperienced players will question the value of Influence and skip Mecatol Rex as a target until they realize that controlling Mecatol Rex is about a whole lot more than that.

Hence production is really about creating a line of deterrents, its like investing in the future mutual destruction of anyone who decides to go to war with you, but usually that investment isn’t going to be turned into Victory Points through an act of war.

The true defining and usually deciding factor of a TI3 victory will be the player who diversifies the best.  You need to have technology, resources, influence, command token advantage, fleet supply advantage, military strength and political/diplomatic control.

To that end Mecatol Rex is an amazing contributor.  Its a single planet that provides 7 resources (1 production and a whopping 6 Influence).  More than that though a wide range of secret objectives are only possible to accomplish through the control of Mecatol Rex, not to mention that its a platform of control as you can project your force from the center of the galaxy at any player.  Of course having 6 influence each round is amazing as it gives you political control during voting, its a core resource in several public objectives and its used in the secondaries of several strategy cards.  There are a lot of benefits to be had just by controlling the planet.

More importantly however is that simply by controlling it, you are likely denying several players the opportunity to complete their secret objectives (2 points) which is key since in the vast majority of games, a player that completes his secret objective will win the game.

Mecatol Guardians is a variant introduced in Shattered Empire, effectively NPC units that protect the planet it to make it harder to take…. this however is just a cat in a box.

Mecatol Rex as a result is a key, strategic position and a worthy investment in most games for you.  In particular controlling it early can create a stacking effect of benefits, the longer you control the better position you will be in.

Controlling Mecatol Rex is however not about space combat, its about ground combat and as such its all about getting ground forces on the planet.  Its unlikely that should another player or more typically players decide to take it from you, that you will be able to stop them.   Its a central planet, everyone will be able to get to it.  Invading someone on Mecatol Rex with ground forces however is a considerably more difficult task thanks to the logistics of moving troops, in particular if a defending player has really built up his ground defenses.  Hence taking control of Mectol Rex and keeping it in your grasp is key, even if you only control the planet.

Command Token Management & Stalling

All the resources, military and planning in the world will fail if you do a poor job of managing your most vital resource in the game, Command Tokens.  Without question the most common thing you will hear at the end of a TI3 game is about how someone would have one if they had just one more Command Token.  It cannot be overstated how critical action economy is in TI3, every move you make will cost you command tokens, you must conserve them, spend them wisely and do everything in your power to create a reserve.  If you find yourself playing a game of TI3 two command tokens at a time that you earn in the status phase, or praying that someone will kick of the strategy card that earns you additional tokens you are not only going to lose, you are going to lose horribly.

There are a number of really important conservation methods when it comes to command tokens but the topic gets fairly complex.  I think the simplest and most direct advise I can give is to simply ask yourself “Why am I taking this action”?

One of several races with an ability to stall by spending command tokens. While they don’t help to conserve, at least you get something for your expenditure.

Simply put, you want to make sure every time you put down a command token that its with a very specific purpose in mind that garners a clear benefit, preferably one that will lead to a victory point.  You want to avoid dropping tokens just to “stall”.  Aka you don’t want to pass, but you have no worthy actions to take.  Often, in particular in early parts of the round it may be more prudent to pass.  More commonly however you are going to want to stall.

Knowing that at some point (likely all the time) you will be in that situation, you really want to find and hold on to anything that would allow you to stall.  Whether its a racial ability, an action card, a strategy card or something else.  You really want to have at least a couple of ways you can stall your turn each and every round of the game, barring perhaps the first round as this is largely for optimizing expansion.

You might at this point realize that some races are better equipped to do this then others, some even have an outright “pass” ability like the Yssaril Tribes.  Well, this is exactly why the tribes are often referred to as “the best” race in TI3.  The ability to stall, is very powerful and comes in handy throughout the game and it’s squarely because of this ability to conserve command tokens.  You will need to stall often with every race, but command token conservation is all about not stalling by spending command tokens.

Arguably a race with a terrible start, command token conversation and building up reserves is your priority in such a case.

Perhaps the best method of conserving command tokens is to simply build up a big reserve, so that you can spare command tokens to stall with. Some races benefit from this in one way or the other,  like Federation of Sol for example gets a direct benefit for simply spending a command token (get 2 free ground forces) while other races have absolutely no default way to do this, building a reserve is more important for these races.  In some cases it’s absolutely vital and a first priority.

Projecting Mutual Destruction

I have already mentioned several times in previous articles that TI3 is not a war game, but do not be fooled into thinking that means that there will not be war, nor that you can skimp on the projection of your military force.  In fact, this is not only a priority but constant.  You must always be building up a threatening, versatile force, ready to strike and bleed your enemies.

