Games Session
|
|
| Date: |
27th February 2004 |
| Game Played: |
Princes of the Renaissance |
|
|
| Players |
Result |
Win |
Ratings |
| Garry |
38 |
P |
7 |
| Nige |
37 |
|
6 |
| Mark K |
27 |
|
6 |
| Mark G |
18 |
|
6 |
We have been waiting for a while to get
Martin Wallace's latest game to the table, without much success. As we all
wanted to play it, I have been waiting for the opportunity for all five of
us to get the chance to try it. This week looked to be it but John called
off at the last minute. Unfortunately, I had not brought anything else to
play, having expected five, so we decided to go ahead with just the four
of us. John will hopefully get a chance to play it soon.
Princes
of the Renaissance is surprisingly enough set in Renaissance Italy, so we
immediately knew there was likely to be lots of backstabbing and
treachery. Each player represents a powerful family from the era and seeks
to establish the most power by recruiting characters in the most lucrative
cities, participating in battles between the cities, gaining the support
of the pope, amassing gold etc. There are two types of currency in the
game: gold and influence and these are used to bid for the opportunity to
do things during the game. You can buy troops or action cards that allow
you to perform various acts of treachery; you can auction off city
characters and event tiles, or you can star wars and bid to represent the
cities involved. Even if you lose a battle, you will earn gold for
supporting a city and if you win, you gain laurels that translate to
victory points at the end of the game. The game is played over three
decades and the length of each decade is determined by how quickly the
event tiles for that decade are auctioned off. At the end of each decade,
players receive income in the form of gold and influence depending on what
they have collected during the game, and after the third decade, victory
points are totalled.
Our game lasted a full three hours and,
on balance, this felt just a bit too long. There are lots of options and
multiple ways of gaining victory points and this is a bit confusing at
first. We all began by building up our armies, but this depletes your gold
reserves quickly. I decided to force a couple of wars and used influence
to ensure I was able to get my fair share of gold at the end of the first
decade. Nige decided to keep his army weak and was concentrating on
building up his influence. Mark G decided he fancied the role of pope and
together with the most powerful army, this meant he was able to dictate
how the various wars went. Mark K went for a fairly strong army and
concentrated on being involved inwars. Nige and I acquired cheap city
tiles in Naples and Rome and then set about trying to raise the status of
those cities. This proved to be very tough and we felt the cities became
polarised too easily. Venice quickly rose to status 10 and nobody felt
able to afford the minimum 20 bid to acquire city tiles; Naples and Rome
city tiles became cheap but there wasn't enough opportunity to push the
status up once you'd had chance to acquire a couple of tiles. Maybe with
more experience, we'll find the right balance. At the end of the game,
Nige grabbed a strong advantage with his city tiles but lagged the rest of
us in laurels. He also clearly had the most influence, gaining him a bonus
4 VPs but, surprisingly, I managed to pip Mark K for most gold. This
enabled me to gain three extra VPs and grab the win from Nige by
just 1 VP. Gut wrenching for him but highly satisfying for me. I liked the
game quite a bit and would like to try out other ideas in the game now I
have a better idea of how it all fits together. The others felt a bit less
keen than me due to the game length and the difficulty in affecting city
statuses. However, we all thought it was another worthwhile, meaty game
from Martin and Warfrog.