{"id":3867,"date":"2003-04-29T12:00:00","date_gmt":"2003-04-29T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/29\/game-session-report-review-29-04-2003\/"},"modified":"2003-04-29T12:00:00","modified_gmt":"2003-04-29T10:00:00","slug":"game-session-report-review-29-04-2003","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/29\/game-session-report-review-29-04-2003\/","title":{"rendered":"Game Session Report &#038; Review 29.04.2003"},"content":{"rendered":"<h2>Game Session Report &amp; Review 29.04.2003<\/h2>\n<p><b>Author<\/b>: Aaron, Moritz<\/p>\n<p><b>at the table<\/b>: G\u00fcnther, Walter, Moritz, Aaron<\/p>\n<p><b>on the table<\/b>: Magna Grecia, Pueblo<\/p>\n<ol start=\"1\" type=\"1\">\n<li><a name=\"game1\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/14446\" target=\"_blank\">Magna Grecia<\/a><\/b><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/magnagrecia_t.jpg\" align=\"right\" width=\"357\" height=\"240\" border=\"0\" alt=\"Magna Grecia\"\/>\n<p>It&#8217;s 2500 B.C. in southern Italy and we are Greek settlers busily trying to develop<br \/>\nMagna Grecia &#8211; the cradle of civilization as the game&#8217;s subtitle puts it. In front of<br \/>\nus lies a map of the area with a number of already established small settlements and our<br \/>\ntask is it to develop these villages to flourishing cities: cities with markets and roads<br \/>\nto other cities.<\/p>\n<p>The more road connections a city has to other cities the more trade its markets will<br \/>\ngenerate and hence the more valuable the markets are at the end of the game. However,<br \/>\nonly active markets can generate points. To become active, a market must be either in a<br \/>\nplayer&#8217;s own city or in a city which has a direct road to one of that player&#8217;s<br \/>\ncities. Besides markets cities themselves can generate points at the end of the game if<br \/>\nthey connect to any of the randomly placed oracles on the map.<\/p>\n<p> Player sequence is determined by twelve cards, each representing a complete round of the<br \/>\ngame. Each card show the players&#8217; turn sequence and the actions which may be<br \/>\nperformed by the players in that round. The principle actions are a) to place road tiles,<br \/>\nb) to establish or expand cities by placing city tiles and c) to re-supply tiles from<br \/>\nstock. Each card shows how many tiles of a kind a player may place or take.<\/p>\n<p>The card system is fair and only &#8220;semi random&#8221;: all players are three times<br \/>\neach first, second, third or fourth player in a round and the quantity of tiles available<br \/>\nis one each of high, medium and low. The cards are arranged in three sets of four with<br \/>\neach player receiving each turn sequence once per set. The cards are placed face up and<br \/>\nthe card for the current round is handed to the players in sequence. This provides some<br \/>\nlimited possibility for planning ahead as both the quantity of tiles and the players&#8217;<br \/>\nsequence of the next rounds are visible, too.<\/p>\n<p> Development of Magna Grecia starts at the edge of the board and the road and city system<br \/>\ndevelops towards the center of the map. It is obvious that cities located in the center<br \/>\nof the map will most likely end up with a lot more connections to other cities than those<br \/>\nat the edge of the map. That&#8217;s why players will quickly try to build roads towards<br \/>\nthe center and at the same time they will start to place markets in villages at the<br \/>\ncenter of the map hoping that these villages will be come proliferating cities towards<br \/>\nthe end of the game.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/magnagrecia_b.jpg\" align=\"left\" width=\"357\" height=\"323\" border=\"0\" alt=\"Magna Grecia\"\/>This sounds easier than it is because in order to<br \/>\n     become an active (i.e. point generating) market it must be in the immediate vicinity<br \/>\n     of one&#8217;s own city. And in order to establish a city anywhere on the map one must<br \/>\n     build a road to the corresponding village. By mid-game the center of the board<br \/>\n     usually becomes rather crowed and building the required road system to interconnect<br \/>\n     the desired cities becomes increasingly difficult. The more so as there is ample<br \/>\n     possibility of roads being cut off by other players.<\/p>\n<p> While road building is free players must pay points for establishing or expanding cities<br \/>\nas well as for placing markets on villages or &#8220;foreign&#8221; cities. This makes it<br \/>\nnecessary that players &#8220;cash in&#8221; some of their markets already in mid-game by<br \/>\ndeactivating them (turning them sideways). This immediately generated the market&#8217;s<br \/>\nvalue in points for the player. Of course players will try to make sure that they only<br \/>\ncash in those markets that are in cities which will not increase their number of road<br \/>\nconnections.<\/p>\n<p>Careful consideration is required here as not only may a possible growth in connections<br \/>\nbe overlooked but also does this allow other players to build markets in that city at a<br \/>\nlower price (the price to be paid for placing a market depends on the city size and the<br \/>\nnumber of markets active in a city).<\/p>\n<p> &#8220;Magna Grecia&#8221; requires tough strategic and tactical decisions by its players<br \/>\nand is hardly influenced by random &#8220;luck factor&#8221;. Starting with the decision to<br \/>\neither go for a &#8220;market focused&#8221; or an &#8220;oracle focused&#8221; strategy up<br \/>\nto the decisions about which markets to establish and how to develop one&#8217;s road<br \/>\nsystem makes the game very challenging.