That said, the purpose of this build up is not a prelude to invasion or as a part of an ultimate plan to win a great war, its actually to project a military that is strong enough that anyone who attacks you would be assuring your mutual destruction.  It should be clear that to attack you, is to wage a war in which there will be two clear losers.  Its kind of like two world powers building up nuclear weapons, if the war ever does happen, its over for the both of you.

War is usually not a great move, but some races are much better equipped then others for conflict.

The reason is simple, you are here to earn victory points and carve a piece of the galaxy that offers enough resources that getting more from the control of other players in not necessary.  The galaxy however is far too small for everyone to get their fair share and as such, its inevitable that some players will have no choice but to fight for their claim.  You want to make sure that you make a poor target and that someone else appears to be a much better one.

Creating a proper military defense is not just about “more units”, its about creating nets of impossible odds and”stupid moves” that must be made to invade you.  You want to make it costly and that means DPS in a net protecting your key assets, lots of throw away fighters to use as cannon fodder and plenty of shooty units, preferably upgraded with technology.  Don’t skimp on ground forces either, you want to make sure that even if someone manages to take control of space, they are still not going to get your planets.  Finally you want to make sure that you can always counter-strike, so position your units in such a way as to ensure that if any spot is attacked, you have the means to make an immediate counter attack resulting in your opponent losing his units and gaining nothing for it.

Is this easy to do?  No its hard, it takes practice and there are insurmountable variables that can effect the decisions that must go into this.  This can only be learned through experience, but the important lesson you should take away here is that, the goal is always a threatening, costly defense that can only be overcome through a stupidly expensive engagement.  The goal here is to discourage attacks in the first place.

A Weak Mans War

One final piece of advice is regarding the relative starting strength and dynamic starting positions in the game.  TI3 is not a fair game, in each game there will always be players who have a clearly better and clearly worse start.  You might think that starting of in a position of strength is good, but its actually not.  Weakness leads to alliances and cooperation, strength leads to hostility and ultimately war.  Being in a weak position means you have just cause to agitate the fragile peace in the galaxy.  Out of a weak position you want to trigger wars, but you also want to make sure that your participation is just a gesture.

Play the wounded dog, in fact the longer you can maintain the illusion of being out of contention for the game the better (real or imagined).  Always remember that wars are not won on the battlefield, they are won through diplomacy, politics and manipulation with the your enemies enemy.  There is no better method to ensure victory than to draw in two players into a conflict between them with the illusion that you are taking sides.  When playing from a weak position your goal is to always create conflict between players.  Point out the possible moves, the possible threats to each other, theorize about how people will act, what actions they might take and never be afraid to make some shit up.  Put doubt in the minds of everyone and stir chaos, distract the shit out of them and push them to make mistakes.

If you ever find yourself playing the Xxcha, stirring the shit is your top priority, they are the definition of a weak starting hand.

Weak positions typically mean smaller military and fewer opportunities, as such you must create your own options, but often as it so happens it can be impossible to recover from a weak position.  Its in these cases you really learn the most about how TI3 is really played.  Its a mind game, a game of guesstimating about what people will, might or can do.  When you aren’t a threat, no one can accuse you and say “hey your trying to distract us so you can sneak in the win”, often identifying a weak position of a player is not hard to do.  Hence your weakness becomes your legitimacy, there is a sense of “he has no reason to lie” in the atmosphere that surrounds a player in a weak position.  Leverage the shit out of that, force everyone to play their hand in the open by being observant and vocal.

Its hard to play from a weak position, but it might surprise you to know that of all the victories I have ever had, starting from a weak position accounts for about 70% of my wins.  The truth is that there are no weak positions in TI3, there are just perceptions of that.  Winning from a weak position is all about the spin and to win you must be the spinster.

How that was all helpful, see you guys next time.

What Makes It Tick: Twilight Imperium Part II

In our next TI3 article we are going to be talking about some theorycrafting surrounding this amazing epic.  We are going to talk about the meta game, table action, some do’s and don’ts and a few strategy tips to get you started all built around the theory of the Revenge Factor.

The Revenge Factor

The revenge factor is a concept that applies to a lot of games but no place is the theory more prevalent than in Twilight Imperium thanks to its rich political environment where everything is connected in one way or the other.

