I’ve been making use of my new dedicated gaming table in my office, but I’ve been lax in talking about it.
Merchant’s Cove x5 –
I picked up a secondhand copy of Merchant’s Cove a month or two ago, anticipating the new kickstarter campaign as a good way to pick up additional content for the game if I end up liking it.
I do like it. But it’s not a great game. It’s really a mediocre game. But, then, why play it 5 times? I’ll tell you why: because it’s a cool system to sink your brain into; and also I played each of the base game merchants once, but the Captain twice because I lost the first time. Each of the different merchants plays a completely different minigame; but at the end of the day (and the round), all goods produced are fungible. I make a “small red” good for sale and my opponent makes a “small red” good for sale? The game ignores everything about how that good was made and makes them identical for the purpose of selling to the incoming adventurers.
I’ve only played the game solo against the Peddler AI/bot. But I will tell you that multiplayer play would be fairly solitaire in its execution. The only point you rub up against other people is the turn order clock and placing incoming adventurers on different boats to influence what goods will be available for sale and at what price. The latter part, the placement of adventurers on boats, is deeply athematic as far as I can tell, but without it Merchant’s Cove wouldn’t really be a game at all. I think this level of incidental player interaction is good enough for a casual game like this.
I would never go out of my way to try to show Merchant’s Cove as a good game or force it upon seasoned gamers that expect direct interaction between players, but I am going to introduce it to my partner because I think she would really like it and we tend to like soft/minimal player interaction games when playing 2-player.
I’m still undecided if I’m going to back the new Kickstarter. The prices seem about on par with current OGS pricing, so it would really come down to the KS extras that are included. I’ll do another analysis of the campaign closer to it’s end date to see what all will be coming along with the big box expansion for backers.
Petrichor Collector’s Edition –
This one is a long overdue Kickstarter reward that has been languishing on my shelf for a while. I love the aesthetic and the chill nature of the setting/theme. The components are just lovely.
However, the solo AI is a dirty cheat.
I played one game against the AI and was clearly out of the running for points by the last round due to the way the AI places votes on the weather events
and etc etc etc– while writing this I went back and checked the rules and I gave the AI too many points for the final round weather events because only the 2 highest vote totals award the vote track advancements, not all 4. So after all of that, I actually won my game! I thought the final score was AI’s 73 to my 62, but I gave the AI 13 points too many, which makes it a very close 62-60 final score.Still, I didn’t get the feeling that the AI was a worthy opponent. In the final round, I basically held the AI to effectively nothing except weather votes (the AI randomly determined it would add rain drops to tiles or clouds where it was already leading significantly). Unfortunately, due to the AI’s random luck, I had to forfeit a 4 point tile win in order to defend my leading Wheat Token position.
So what about the game rather than the AI? I think the game is really clever. It’s really an economic/dudes-on-a-map area-control strategy game masquerading as a rainy day. So how does it stack up against other area control/influence games? I don’t know, because I haven’t played many of them.
Now that I realize the AI wasn’t quite as much of a dirty, filthy cheat as I originally suspected, I may have to return to the game to re-evaluate. Up until I was writing this post, I didn’t really have interest in further exploring the AI, but since it ended up being such a close contest (and I’m pretty sure I accidentally cheated in my favor at one point?) I feel like I should, at least, explore some of the other possibilities and permutations available (3 expansions and a number of promos that all came with my Collector’s Edition all-in pledge).
I will, say, however, that the southern winds AI’s Wind event is both so annoying, boring and frustrating.
Wind: after resolving your wind weather effect (which is still moving any one drop to an adjacent tile), check each of the tiles P3 to P6 in order. On each checked tile, if there is at least 1 of your drops on it, move 1 of your drops from the tile to the adjacent tile to the North (a drop on P3 would move to P1 for example).
The solo layout always has “better” tiles at the bottom of the layout than at the top; which basically means you have to fight really hard to keep majorities in the south, or you have to formulate a plan to win using mostly P1 and P2. I had almost exactly the same layout as shown above, except my P3 was Rice instead of Potato. I positioned well on each of the tiles except Rice at least once, but keeping majorities in the southern tiles meant either massively overloading them with my rain drops, or voting
to prevent the Wind event.
At the moment, I’ve got Merchants of the Dark Road set out on my table and am hoping to get a game of that in this evening (finally; it’s been half-setup for 3 days now; between reading the rules, watching a solo playthrough on YouTube, and just not having the energy at the end of the day to actually play)