<\/p>\n<p>Interestingly, the final score in our game was very close for the top three scorers<br \/>\n(within 5 points) and all scores were in the 40&#8217;s and lower 50&#8217;s on a<br \/>\n&#8220;Kramer track&#8221; which ends at 49! My interpretation is that we did not play<br \/>\noffensive enough to exploit the full scope of the game&#8217;s possibilities. Only in<br \/>\nretrospect did I discover the true depth of the game.<\/p>\n<p> All of this suggests that &#8220;Magna Grecia&#8221; is one of the highlights of this<br \/>\nyear&#8217;s games. And in fact our score for the game suggest this, too. However, there<br \/>\nwas one low score of 5 (out of 10) and it is mine, the reason of which I want to briefly<br \/>\ndescribe:<\/p>\n<p>Playing &#8220;Magna Grecia&#8221; involves a lot of counting (road connections, markets,<br \/>\ncity tiles, and distances) in order to determine one&#8217;s &#8220;best possible<br \/>\nmove&#8221;. While I find this acceptable in a two player game I dislike this in<br \/>\nmulti-player games, since it tends to create a lot of idle time for the non-active<br \/>\nplayers. It took us 150 minutes to play the twelve rounds &#8211; this is 12 minutes per round<br \/>\nor 9 minutes of idle time for each player per round. However I must admit that we played<br \/>\nthe game not quite to the <a href=\"http:\/\/brettboard.dk\/games\/rules\/grecia.htm\" target=\"_blank\">rules<\/a> as we accidentally did not place the turn cards face up and<br \/>\n   therefore it was not possible for us to precisely plan ahead for the next round. This<br \/>\n   would have provided the idle players with some food for thought but might also have<br \/>\n   increased the average turn duration of the active player as this additional bit of<br \/>\n   information must be taken into account as well when executing one&#8217;s turn.<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comments here<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Magna%20Grecia&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Magna%20Grecia&amp;l=en\"><br \/>\nview comments<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p> If idle time doesn&#8217;t bother you too much and if you like strategy games based on<br \/>\ntile placing &#8220;Magna Grecia&#8221; is definitely to be recommended &#8211; not as a family<br \/>\ngame but as a game for serious gamers.<\/p>\n<p> Westpark Gamers score: 7.0<\/p>\n<p>Aaron Haag<br \/>\n<br \/>\n01-05-2003<\/p>\n<\/li>\n<li><a name=\"game2\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/13602\" target=\"_blank\">Pueblo<\/a><\/b><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/pueblo_t.jpg\" align=\"right\" width=\"357\" height=\"335\" border=\"0\" alt=\"Pueblo\"\/><br \/>\n<br \/>\nThis relatively recent offering has not created a lot of buzz, which seems understandable<br \/>\nas it is basically a very abstract &#8220;builder&#8221; game. But it has some interesting<br \/>\ntwists, which make it worth a second look. And the game material is fun &#8211; huge plastic<br \/>\nblocks that wake the child in us.<\/p>\n<p> Forget the Native-American theme (which is a nice flavour, but not in any way necessary<br \/>\nfor the game)- this plays like a kind of 3D-boardgame-Tetris (remember the good<br \/>\nol&#8217;days?).<\/p>\n<p> A square board is divided into 4 smaller squares, surrounded by a track for the<br \/>\n&#8220;shaman&#8221;, who is in fact a fancily named scoring pawn. Another board is purely<br \/>\nfor scoring (slightly confusing, as it uses wild colors, and the direction of the track<br \/>\nis inside out. Actually it happens easily that you move the pawn in the wrong direction,<br \/>\nand not all the spaces are numbered, so you might not realize your mistake!).<\/p>\n<p> Each player owns 4 \u00bd double blocks of &#8220;3D-Tetris blocks&#8221; (more with less than<br \/>\n4 players), one in her\/his own color, another in a &#8220;neutral&#8221; color. Together<br \/>\nthese two build a &#8220;pair&#8221; which form a perfect cube, and you can only<br \/>\n&#8220;open&#8221; a new block after you have finished the old one. This means that you<br \/>\nhave to take turns playing your own and the neutral color.<\/p>\n<p> The blocks themselves are all the same, each the exact half of a cube. They can be<br \/>\nplaced on the ground of the board, or atop each other. But no &#8220;Villa Paletti&#8221;<br \/>\nor &#8220;Bausack&#8221; shenanigans here, this isn&#8217;t a dexterity game! Each placed<br \/>\npiece has to rest completely on 3 sides, so there can never be any<br \/>\n&#8220;overhanging&#8221; parts. This limits the choice of playable spaces somewhat, a<br \/>\nvariety of forms could have made the game more interesting, but also even more intense.<br \/>\nEven in this simple form one can spend quite a while thinking about the best placement.<\/p>\n<p> The basic idea of the game is this: Each player first plays a piece, THEN moves the<br \/>\nshaman 1-4 spaces. The shaman always looks down the row where he is placed after<br \/>\nmovement, towards the middle of the board. Each color he sees is NEGATIVE for the player,<br \/>\nthe higher it is when seen the worse. Seeing a first level color gives 1 negative point,<br \/>\n2nd level 2, etc.. As the game follows the three dimensional laws of obstruction the<br \/>\nshaman can only see one color per level, the others will be obstructed.