First lets talk about the theory itself, what is the “Revenge Factor”.  It basically breaks down like this.  In Twilight Imperium, almost every action you take is going to negatively effect someone at the table in some way.  Its a very confrontational game.  In a game of TI3 every player always has a general status of either being in contention or out of contention for the win.  While this status can change over the course of the game, the later the game becomes the less likely someone that is out of contention for the win will make a comeback and be back in contention.  This is important to understand because the revenge factor effectively kicks in when a players status changes from in contention to out of contention, whether imagined or real.

Lots of games have Revenge Factor elements, GoT The Card Game is another good example, in particular in multiplayer games. Be weary of injuring people in this game, if you put them out of contention, it doesn’t take much for someone to take you with them.

Another property of the Revenge factor is understanding that in Twilight Imperium, barring very unusual circumstances, you can always sacrifice yourself to take someone with you.  Basically if you realize that you are not going to win, you are likely still in a position to target someone and make sure they don’t win either through a wide range of actions, from playing cards, the way you vote in political rounds, using special abilities or just outright attacks, self-destructive or otherwise.

The Revenge Factor thus is the act of realizing that you are out of contention, identifying the person who caused you to be out of contention and then actively pursuing him/her and ensuring, while you won’t win, neither will they, aka, getting your revenge.

Anyone who has ever played a confrontational game like TI3 knows what this is, perhaps they call it something else but that element of “getting even” is always a prevalent force.  In TI3 this is amplified by the fact that there are so many ways to negatively effect someone at the table.

The phenomenon takes different shape depending on the player count, typically the higher the player count the more likely two players will find themselves in a pointless conflict that will put them both out of contention for the win.

The “Revenge Factor” is a very real thing and I find in almost every TI3 game I have ever lost, its been as a result of this table phenomenon.  In a lot of ways, its really not possible to win a game of TI3 entirely on your own in most circumstances, external events, alliances and political maneuvering in which you end up getting help, either willing or unwittingly is an absolute must to secure a win.  If someone is really gunning for you, willing to sacrifice their own potential victory,  victory for you is very unlikely.  Again, in most circumstances, their are obviously often exceptions but to really come to grips with this phenomenon you must both understand it, embrace it and vigilantly prepare for it.

There are many different ways to deal with the “Revenge Factor”.

First and foremost, be conservative in how you negatively impact people.  Simply lashing out randomly or negatively effecting someone just because you can, in particular if there is no benefit to you (no way to earn points for it yourself) is a sure fire way to become a target of someones revenge.  Avoid this.

A good way to do this is to always ask yourself a simple question.  How does this action help me.  If the answer is not “I will get a victory point as a result”, its usually not worth it, at least not during the early and mid game.  Things change a lot in late game where there might not be enough time to get revenge but we will talk about how to manage the end game very specifically in a later article.

This is a game about victory points, never forget this, this IS the only way to win. Swapping plastic in a war that does not yield VP’s out of spite is a sure fire way to lose the game.

The second way to avoid being the target of revenge is to anticipate and prepare for it.  Holding coveted cards like Sabotage, sitting on a Diplomacy Strategy card, creating neutral zones using military units, simply having a much larger military or even arranging a negative action through diplomatic talks with the player so he knows “ok he is going to do this so he can get a point, in trade for X or Y”.  All these things and much more can be done to anticipate or curve someone lashing out.  Understanding what a player could potentially do in response and being ready for it is important but be weary of screwing with a player who has a hand full of action cards, is within striking distance of a system you need, has more command tokens than you or is in position to help one of your other enemies at the table.  Action cards in particular can create a lot of chaos, you never want to be the target of someones action card wrath.  They can do a lot of damage and its a common strategy to stack your hand for just this purpose.

Finally and perhaps most importantly hold out negative actions for the end game.  A typical game of TI3 doesn’t end with a player getting that last and final point in the final round of the game.  It more often happens that a player scores 2, 3 or even 4 points in a single round.  Often referred to as “making  your play”, essentially the act of setting up a way to score multiple points in a single round so that players don’t have time to respond and are caught of guard.  If your sitting on 8 or 9 points in the final round, odds are you are about to play a round in which every person at the table is going to be trying to stop you, but if your sitting on 6 points people will assume there is plenty of time to deal with you.  Hence sitting on those big Fuck You actions until the right moment and then unloading to score big in a single round is the most effective way to ensure no one ever gets a chance to get revenge on you.

The golden rule in TI3 is that at 6 points you’re a threat in contention for the win. At 9 points, you’re just the guy about to get his ass handed to him by 5 other players.

