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Magna Grecia
Magna
Grecia was the name the Greeks gave to southern Italy in 200 BC. In the
game
Magna Grecia, players represent factions of the Greeks that developed
the
region, attempting to build cities and roads, and in doing so create
valuable
markets and well connected cities that attract the attentions of the
nearby
oracles. Michael Schacht's common "connections" theme, (Paris, Paris,
Web of Power), is melded with the abstract game mechanics of Leo
Colovini,
(Clans, The Bridges of Shangri-La, Carolus Magnus), to create an
exceptional
game.
Each
player starts with four city tiles and four road tiles in their
"stock". The board consists of a hex grid with villages scattered
across it. Nine oracles are randomly placed on villages on the map. A
starting player
is chosen, and twelve "turn order" cards are sorted and shuffled.
Each player starts with a set number of victory points, which are used
throughout the game to lay city tiles and build markets. The first turn
order
card is turned over and given to the player whose color is shown on the
card,
and the next turn order card is displayed so players can see what is
coming
next.
Each turn
order card shows four things. First the turn order is shown, with the
cards
border color representing the start player, and the other player colors
arranged in a strip in the middle of the card. In addition, there are
three
series of numbers, one of which is bolded to represent how many City
tiles can
be placed, how many Road tiles can be placed, and how many tiles can be
placed
into a players stock.
On a
player's turn, they may perform two of these three actions, (place city
tiles,
place road tiles, replenish supply), using the bolded numbers shown on
the turn
order card. The only restriction on these actions is that if replenish
supply
is chosen, it must be taken as the last action a player performs. A
player may
also chose to only perform one of that actions, in which case, they can
do this
action with the next highest number instead of the bold number.
Now
before going into the placement rules, which are a bit fiddly,
something needs
to be said about what the goal of the game is. The goal of the game is
to have
the most points at the end! But where do those points come from? Two
places:
markets and oracles. Since the oracles are easier to explain, let's
start
there. Nine oracles are seeded onto the villages on the board before
the game
starts. At the end of the game, each oracle will score four points to
the
player who owns the most valuable city that is connected to the oracle.
The
value of a city is determined by how many places are connected to a
given city.
So if a player has a city that is connected via roads to an oracle, a
village,
and two other cities, that city has a value of four. Which city an
oracle is
pointing to is kept track of during the game, and to wrest control of
an oracle
from its existing city, a city must surpass, not tie, the controlling
city's
number of connection. Markets are the other way to score points during
the
game, and a market is worth the value of the city or village it is in,
again,
based on the number of places that connect to that city or village.
Markets
have another twist, in that they have to be active to be worth
anything. A
market is active if it is in a city of your color, OR if they are in a
city or
village that connects directly to a city of your color.
Now that
the point of the game has been described, the actions will begin to
make some
sense. If a player chooses the city tiles action, they can place up to
the
number of city tiles shown on the turn order card. However, they can
only
create one new city per turn. So if the turn order card shows a three,
they can
create one new city, (by playing a city tile on a village), and expand
that
city or other cities with the other two tiles. Every city tile placed
costs the
player one victory point, and there are a bunch of fiddly rules for
where city
tiles can be placed, (not next to oracles, not next to other players
cities,
not next to a village unless the village also gets a city tile, etc). A
city
tile can only be played on a village if it is either a green-bordered
city,
(which are found around the edges of the board), or if that village is
connected to a player's existing road. Whenever a new city is created,
the
creator gets to place a market in that city at no cost. Road tiles come
in two
flavors, either straight or with a one hex-side bend. There are also
fiddly
rules for road placements, but the only one that is hard to remember,
but very
important, is that a road can be played out of any player's city, not
just your
own. Thus at the start of the game, the first player is at a bit of a
disadvantage, as all they can really do with city and road tiles is to
play a
city in a border village, and then build from there, while the other
players
can then build off of the start player's existing city and start moving
into
the interior of the board. Road tiles cost nothing to place.
The final
choice a player can take is to replenish their supply of tiles. Each
player
starts with four roads and four city tiles in their supply, and cannot
place
any more than that until they have chosen the resupply action. As
mentioned
earlier, you cannot resupply and then build roads/cities. Building just
roads
isn't that difficult to do, but building just city tiles is pretty
uncommon, so
you generally will find the resupply action taken on its own, with a
jump up to
the next level.
After a
player has taken their actions, they may then either buy a market, or
sell an
existing market. Markets vary in cost, depending on whether or not they
are
being built in a city or a village, and depending on how many other
players
have markets there already. Building a market in a village costs one
point,
plus one point for each unsold market already in the village. Building
a market
in a city costs one point for each city tile in the city, and one point
for
each unsold market already in the city.
So in general, you want to expand the cities you create, thus making it
more
expensive for other people to get into them. As the game goes on, you
need to
be looking for cities that have a lot of connections, with only one
market in
them, as these are instant points if you can activate that market. As
you only
start the game with a maximum of 15 points, you will likely need to
sell a
market or two during the game. To sell a market, you tip it over on its
side,
and collect that market's value, (number of connections the city has).
Midgame,
there will be obvious markets that are never going to be worth any more
points,
(i.e. a single tile city with all six connections made), so selling
these makes
perfect sense, especially if all of the other players who could have an
active
market there already do, (sold markets don't count for the cost of new
markets). You can only either buy a market or sell a market each turn,
so you
need to stay on your toes and make sure you do one or the other.
Nothing is
worse than coming down to the last turn and seeing a 6 connection city
that
will be active for you with only one market in it that you can't afford
to play
into because you didn't sell last turn and only have 1 point to spend.
I’ve
always been a big fan of low-luck, dry, nearly abstract games, (see my
thoughts
on Through The Desert for example), and Magna Grecia fits that
description to a
T. The only luck in the game comes from the order in which the turn
order cards
come up, and where the oracles are randomly placed at the beginning of
the
game. The turn order cards are mitigated by the fact that you can
always see
what the next card is going to be, so you can plan ahead.
The game
is full of tough decisions, from early in the game, (what kind of
strategy do I
want to employ, Markets or Oracles?), to strategic decisions during the
game,
(when should I resupply?), to tactical decisions, (which oracles should
I fight
for?). As is often the case with great games, there are always more
things you
want and need to do than you are able to do. The limited number of
tiles of
each type, (20 of each roads and cities), means that you must pay close
attention to what you are doing, lest you find yourself without any
roads as
the game winds down.
The
biggest complaint about this game came from the original Clemontoni
release
which featured a yellow board, upon which the tiles, and especially the
yellow
player’s tiles, were very hard to see. The Rio Grande Version has
changed the
yellow to a muted tan color which causes far less eyestrain. It is
often hard
to tell at a glance which color a city tile is, as the markets tend to
cover up
the tile, but this isn’t a huge problem. Others have said that the game
feels
far too much like work. I can’t argue that point much, as most dry,
luck-less,
semi-abstract games do tend to fall on the lower end of the “fun”
spectrum.
This is a thinking game, and due to that, it does have the potential
for
analysis paralysis, though far less than in some other games, as your
options
are somewhat limited in Magna Grecia when compared to other A-P prone
games
such as Tikal.
| Strategy: | 9 |
| Complexity: | 7 |
| Fun: | 6 |
| Overall: | 8 |