I decided to put off getting another multiplayer wargame till the GoT reprint and went with the 7 Wonders expansion for my casual gaming group and Power Grid for my own personal interest instead.
First off, I've still yet to get a grasp on how best to approach 7 Wonders, so I really liked the added direction Leaders provides. In the few games I've played with it, I've used the leaders drafted at the beginning as a jumping off point for my strategy and found it much easier to come up with a concrete plan, for better or worse. (i.e. I'd draft Plato at the beginning of the game and then try and go about getting 2 sets of the full 7 types of cards by the end) They definitely add yet another layer of randomness to the game, but I think they bring enough to the table that it's worth that downside.
Power Grid is the third board game our new gaming group has played, following 7 Wonders and Small World. As such, we got the impression that it was going to be a bit of a step up in terms of difficulty. While there's definitely a lot of math to do at any given point in the game, it actually ended up being pretty intuitive once we got it on the board. Add to that the fact that the three of us are big computer turn based strategy fans (Civ is pretty popular here) and I don't think a "my first Euro" was really necessary in between the more casual fare we played before and this.
On the game itself- I love it. It's by far the most rewarding game we've played yet. Manipulating the availability of resources, plotting out your network, and balancing your spending feel like they really do dictate the game. There's no luck involved and, while 7 Wonders and Small World aren't exactly heavy on luck, the game really made me realize I definitely prefer less/no randomness to more. I also feel the game has a good amount of interaction- a feat not all Euros, judging by some of the multiple "solitaire" complaints out there, manage to accomplish. Handing people specific plants to get them in the resource market you wanted, threatening an imminent purchase on a crucial city to get them to up their network count to give you the best position in turn order, forcing the price of specific resources up, risking a buy just to bump an auction up- there's a ton you can do to impact the other players.
The only issue that actually bothered me was the ability of the plant deck to totally stalemate the game given the right sequence of plants. We had one game where we were pretty late in step 2 and every available plant in the current market was weaker than all of ours. We basically had to wait several turns till the step 3 card showed up.
Besides that, I think it's a fantastically designed game. So much so that I'm definitely going to be looking more in the Euro market for my next buy.
Gaming Truth said:
Some quick thoughts from Gencon so far:
Food Fight:
Too little, too much. It's a game about using food to win a meal. I dunno. The artwork is okay. I dunno. The card material felt bad (old-school poker cards). Eh. There's too much going on with instants and stuff.
At the demo, six of us were playing. You get ten cards and hope to form the strongest army for your meal with five guys. But that also means you may have up to five instants to play for the turn (everything is discarded after the turn). The whole instants and responding and whatnot made the demo last half an hour, for a single turn!
Pass.
Star Trek: Fleet Captains: (Wizkids)
It's an exploration, mission-oriented game. The coolness comes from flying around in cool starships, balancing stats, scanning sectors, shooting ships.
I'm irked a bit by how long each turn seems. It's divided into two sections:
1) Move, explore, encounter with each ship.
2) Everything else (scan, fight, etc.)
The other problem is that it's only two-player with two possible races. I would have loved to see the Romulans and have multiplayer.
Also, it's stupid expensive ($80 MSRP).
It's somewhat fun to play, but I'll never get it.
Patrician: (Mayfair)
It looks REALLY old but is simple and fun to play. It's a tower-building game where you build towers in places directed by cards you have. You pick up new cards from the cities you build on. There are special cards that let you manipulate a city or be more flexible about which card you draw. Finally, there's a set-collection mechanic that provides an alternate way to score, spicing things up.
It's good because it plays in 20 minutes, simple to learn and play, but has good strategy elements.
Edit: More to come (smartphone)
Thanks for the impressions. I realize I just said I'm going to be more of a Euro guy going forward, but I think the only two games I wanted to hear about at Gencon were both the opposite. If you get the chance, I'd love to get some thoughts on Elder Sign and Dungeon Run.