Now that is not to say you should not make plays against people throughout the game, but remember the first part of this theory.  Players aren’t going to suicide it on you just because you play a Local Unrest on them in round one because they will still feel in contention for the win and won’t want to risk too much, but if you do something that really knocks them on their ass and they perceive that they are going to lose the game because of it, in particularly early or mid game, its a good chance you will have brought the wrath upon yourself and you will be dealing with a player taping your resources for the rest of the game on a suicide mission to take you with them,  making it difficult if not impossible to win.

Building political and economic power is a far better way to advance, then taking it away from someone else.

That is in a nutshell the revenge factor, know it, learn to love it and of course always be prepared to institute your own revenge should someone foolishly go after you.  Stack those action cards, arrange your military on the borders of your enemies and always be ready to pay them back 10 fold for their foolishness.  You really want to set this precedence at the table.  Everyone should know that, to screw with you is to unleash the demon, make them pay for coming after you and let them know that if they take you out of contention, your going to take them with you.

That’s it for today, hope you enjoyed the article and good luck!

QUICK PLAYS & REVIEWS

The last couple of weeks I enjoyed quite a number of great games, in particular the opportunities to game have come from outside of my normal gaming circles which made for some very interesting and fun experiences.

Deception Murder in Hong Kong
Score: 4 christmas_starchristmas_starchristmas_starchristmas_star

I picked this game up on a whim and while it was very well received among my standard gaming group, to the surprise of no one, it was particularly interesting to see how it held up among non-gamers.  I took this bad boy with me on a family skiing trip and we played it several times with people who quite literally had their first modern board gaming experience.

Whether your a gamer or not, everyone loves solving mysteries, making deception a truly universal game that can reach everyone.

In a 8 player game Deception Murder in Hong Kong not only held up but was a hit in the purest sense.  It engaged everyone, the discussions went off the rails and we spent the evening confused, accusing and counter accusing each other all night.  It was a blast!

Its really no surprise to me that this game is held in such a high regard, while the premise is simple, there is something about trying to unravel a mystery that is universally human and Deception Murder really taps into that with perfection.  I have quite a few different social deduction games and while I love them all, I think this one is probably one of my favorites at the moment.    Highly recommended.

Camel Cup
Score: 3 christmas_starchristmas_starchristmas_star

Sometimes called Camel Up, this race betting game is not something that I would ever bring to board game night at the club, but as a family game, Camel Cup really has just enough game in it to keep an old school gamer like me invested, while being sufficiently silly and simple for non-gamers and casuals.    I was really surprised by this one, I mainly bought it for the kids, but I really wasn’t expecting it to make my personal shelf.

Camel Cup makes getting the family to the gaming table very easy, gambling is just something that appeals to everyone when its not for real money.

Camel Cup is essentially a gambling game and I think that in itself is really where casual family games do really well.  Gambling mechanics ensure that no one is expecting to win based on “strategic play”, you sort of push your luck, roll  the dice and hope for the best, but Camel Cup does offer up just enough decision to trick you into thinking you might just be able to out think your opponents.  As a family game, this is among the best I have played in recent years.  Light hearted fun for the win.

Grimslingers
Score: 3 christmas_starchristmas_starchristmas_star

A friend of mine picked this one up on a whim, I think mainly because he liked the theme and art work.  We weren’t expecting much from it when we dropped it on the table, but to our surprise, it was actually super fun.

Some of the coolest art in one of the best themes in a card game I have seen in a long time.

With fantastic artwork, and kind of a weird science-fiction western theme where you can be a gun wielding cat (for example), this is a game effectively about trying to outguess your opponents, read their mind and asses “the most likely plays”.  I can see how this game might land a bit flat if you played it with strangers, but among friends, people who you know a thing or two about the personalities, this one flourishes.  Its really just a mind game, one with simple mechanics and plenty of interesting decesions.

While I enjoyed it one on one, I think this one in particular was much better with 3+ players.  Really cool concept, a simple game that gets everyone involved instantly.  Like it a lot!

Kingdomes
Score: 3 christmas_starchristmas_starchristmas_star

This Knizia classic is actually one of the few games from this designer I like.  While its a bit mathy, I think I like it because its very intelligent while being very easy to teach so you can introduce it to a group of non-gamers and they won’t feel like idiots.  It rely’s less on your skill as a gamer and more just on plain old fashioned intelligence.

I don’t like math, but this game somehow manages to make it fun.

It makes a good “camping” game, as it takes up very little space (at least the old version which I have).  Always really liked this one for non-gamer gaming.

Roll For The Galaxy
Score: Full Review Coming Soon

Man I feel like I’m talking about this game all the time right now, but it really hit on all pistons for me.  Its really hard for me to say exactly what it is about this game that “does it for me”, but I believe its kind of a combination of simplicity, science-fiction theme, dice element not driven by luck yet with strategic depth that really requires a lot of exploration.