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/pueblo_b.jpg\" align=\"left\" width=\"357\" height=\"402\" border=\"0\" alt=\"Pueblo\"\/> When the shaman ends his move on the exact corner space of the surrounding<br \/>\ntrack, he looks at the &#8220;pueblo&#8221; from ABOVE, but only at one of the 4<br \/>\ncorresponding squares. Now each color space gives 1 negative point for the respective<br \/>\nplayer.<\/p>\n<p> And that&#8217;s it -after all players have played all their pieces, the shaman makes his<br \/>\nfinal (and most deadly) round &#8211; now EACH square of the surrounding track is counted<br \/>\n(takes quite a while), so the final position of the pieces is of utmost importance.<\/p>\n<p> It is obvious that this is an advanced game of hide and seek: You want to play your<br \/>\ncolor pieces in a way which makes them &#8220;invisible&#8221; by hiding them behind other<br \/>\nor neutral pieces &#8211; more difficult than it sounds!<\/p>\n<p> Also the present position of the shaman has to be taken into account &#8211; If you place a<br \/>\nprominent colored piece close to the future spaces of the shaman&#8217;s movement, you can<br \/>\nbet your tipi on the fact that other players will make use of this and give you lots of<br \/>\nnegative points.<\/p>\n<p> The problem is that this can not always be avoided\u2026.<\/p>\n<p> This is the basic game, easy, but challenging enough. We were of course foolish enough<br \/>\nto try the &#8220;professional&#8221; version, which brings two new rules to the game.<\/p>\n<p> First: now there are &#8220;holy&#8221; spaces, designated by 1-4 counters, which can<br \/>\nnever be used for building upon. This limits the building option severely, and makes for<br \/>\na high rise pueblo with noticeably higher negative scores, as there are fewer<br \/>\npossibilities to hide.<\/p>\n<p> Second: Two times in the game, there is bidding (with negative points) for the turn<br \/>\norder, highest bidder selects first. Usually you want to go earlier, so your pieces have<br \/>\na better chance of being built upon and thus being hidden later on.<\/p>\n<p> I personally like the second option with the bidding, the first option simply heightens<br \/>\nthe hidden luck element in the game &#8211; the movement of the shaman! With the limited<br \/>\nbuilding option you will be forced to take risks with your building, if the other players<br \/>\nnow conspire against you (and they often will!), you will lose many more points than in<br \/>\nthe basic version. Also, the reduced space actually limits your playing possibilities<br \/>\nseverely, so having more options in the basic game is actually the TRUE professional<br \/>\nversion. Strange that the game designer didn&#8217;t reflect on that\u2026The corner<br \/>\nspaces are also now totally unimportant, as this kind of scoring will now be much less<br \/>\neffective in comparison to the high-rise scoring.<\/p>\n<p> But our opinions differ on that, Walter preferred the &#8220;advanced&#8221; version, but<br \/>\nthan he hasn&#8217;t played the basic version. I would certainly only play without holy<br \/>\nspaces but with turn bidding if I ever replay this game.<\/p>\n<p> All in all this is a very decent offering &#8211; The game is abstract without being dry, the<br \/>\nbuilding element is fun, and the game is easily explained without lacking tactical depth.<br \/>\nIt would also certainly appeal to non-gamers, and family gamers.<\/p>\n<p> I could have imagined a more interesting game with different building parts, but that<br \/>\nmight have been a cost decision &#8211; more forms for the plastic pieces would have cost more.<br \/>\nAlso the game might get old more quickly than other games with replays, I&#8217;m pretty<br \/>\nsure that there is only &#8220;one right way&#8221; to play, and once you have found that,<br \/>\nit becomes repetitive.<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comments here<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Pueblo&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Pueblo&amp;l=en\"><br \/>\nview comments<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p> Decide for yourself and have fun building your very own plastic politically correct<br \/>\npueblo!<\/p>\n<p> Westpark Gamers score: 6.75<\/p>\n<p> Moritz Eggert<br \/>\n<br \/>\n30-4-2003<br \/>\n\n<\/li>\n<\/ol>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game Session Report &amp; Review 29.04.2003 Author: Aaron, Moritz at the table: G\u00fcnther, Walter, Moritz, Aaron on the table: Magna Grecia, Pueblo Magna Grecia It&#8217;s 2500 B.C. in southern Italy and we are Greek settlers busily trying to develop Magna Grecia &#8211; the cradle of civilization as the game&#8217;s subtitle puts it. In front of &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/29\/game-session-report-review-29-04-2003\/\" class=\"more-link\"><span class=\"screen-reader-text\">Game Session Report &#038; Review 29.04.2003<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3867","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":5,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3867","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3867"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3867\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3867"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3867"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3867"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}