Showing posts with label Economic. Show all posts
Showing posts with label Economic. Show all posts

Monday, 26 March 2018

Jaipur Review

Jaipur Review


Game - Jaipur

Designer: Sébastien Pauchon

Publisher: GameWorks

Artist: Alexandre Roche

Player Count: 2

Runtime: 30 minutes

Jaipur board game review presentation image

Welcome to the Pink City, the beautiful, picturesque, Jaipur, forming part of the Golden Triangle tourist circuit of India. It is a superb spot to stop, spend a while and see the sites, perhaps enjoy one of the busy markets an treat yourself to some fine jewellery, gemstones, gorgeous, mouth-water cuisine and fine artisan textiles...I could go on rewording the Wikipedia entry for Jaipur, but no doubt I’ll just end up embarrassing myself to anyone who actually has a clue. But we’re not here to highlight my geographical ignorance, no, I’m here to write a review of the two-player tabletop game Jaipur, designed by Sébastien Pauchon and published by GameWorks. And you, of course, are here to read about it.

Jaipur board game review in play close up

Jaipur is a two player only game about trading a variety of goods ranging from gold and silver finery to leather hides. It has a neat little economic engine at its core which makes this game utterly worthy of your attention if you haven’t enjoyed this light, quick game before. Mechanically this game is extremely simple, as the mechanics aren’t what makes this game interesting, no, it’s the simple abstraction of economics down to its core that makes this game as good as it is.

For a start, there is no money in this game, it is about trading, NOT buying as so many other “trading” games are. You have your hand of goods, and your opponent has theirs, these are your wares, with which you can do two things, first you can sell them off and get them out of your hand, or second, you can trade them at the market for other goods.

 

Jaipur board game review card display

 

At the market every good is equal to another, so a leather hide is “worth” the same amount as a golden vase, which may seem odd, but bear with me here. You can trade any number and any type of cards in hand at the market to get just one type in return. So you could trade your gold, silks and a camel away for some leather hides. Why would you do this? Because of the other action, you can take next turn. With the three leather you just picked up and the two you already had in hand you can now sell all five of them, which is good. In fact, it’s very good.

Jaipur has this excellent representation of “the market” in the form of some little tokens. During the setup of the game, you’ll separate all the different types out and stack them in numerical order, with the highest on top. This is the demand for the goods, when you sell some spices you’ll take a number of tokens. If you are the first to sell spices you’ll earn more victory points than if you wait until later - when the market is saturated and everyone is eating really spicy food. Some things like gold and silver don’t lose their value as quickly as other goods, leather losing it the fastest.

Jaipur board game review pretty components

So now you’re thinking, “Ok, sell quickly! easy, that doesn’t sound that interesting.”

Hold your camels, there’s more.

Remember our hand of five leather from earlier, when you said I was mad for trading away the gold? Well, now I’m going to sell it. Not only do I pick up the top five Leather tokens and bag myself some points, but because I sold five, and this demonstrates some real business savvy I also pick up a bonus token for selling so many. A bonus to the tune of ten. Ruby, Gold and Silver can only ever be sold if you have at least two, so although one gold plate is good, you can’t do anything with it. Two is better, but you won’t get any bonuses for two, you need more. In Jaipur, you always need more.

It is with these little tokens, Jaipur effortlessly manages to represent Demand and the economy of scale. It is simply more efficient to sell more of one good at one time and selling it when no one else is also making it extremely profitable, which all makes perfect sense.

Jaipur boardgame review camels

Now let's talk about camels, as they will form a key part of any game of Jaipur. Camels are a commodity like any other, but unlike all the other goods, they don’t go into your hand, instead, they sit on the table in front of you, in a stable, if you will. This makes them act a little like a “cash reserve”, whenever you take camels from the market row, you must take all of them - camel traders are ruthless like that I’ve heard. But these ungulates are a double-edged sword, yes you get a lot of trading power, but you are also revealing lots of new goods to your opponent to snap up. Most interestingly though is that with a hand limit of seven, the camels also act as a “greed modifier”, by which I mean they give you the sense of having “too much cash burning in your pocket”, they force you to start making tough, less efficient choices based purely upon a player’s desire for more.

Jaipur is played over a best-of-three-rounds, each round lasting about ten minutes, with the winner of each earning a Seal of Excellence from the Maharaja. To win these Seals and be proclaimed the greatest Merchant in all of India you’ll need to balance and mitigate your risks. In Jaipur there are always options, focusing solely on trading only in the most expensive items may seem like a good idea but you’ll quickly become unstuck. The temptation to push your luck, see another flop of cards in the market row, to try and capture that elusive fifth card is a tough one to beat, but sooner or later the game and your opponent will coax and force you to behave below what you really want, because it offers up such an attractive alternative, even if it is leather hides.

Jaipur board game review box insert

There are a couple of other things that are note worth when talking about this game, more in reference to your game shelf rather than the game itself.