One of the biggest surprises for me in a very long time.

I loved the game it was based on “Race for the Galaxy”, but I always struggled with that one mainly because its such a bitch to teach.  Roll for the Galaxy captures all the same elements of Race For The Galaxy, yet manages to be far simpler to teach, yet still has that “impossible to master element”.

Just a fantastic all around game, so much more then the sum of its parts.

 

Top 5 Dice Games

Dice games are a really mixed bag, suffice to say, there are a lot of really bad ones.  In fact up until the last couple of years I doubt I would have been able to scrape together 5 dice games I actually liked.  That however has definitely changed in recent years.  Not only are there a lot of great quality dice games out there, some I would even categorize as reaching well beyond the simplicity that is usually associated with the genre.

Enjoy the list

1. Roll For The Galaxy

This was one of the biggest surprises for me in a very long time, absolutely love it.

While the review is still pending, I can give you a preview, in short, I loved it.  In fact Roll For The Galaxy inspired me to make this list.  It is effectively everything I love about Race For The Galaxy, but with dice.  Its far simpler to learn and play then its predecessor, yet maintains that intensity and theme that makes Race For The Galaxy such a fun game.

I love the fact that despite beyond a dice game, there is actually a tremendous amount of control over the game.  You are not going to lose this game because you “rolled bad”, it’s definitely a strategy game, one that rewards clever players.  My absolute favorite aspect of Roll For The Galaxy is that it brought to the foreground that mind reading aspect of Race for the Galaxy, being far more prevalent here.  You really want to guess right about what your opponents are going to do and what they want you to do so you can throw them for a loop or when the tables are turned leverage their actions on your turn.

Absolutely fabulous game, I was hesitant to try it and I’m very glad I did, it really earns its interstellar stripes.

2. Nations The Dice Game

Clever and quick, its one of the few games that does justice to both the dice and civ building genres.

Its no secret that I’m a big fan of Civilization building games, both Through The Ages and Nations are in my collection not to mention many others like Twilight Imperium.  Unfortunately when it comes to replicating civilization building games in dice form there are a lot more disappointments out there then pleasant surprises (I’m looking at your Roll Through The Ages!)

Nations The Dice Game however was not only a pleasant surprise, it’s become one of my favorite games to play on Yucata.de where I have at least 3-4 games going at any given time.  Oddly its one of the few games on this list not on my shelf yet, a problem I will be remedying in short order.

Now I will admit, this was one of those games that sort of grew on me over time.  It wasn’t love at first sight, but I definitely consider this one of the best dice games out there not only doing justice to the genre of civilization building but in its own right being a fantastic strategy game.

3. Star Wars: Destiny

FFG could have made lots of money from me, instead they got zero thanks to the decision to make this a CCG. Too bad!

Of course Fantasy Flight Games needs to have a moment in the sun on this list too, but well deserved.  Star Wars: Destiny despite disappointing me horribly for being a CCG rather than an LCG, still earns its rank in the number 3 slot.  Really well constructed design that pits classic and new heroes and villains against each other in a weird abstracted format where the Millennium Falcon can for some reason attack Darth Vader?  Whatever, Its weird but its a really well designed, very easy to learn, quick and dirty and just plain fun.

Now I will admit I’m not a collector, this is strictly an online affair for me so perhaps I’m cheating but I simply can’t get over the CCG thing with this game, especially coming from FFG where they have this wonderful, proven LCG concept.  Oh why or why did you do this to me FFG!

4. Dungeons and Dragons: Dice Masters

D&D feel with the D&D time frame.

The Dice Masters series is one of those oddities where the game didn’t win me over until I found the right theme for me.  I tried the various super hero versions and it just didn’t do it for me, not until I tried Dungeons and Dragons.

Call it nostalgia or nerdiness if you like but I love D&D and while I consider the mechanic to be fun, its really the thematic representations and how it flows through the game that I love in D&D Dice Masters.  It really captures that D&D essence and its an absolute blast to pit a variety of D&D factions and monsters against each other.  It conjures up imagery and sings thematically.  There is nothing quite like dropping an Owl Bear to counter that pesky Elf Wizard!  Quick, simple, really the perfect filler.

5. King of Tokyo

Instant classic!

King of Tokyo is a take that game, one that is so simple and so to the point and so thematically perfect that I can’t help but add it to this list.  You roll dice and attack the guy who foolishly decided to be in the middle.  Its just fantastic and while I would say of all the games on this list, this is the only one that I can say with 100% certainty will work with any group, any time.  This is not a gamer’s game, its a game for everyone, making it an easy add to anyone’s collection.

