platypotamus said:Didn't you just make a post in here recently saying that mechanics were far more important than theme for you? Those mechanics pretty much create the entirety of the experience of puerto rico!
By theme I don't mean how immesive the slave owner experience is. I mean, how well the elements of the game flow together and how internally consistent the games logic is.
I like Puerto Rico a lot, but it's all super abstracted and none of the game really flows elegantly within itself. There is just a lot going on, and a good many arbitrary rules that seem to exist just for game balance reasons.
I think Puerto Rico's building phases (both the fields, San Juan and food storage) work together brilliantly. It is the sell, ship and worker phases that just don't flow very well with the rest of the game.
I have a similar problem with Brass. In order to build something that requires coal you have to be connected by rail to a coal source. Makes sense because the game is all about building connections to various cities in order to meet demand for goods that other players create. For Iron you don't need to be connected to it, it just needs to be on the board. Makes no sense at all within the games internal logic, but it had to be done because there isn't enough Iron in the game to require you to be connected to it by rail.
Even though I adore the brain churning in both of these games to solve the system, they are not nearly as elegant as Power Grid or Race For the Galaxy which are far more streamlined way. I think both Le Havre and Carson City fall into this latter elegant category, but I need more plays to know for sure.