1. The insert is brilliant. Perfectly functional and pretty.

2. It is very transportable. It's an ideal travel/holiday game. A deck of cards and a bunch of tokens makes this very easy to travel with.

3. Footprint and Brevity: It doesn’t take up a lot of space at all, and its short runtime makes it a great game to fill the gaps in a game night, or to play on your lunch break.

Jaipur board game review all of the components

Jaipur is a really, really good game, and is absolutely worth checking out if you play a lot of two-player games, or you want a good short game to play to plug those game-shaped gaps in your life. What Jaipur isn’t, however; is juicy. You’ll walk away from a game thinking, “That was nice.”, and sure you’d happily play it again, but it may not be the first game you reach for, it doesn’t leave you with a story, or leave you mulling over the decisions you made in the game- but it’s not meant to either. Jaipur is an Aperitif, it is light, pretty and friendly. Yes, it is very enjoyable, it whets the cardboard appetite wonderfully for games with deeper and more meaningful decisions and consequence.

Disclaimer:  This review was based on a full priced retail edition paid for out of my own money from my own pocket.

 

Sunday, 17 December 2017

Review: Happy Pigs

 





















Game:Happy PigsRelease Date:2013
Designer & Artist:Kuraki MuraPlayer Count:2 - 6
PublisherIELLOPlay Time:30 - 40 mins

In Play 2In this smart, pleasantly frustrating and cute spin on one of the oldest board game genres you’ll be a cuboid-pig farmer, attempting to rear, grow, and sell on your biggest and best pigs for good old fashion dollars!  Each turn you’ll desperately have to gauge the market to make the best use of the scant options available to you, hoping (or if you’re smart, planning) the best strategy so that you’ll get the best returns for all that pig mess you’ve had to stand in to get there!

Player ActionTokens

The game is played over one year, made up of the four seasons, which in turn is made of four rounds. (You may start to notice some symmetry here)  In which you choose from the same four possible actions: Buy, Mate, Feed, or Sell.  

When buying you’ll be able to buy more pigs (you have a choice of four sizes), or items such as inoculations love potions or special food.  Mate, surprisingly allows you to add a new little piglet to your pig farm if you have a breeding pair.  Feed makes your pigs bigger, which helps you make more money when you eventually sell your pigs, with large pigs being worth five times more than a piglet.

Pig Sizes

On top of this, each round has a Seasonal Effect card which affects the game in some way for that round only, these range from market fluctuations, special offers, to Bacon Festivals.   Yes, Bacon Festivals, with a capital “B”.

Finally, at the end of each season, any pigs that you haven’t inoculated unfortunately die off (not the real sad part of this game).  At the very end of the game, all players sell off their livestock and whoever has the most money wins. A very mechanically simple, slick game then by the sounds of it, right?

This Little Piggy Went to Market


Seasonal EffectsThe core of the game comes from how a player gets what they’re after.  It isn’t a simple case of first come first serve, or the highest bidder, no.  Happy Pigs has a very simple, yet very effective supply and demand system powering its engine.  In each round, the four actions are only available X amount of times (where X is different for each action and in each round) and you’ll have to share X with every other player who wants that action at the same time as you.  So, when you want to feed your pigs, you have to consider and be prepared for the fact that you may not be able to use all eight Feed actions.  You may have to split those eight actions anywhere between two, and six ways - and that doesn’t leave a lot of food.

This does two really interesting things to the game.  One, it will really tick you off.  A lot.  I’m quite a vocal and...shall we say animated gamer.  I actually managed to make an opponent cry when playing this game - with laughter at how colourful my language became when describing my frustration - but still, he cried.

And the second interesting thing it does is it keeps you above the game, this game has zero player versus player mechanics and in many ways you’re tableau building, but unlike other tableau building games, where it is often too easy to become solely focused on your own creation with little concern for the other players.  That isn’t possible in Happy Pigs, every player has to be aware of what the competition is doing each and every round.

All seasons are created equal, but some seasons are more equal than others.


Season CardsI’m just going to come out and say it, this game is swingy, it can also suffer from a runaway leader, and arguably has a dominant strategy.  All of these issues arise from the Seasonal Effects.  For me, these hamper (HAMper, get it?...I’ll get my coat) an otherwise very interesting and enjoyable game.  In total there are 24 of these cards, only 16 of which will be used each game, however many of them are repeated (or virtually repeated anyway).  A quick count tells me there a 6 cards that raise the prices to varying degrees, 5 of them give $25 payout, there are 4 copies of the Season of Love card, and then a further 5 cards that give you one or other of the goods.  In short, of the 24 cards but only really 7 types of card.  Even the action numbers are pretty static, and once you’ve had a close look the strategy becomes fairly obvious.