Honorable Mentions

We really need to squeak in a couple of honorable mentions, it would be criminal not to.

Kingsburg
I didn’t put it on the list because strictly speaking you can make a fair argument that its not a dice game but a worker placement game, an argument that justly kept it off the list.  None the less, I think its a fantastic game and while it was culled from my collection it had nothing to do with the quality of the game and everything to do with the tough standards I have for my personal shelf.  A really great game, one I highly recommend to new comers and while its “dice game” status is questionable, I still think it deserves mention.

Voyage of Marco Polo
Another questionable choice for a dice game list, but Voyage of Marco Polo is a game I like mainly because of the dice.  I think its such a clever way to make use of a dice mechanic and while it definitely leans more towards the Heavy Euro zone, its clever dice mechanic design cannot be ignored!

 

The Great Western Trail by Eggertspiele 2016

The Great Western Trail is a German Euro game about an American tradition, the old west cattle drive and as strange of a combination as that might sound to be, the fascination with the old west actually tends to be quite strong in Europe.  In Great Western Trail however players don’t take on the roles of traditional “movie” cowboys, having shootouts in the OK coral but rather they take the more historically accurate role of cowboys moving cattle across the landscape of the old American west.

I have to admit when I first started hearing buzz about this game I was immediately intrigued, and it was quite specifically because of this more real cowboy theme.  The idea of a western based euro game about the economics of the cattle drive, as unusual of a theme as it is got my attention but even more than that was the fact that someone made a Euro game that wasn’t about Mediterranean trading or worker placement really sounded like someone finally realized that both of those elements are seriously played out at this point in game design.

Overview

Final Score: christmas_starchristmas_starchristmas_star Quarter Star(3.1 out 5 Stars)

In Great Western Trail players traverse a series of trails with a wide range of stops where they can perform a variety of activities including resource and hand management.  Like most heavy German Euros, the game pits players against each other in a very non-confrontational environment, but one rich in strategic decisions and tough choices.

With many routes to victory using a combination of some classic designs and some very new ones, Great Western Trail is an intriguing puzzle to be unraveled.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Components made to last, very nice colorful art style.

Cons:  Lots of Iconography to learn and remember, player sheets are a bit thin.

Component quality coming out of European publishers has really improved dramatically over the last few years and while there is still a lot of reliance on wooden tokens, Great Western Trail boasts very high quality board, card and card board components.  There is very little to complain about here, this is a game built to last.  I would argue that the player boards are a bit thin and they are easy to damage thanks to combination of thin cardboard paper and hard corners, but of all the components in the box these sheets are the only thing that comes out a bit weak.

The game is colorful and bright, with a cartoony art style that is appealing to the eye. Of course like many Euros it’s also very busy with a lot of iconography.

Its a very colorful game with a clean, cartoony look capturing the western feeling/theme quite nicely.  Their is a brick ton of Iconography which adds a fair amount of time to learning how to play, contrary to first impressions the iconography is extremely logical and after a play of the game becomes second nature and easy to understand and remember.  By the time I was in my third game the manual stayed in the box despite the fact that even in a third game we were still discovering new elements with new iconography on them.  This clarity is needed and you’ll be glad that its there as it makes this rather complex game a lot easier to grasp in the long run.

For a Euro game or otherwise, Great Western Trail looks great on the table and while there are a lot of moving parts all of the mechanics and components mesh well in a logical easy to understand manner.  Initial learning curve aside, I think its thanks to the art style, iconography and logical combination of art and mechanics that makes this complex game a lot easier to learn and to play.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_star

Pros: A good choice of theme for the mechanics in place, the art helps a lot to give it a bit of extra energy.

Cons:  The theme is largely irrelevant and pretty feather light, there are some missed opportunities.

While I love the selection of the theme and certainly the art styles helps a great deal to bring it to the table, like most Euro game the theme is a thin layer added largely to facilitate artistic choices.  I would argue that they picked a very good theme when comparing them to the mechanics, it certainly works but if you are looking to experience the old west in a board game, this one does it just on the surface at best.

There are cowboys here, but you’re not exactly going to feel like Wyatt Earp here. The connection between theme and mechanics is fairly limited.

This is a game about mechanics and while there are some interesting abstraction mechanics added to the game like the hand of cards being your cattle, buildings being stops along the trail that also has various hazards and such, you aren’t exactly going to feel like you are in a role of a cowboy here.

