{"id":3871,"date":"2003-06-04T12:00:00","date_gmt":"2003-06-04T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2003\/06\/04\/session-report-review-04-06-2003\/"},"modified":"2003-06-04T12:00:00","modified_gmt":"2003-06-04T10:00:00","slug":"session-report-review-04-06-2003","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2003\/06\/04\/session-report-review-04-06-2003\/","title":{"rendered":"Session Report &#038; Review 04.06.2003"},"content":{"rendered":"<h2>Session Report &amp; Review 04.06.2003<\/h2>\n<p><b>Author<\/b>: Peter<\/p>\n<p><b>at the table<\/b>: Walter, G\u00fcnther, Peter und Aaron<\/p>\n<p><b>on the table<\/b>: Stephensons Rocket, New England<\/p>\n<ol start=\"1\" type=\"1\">\n<li><a name=\"game1\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/9947\" target=\"_blank\">Stephensons Rocket<\/a><\/b><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/strocket_t.jpg\" align=\"right\" width=\"307\" height=\"316\" border=\"0\" alt=\"Stephensons Rocket\"\/>\n<p>Stephensons Rocket is game by Reiner Knizia, my favourite game designer. My favourite<br \/>\ngame of his is Euphrat &amp; Tigris. At the first glance, you might think that those<br \/>\ngames resemble each other. At least, that&#8217;s what I thought. In fact, they don&#8217;t<br \/>\n(at least, that&#8217;s what I think now). I do adore Euphrat &amp; Tigris, but I am not<br \/>\ntoo fond of Stephensons Rocket. I&#8217;ll expound this.<\/p>\n<p> As Euphrat &amp; Tigris, Stephensons Rocket is highly cybernetic, i. e. there are lots<br \/>\nof different gaming mechanism that interlock like gears in a sophisticated device.<br \/>\nI&#8217;ll try to explain some of them so that you might get an idea what I&#8217;m thinking<br \/>\nof.<\/p>\n<p> There are different railroad lines. Whenever you build one tile for them (like in 1830<br \/>\nor most other railroad games), you get one share (yes, shares are recompenses for<br \/>\nbuilding &#8211; you don&#8217;t buy them). Whenever you try to build other players might contest<br \/>\nthe direction you&#8217;re trying to build to. The decision is which the railroad advances<br \/>\nis determined by bidding shares. This means two things: Whoever has done most building<br \/>\nwork on the railroad has better odds to determine its further course. But when you force<br \/>\nyour will, you pay with your shares, and this will make things easier for other players<br \/>\nwith shares.<\/p>\n<p> However, shares are not only used for determining the direction of the railroad line.<br \/>\nWhenever two lines merge into one big line, players with shares for the lesser lines get<br \/>\nwinning points (called &#8220;dollars&#8221; in the game, and available in sets of 1.000 &#8211;<br \/>\nthis reminds of arcades game times when shooting an alien spaceship gave you 10 or 100<br \/>\npoints, never 1). Players count the cities connected by the lesser railroad, and the<br \/>\nplayer with most shares immediately scores as many (multiplied by 1.000 of course)<br \/>\nvictory points, the second player half of that. This means: Force your way, and you<br \/>\nwon&#8217;t get victory points.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/strocket_b.jpg\" align=\"left\" width=\"357\" height=\"299\" border=\"0\" alt=\"Stephensons Rocket board\"\/> There are three kinds of cities: Those that act as<br \/>\n     starting points of the different railroad lines and which have no further meaning.<br \/>\n     Then those that trigger a scoring when reached. You get as many points as in the<br \/>\n     case of a merger (i. e., number of cities x 1.000), but first and second are<br \/>\n     determined otherwise: This time, its not about the number of shares but about the<br \/>\n     number of railroad stations of your colour which are on the track. Stations are<br \/>\n     built in your turn instead of advancing a railroad line. Of course, you&#8217;ll try<br \/>\n     to merge your line with many of your stations in the biggest line available in order<br \/>\n     to get a majority there (or, if not possible, try to avoid such a merger at all<br \/>\n     costs). More and more railroad lines merge and whoever has the majority in the big<br \/>\n     lines has good chances to win the game. This resembles of course the growing<br \/>\n     kingdoms of Euphrat &amp; Tigris.<\/p>\n<p> And things are even more complicated than this. The third kind of city has three markers<br \/>\neach. Those markers have two meaning: First, whenever such a city is reached by a<br \/>\nrailroad line the players with markers score a modest amount of victory points. Second,<br \/>\nthose markers represent different goods. At the end scoring, players get rather many<br \/>\nvictory points for majorities in the different types of goods.<\/p>\n<p> Things intertwine at such a rate that every single action has more impacts than anyone<br \/>\ncould probably track. At least, I cannot. I am not a bad Euphrat &amp; Tigris player, and<br \/>\nI could always tell you how the other players are doing. In all Stephensos Rocket games<br \/>\nwe had so far, no-one was right about the approximate winning order. The rules say that<br \/>\nplayers don&#8217;t show their money (i. e. points scored so far) to the others. But even<br \/>\nif you do, this won&#8217;t change much since players get so many points in the final<br \/>\nscoring that the intermediate results don&#8217;t matter that much. In every game we had so<br \/>\nfar the player taking the last move decided who wins, not because of malice but because<br \/>\nof necessity. Things get crowded at the end, and finally it&#8217;s your turn and you<br \/>\neither merge line A to line B, or line C, or avoid the merger. This might have hardly any<br \/>\nimpact to your personal score but it decides the game.<\/p>\n<p> Just one example: In a game I played at a boardgame club, I was the only player who knew<br \/>\nthe game and had a plan. One player understood what I was doing and did his best to<br \/>\nthwart my schemes. He was last. I was third. And I was the one to decide with my very<br \/>\nlast turn which of the other two players should win. Both of them did not have any<br \/>\ndiscernable strategy for the first third (or half) of the game but were lucky enough to<br \/>\nhave their lines advanced by others.<\/p>\n<p> Verdict: There is no dice rolled, no card drawn yet the game hardly controllable. You<br \/>\n(or at least, I) cannot even approximately keep track of how you and others are doing.<br \/>\nThe final scoring submerges all previous game play like a deluge. Since its result<br \/>\ndepends on mergers which are decided at the very last moment, it can hardly be predicted.<br \/>\nStephensons Rocket is highly recommended to any player who complains about luck in board<br \/>\ngames. There is no random factor at all yet experience won&#8217;t improve your chances of<br \/>\nwinning the game very much.<\/p>\n<table class=\"feedback\" border=\"1\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comments<img loading=\"lazy\" decoding=\"async\" class=\"imgmid\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" 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=Stephensons%20Rocket&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Stephensons%20Rocket&amp;l=en\"><br \/>\nView\/add comments<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<\/li>\n<\/ol>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Session Report &amp; Review 04.06.2003 Author: Peter at the table: Walter, G\u00fcnther, Peter und Aaron on the table: Stephensons Rocket, New England Stephensons Rocket Stephensons Rocket is game by Reiner Knizia, my favourite game designer. My favourite game of his is Euphrat &amp; Tigris. At the first glance, you might think that those games resemble &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2003\/06\/04\/session-report-review-04-06-2003\/\" class=\"more-link\"><span class=\"screen-reader-text\">Session Report &#038; Review 04.06.2003<\/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-3871","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":4,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3871","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=3871"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3871\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3871"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3871"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3871"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}