Market Items

This quite frankly pees me off, because it creates a very uneven playing field.  Prior game experience is pretty much always going to put you in a better winning position in most games (more so those that don’t have a big luck aspect), but in Happy Pigs, a novice player will stand very little chance against someone that knows the scant card probabilities.  Which, in my mind defies the whole point of the seasonal effects in the first place, they should either be consistent, or widely varied.

Action Charrt

 

Here an Oink! There an Oink.!  Everywhere an Oink! Oink!


Happy Pigs has a lot of components. There is lots of cardboard in this box, every single possible item is represented as a cardboard chit.  There are literally hundreds of pigs.  

Towers of Pigs

Not anywhere near enough money tokens, and plenty of cardboard chits for each of the three items available at market (if you are so inclined to get the expansion Happy Pigs: Farm Friends, or even some of the promo Ducks and/or Penguins you’ll have a box  (thankfully bereft of any insert) bursting with cuboid cardboard animals, but enough that each player can play with their own animal) and every time you play this game you’ll have to get them all out, use a fraction of them and put them all away again.  

 

 

 

[gallery ids="2457,2456" type="rectangular"]

Why there isn’t a tracker per player for their items and/or money I don’t know.  I like my box organisers, and I like to do whatever I can to speed up the set-up, but I do find it frustrating that I have far too many of one component and not enough of another.  In short, a game about money should have plenty of money.

Money.jpgThe art from Christophe Fossard is gorgeous (as it always is and I recommend giving him a follow on Twitter or Instagram too if you like the stuff he churns out for, well pretty much every major games publisher), and hats off to him for making a cuboid piglet look so darn cute - but, one can’t help but feel a little disturbed by the giant pigs complete with sweat and bags under their eyes.

 

 

 

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Squeal Piggy...a pig loving critique


Fair warning: the below “rant” about Happy Pigs is arguably superficial, and highly subjective (as all reviews should be).  If the theme of a game is of no consequence to you, skip to “Rant Mode Complete” and avoid reading about why I will never play this game again.

>>Rant mode engaged<<Fundamentally I have two (and a bit) issues with the game itself.  The repetitive Seasonal Effects and swingy nature aside - as those aspects do actually add to some of the frustrations and fun I have when playing.  Yet, I have an issue with the theme, and as a novel irk, the name of the game itself!  

That’s right Happy Pigs, what a delightful sounding game?  However, the game is not concerned at all, in any way with the emotional or even physical well being of the pigs.  Even the box art sees a very cartoony pig RUNNING FOR ITS LIFE from an equally cartoony pig farmer bent on its capture.  This isn’t Okja, the Happy [Super] Pig playing in the mountains of Korea, no. This is Fat Pig, Fat Wallet: Happy Farmer.  

Happy PigThe theme too is a little on the unpleasant side for me.  I’m an animal lover, and if I had space at home there is a fair chance I’d own (or at least have seriously considered) a pig as a family pet.  I don’t eat pork either, so a game about rearing pigs, feeding them to the extreme only to sell...well, I just don’t like it.  Neither can I fully get over the idea that obesity is not only celebrated in this game but is highly rewarded.  

With minimal work the game could be re-skinned as Happy Pandas or Happy >Insert Endangered Animal Here< and not only would you still have the interesting economic game at the core, but it could also have educational and conservation lessons in there too. >>Rant Mode Complete<<

By the hairs on my chinny-chin-chin


On the whole, this game is not what it appears or alludes to be.  It looks very cute and very friendly, you may even mistake it for a family or children's game with its bubbly art style, and cheerful name.  I can pretty much guarantee that playing this game at “family” time will cause a ruckus.  It is cutthroat, it is a tightly wound economic engine which will have you screaming blue- effing-murder at your opponents before the end of the first season.  What appears to be a simple choice of four simple actions has massive and long-lasting implications, and before you make that choice you have to decide if you are going to hamper an opponent or try and help yourself.  Once you get the swing of this game it does tick by at pace, where you feel busy most of the time, even when you’re not physically moving pigs or items around your farm or market, the cogs will still be turning trying to work out not only what your next move is, but everyone else's is too.  This is more so the case once you have a firm grasp of the game and play each round simultaneously - this does mean that up to 6 players can get a game played in around 60 minutes.  If you aren’t paying attention, or if you are on the wrong side of the swing you can and will see the entire game slip away from you as one or two players steam ahead leaving you up to your ears in something that you hope is just mud.  

In Play 1

In many ways I feel like this game is almost there, Rant Mode notwithstanding, it is like a Kickstarter that really should have hit more of its stretch goals.  A greater variety of Season Cards could have put a lot of my qualms about this game to pasture.  I have frustrations with this game, and yes some of those are fun, but not fun enough to keep me going back for more.

 

The Good

Tense player interaction

Great engine building

Mechanically simple and easy to teach

Some great artwork

 

The Bad

Too many chits and tokens

Not enough variety in Seasonal Effects

Swingy

Easy potential for Runaway leader

This game was purchased at a reduced rate from Zatu for the purpose of a review.

Box