Given the very minimal interaction between players as well, you can’t help but wonder if they missed an opportunity in this game to create some take that mechanics.  You can’t help but feel the absence of certain elements in a  western theme game like some six shooters, sheriffs or bad guys but I suppose since those things didn’t drive me to the game it feels weird to judge it negatively for not having them.  Still its a game about cowboys in the old west given the minimal interaction, the game ends up feeling less thematic as a result.

Like many victory point mash up games, it never ceases to amaze me how a game that appears so busy and full of life is effectively a solitaire game. GWT is not as bad as Caverna, but it’s definitely in the same category.

All that said, like most Euro games it becomes very easy to overlook and dismiss the theme as you focus your energy on the mechanics and Great Western Trail is really no different.  The theme in short is really not that important here.

Gameplay

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Dynamic setup, non-traditional euro mechanics and thinky gameplay make for a great combination.  Very good victory point smorgasbord.

Cons: No real catch up mechanics in place, pretty limited player interaction.

All games generally live and die by their mechanics but its in particular true about Euro games because they often share so many of the same mechanics and aren’t focused on theme, but thankfully in the case of The Great Western trail, there is sufficient deviation from the standard fare of role selection and worker placement that it allows the game to stand out.

There are a number of things to really like about Great Western Trail, I think the most notable however is that while its a pretty weighty Euro with a lot of strategic juice, turns are very quick and the activities of a turn are pretty straightforward and easy to understand.  The choices might be tough, but what you actually do on your turn is very simple.  Move your cowboy and perform the action on the space you land.  Conceptually it falls into the easy to learn impossible to master category and I think above all else this is the zone in which Euro games find the most comfort and simultaneously excel at.  Great Western Trail is a wonderful example of this.

Personally I been exhausted by many of the traditional euro mechanics like Worker placement, action or role selection mechanics and I think the the real strength of Great Western Trail is that its a very strategic and thinky game that does not fall back on these tried and true cores.  Instead it ventures out into some new territory which I found to be a breath of fresh air.  Its nothing I would call revolutionary, but its a new dynamic puzzle and that can be a lot of fun with the right group.

Russian Railroads is often hailed as one of the best among the Victory Point Mash up Euros, but its based on a very static, tried and true worker placement mechanic. I like GWT a lot better mainly because it does something fresh and new in the genre.

The combination of movement, hand management and resource management along the way works really well to create some really tough choices.  You sort of build up a route that works to the strength of your selected strategy for scoring points and while Great Western Trail is very much a Victory Point Smorgasbord, you do have quite a few variations on what you can go for and the initial setup is dynamic as is the way the games tokens that can affect strategy are so you end up with a wide range of variation between plays.  This of course helps with re-playability a great deal but what it really means for the game is that you can’t sit down with a strategy planned in advance, a problem a lot of Euros suffer from.  You really have to look at the board, see what buildings are available, where neutral buildings are initially placed, what workers are available, what cards are in the market place and then you can think about how you are going to do strategy wise.

One of my beefs with Le Havre is that despite its dynamic nature and simple complexity style design, it has a pattern that becomes apparent and rather predictable after several plays. GWT manages to dodge that quite a bit thanks to the many dynamic elements that really shift attention to a wide range of strategies from game to game.

While the interaction is quite thin, one point of interaction is the placement of buildings which can tax players, create stalling points and with hazards can add additional hurdles for players who put their buildings in riskier, but more profitable spots.    This really helps a lot to make the game feel like your playing with others, though the impact of their decisions still has pretty minimal impact on you.   In a lot of ways Great Western Trail can feel a bit solitaire, in particular in two player games but in 3 and 4 player games I think the games interaction makes deeper cuts and I definitely recommend to play it this way.

The personal player board is also very important in the game, what actions you unlock here and where you place your tokens on the train track are critical for getting good positioning of future runs through the trails.  There is a lot to think about and plan here.  There is a lot of investment in strategies as well so you have to make good choices throughout if you hope to win, there really are no “big moves” but rather slow and steady build up of smart choices that pays out in the long run.  For better or for worse, in Great Western Trail it can be pretty hard to catch up if you fall too far behind as players who make wise choices will get momentum that is difficult to halt.  In a lot of ways Great Western Trail is very much about building a functioning engine which acts as a sort of race and its in this that the competition and tension of the game really exists.

When and how you unlock your personal player board actions is really important to a good long term strategy. There is this mix between long term strategy on the player board, several moves ahead strategy of your hand of cards and turn to turn strategy with your movement. The combination creates a lot of tough decisions.

I think the inability for players to do much to slow down a player with a lot of momentum kind of hurts the game.  You can find yourself about halfway through the game falling hopelessly behind or watching one player get far ahead and effectively have to play a game to its conclusion knowing who will win since mid game.  Its hard to say how often this would happen in a game of experienced players, I would venture to say not very often, but given that the game takes about 30-45 minutes per player in a four player game, if you are 1.5 hours into a 3 hour game and you already know who is going to win with no way to stop them it kind of spoils the tension built up at the start of the game.

With all that in mind I have to say that I really enjoyed the thinky elements of the game mechanics.  For a victory point focused Euro, this is a really good one and I have played quite a few at this point.  Given options like Russian Railroads, Voyage of Marco Polo, Terra Mystica or the always popular Caverna, I think I prefer Great Western Trail, if for no other reason than the fact that its not driven by rather stale and over cooked worker placement mechanics.

In Great Western Trail what you are going to do isn’t just a question of this turn but this and perhaps even the next run.  You have to be able to see your actions many moves in advance and there is a bit of luck and risk vs. reward elements here so you can take some chances.  There is a lot of satisfaction and reward for good decisions and I think Euro gamers in particular will find a lot to love in Great Western Trail.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Dynamic starts and dynamic draws of tiles and cards create a fairly wide range of unique games that will drive strategies, creating plenty of longevity and replay potential.

Cons:  Victory Point Smorgasbords generally have a fixed shelf like getting boring after X amount of plays.

I think the most important element of a game with limited interaction is to find a way to make itself re-playable.   In my experience, the less player interaction there is in a game the less likely it is that people will find any real longevity in the game.  That said Great Western Trail does a lot to curtail this problem with its dynamic variations in setup and general “draw” elements, with its card management and tile reveals.

I’m not sure how long this game will stay in my collection, but I do believe that a game like this will wind up being someones favorite just because it really does have that spark of strategic depth and thinkiness I think a lot gamers enjoy.  I always say that I don’t really understand why people are so captivated with victory point smorgasbord games, but they are and games like Russian Railroads for example see a lot of play and are beloved by a lot of people.  I think Great Western Trail does very well in this genre/style of gaming, so much so that I actually like it a great deal more then most of the games of this type I have tried.

I have to admit part of the reason why I like this game is that I like the theme and while strictly speaking the connection between theme and mechanics is not particularly strong here, I’m still drawn to it.  I think Great Western Trail is one of those, right people, right occasion type games where if you bring it out with the right group they will love it and want to play it repeatedly while other less Euro centric gamers are likely to find it difficult to get through even the first play.  Great Western Trail won’t have that wide, for all gamers, appeal.  Its a niche product, but one I think people like this genre of games will want to play repeatedly as there is a ton to discover and unravel here.  There are many challenges and interesting puzzles to solve and its going to take a great many games to truly master this one.

This is a Heavy Euro with a ton going on, its definitely not for the feint of heart but all things considered I found that people will have that “aha” moment much sooner then what appearances might suggest.

I think the biggest boon to this game is the fact that it has a higher level of complexity but relatively simple round structure and I found that after my first couple of plays I still wanted to go back to try out the many other possible strategies and approaches to the game so I definitely believe there is plenty of longevity here.

I would also argue however that Victory Point Smorgasbords in general play themselves out and I would imagine at some point this game will make an exit from my collection, but I don’t think its going to be any time soon.

Conclusion

Great Western Trail is simultaneously a traditional Euro style victory point mash up and a uniquely styled game with fresh mechanics and interesting approach.  Like many Euro games I find its a bit short on player interaction and I see that as a problem with many of my gaming friends who want to have mechanics that interfere and obstruct each other as part of a gaming experience.  To me however you don’t buy and play a Euro game if you have issues with limited interaction and to be fair there are plenty of games that I like that have virtually no interaction like Race for the Galaxy for example.  This in its own right is only a negative for people who have issue with it and I really don’t.

That said I do believe there was some missed opportunities in Great Western Trail as a “cowboy” themed game for more direct interaction.  Its a Euro through and through and if you love Euro’s you will likely enjoy this game.  I think its component quality, art style, clever mechanics, dynamic nature and fresh approach work together draw just enough interest to squeak into my personal collection.  I’m drawn to it, I want to play it again and I think that’s a good sign as this is rarely the case for me with Victory Point Mash up Euros in this style.

Great Western Trail is a fun game, its unique within its own genre and while I would rate it as a heavy euro, its considerably easier to teach within its class among games like Terra Mystica, Russian Railroads and Caverna.

I recommend this game for Euro fans for certain, but I think unless you already have an affection for Victory Point Mash ups you should probably skip this one.