Monday, June 25, 2007

Session Report May 29, 2007

**Thanks to Sharon for another great session report!**

Attendees (6): Warren Madden, Sharon Madden, Steve Walker, Adam Whitney, Eileen Tooke, Matt Asher

We played games at Steve's house this week. Unfortunately, I forgot to bring my camera along, so you'll just have to use your imagination for this report.

THURN UND TAXIS -- POWER AND GLORY
Power and Glory is the first expansion to Thurn und Taxis, and the changes are very subtle. In P&G, players build routes throughout Northern Germany, as opposed to Southern Germany in T&T, and there are "free cities", which give one point to the first player to build a post office in that city. The carriage cards are not used in P&G, but rather, players must build their carriages from the cards they draw.
And since carriages aren't used, the Cartwright officer doesn't have a purpose; however, all other officers are available.
The city cards have two functions -- (1) building postal routes, as in T&T, and (2) building carriages. Each city card has between 1 and 3 horseshoes on the back. On their turn, players have a choice of either expanding their routes or building up their carriages, so they are not limited to only expanding their routes, as in T&T. Each player starts with a carriage card showing 2 horseshoes and they build them up from there. When a player is ready to score a route, the number of horseshoes in his play area has to be equal to or greater than the number of cards in his route. After scoring, the route cards and the carriage cards are discarded.
I had seen this played at the Gathering several times, but I never got an opportunity to try it. Most of the buzz I heard at the Gathering and read on-line was rather negative -- mainly that there wasn't enough variations from T&T. But, I enjoy playing T&T, and despite the negative comments, I still wanted to give it a shot. And I was wonderfully surprised. I think it should be marketed as a sequel, rather than an expansion. Also, P&G comes with all the playing components except for the wooden post offices, and I think they should be included. I guess the publishers assumed that most people purchasing P&G would already have T&T and they could keep costs down that way. But, I compare T&T/P&G to the Ticket To Ride series -- each TTR game comes all components needed to play the game -- including the train pieces. So for example, if someone purchases Ticket To Ride Europe before purchasing the original Ticket To Ride, they will have all the components they need to play Ticket To Ride Europe.
Steve established the most effective postal route system in Northern Germany with 24 points, followed closely by Matt with 22, and because I still had quite a few houses left over at the end (I see now those free cities can make a difference), I came in with only 6 points. I definitely want to try this one again.

ST. PETERSBURG
St. Petersburg is played over several rounds, and there are 4 decks of cards representing each phase of the round -- worker phase, building phase, aristocrat phase, and trading phase. Workers earn income at the beginning of the worker phase, buildings earn victory points, and aristocrats earn either victory points and/or money. The trading phase is the only phase when players do not earn money or victory points, since the cards they are purchasing are used to upgrade the workers, buildings or aristocrats that they already own. On the board, there are
2 rows with spaces for 8 cards. At the beginning of the round (worker phase), the start player turns up the appropriate number of worker cards (depending on number of players), and he has first opportunity to purchase a worker. Other players in clockwise order may purchase the remaining workers, and purchasing lasts until all players have passed.
Then during the building phase, the number of building cards available will be the appropriate number of cards minus the number of worker cards left over from the worker phase, and the same with the remaining 2 phases. Once the trading phase is complete, remaining cards slide down to the second row, and they are available for purchase during the next round at cost less 1 Ruble. If they are not purchased in the next round, they are out of the game.
On most occasions when players purchase a card, they lay it in their play area so that they can reap the rewards. However, there will be instances when a card is available for purchase, but not playable at that moment. In that case, a player may take cards into his hand, but the hand limit is only 3. Each card in hand at game end count -5 points. Speaking of game end, it is triggered when the last card of a pile is played. Once this happens, players complete all phases of the round and the player with the most victory points at the end of the game is the winner.
It seems our group has fallen into a bit of a rut playing the same games week after week, i.e. Power Grid, Caylus, and Puerto Rico. Don't get me wrong -- all of these are fantastic games, and I really enjoy playing them, but we have so many games just sitting on the shelves -- some even in shrink wrap -- that don't come to the table very often. So, my goal is to get those games more play time and introduce them to some of our newer members. This week, I thought it was high time we gave St. Pete a
whirl.
This is a rather light game, and having the cards and money available at the same time is the key to winning. Money can be very, very tight and managing it wisely is important. One mistake I tend to make is not buying enough workers during the first round, because I know there are 3 other phases coming up with opportunities to purchase. But, it seems if you don't buy at least 2 workers in the first round, you tend to come up short for the entire game. Take advantage of the workers, buildings or aristocrats on the second row, if they will help you. Also, if you purchase workers, buildings or aristocrats that you already have in your play area, those count 1 Ruble for each similar card toward the full purchase price, so that can save Rubles too. And if you decide to take cards into your hand, definitely have a plan for placing them into your play area before game end. Minus 5 can be painful.
It was a close race to build a new administration for St. Petersburg, but Warren was named St. Petersburg's new administrator with 89 points, followed by Matt with 86 and Sharon with 84.

SAN JUAN
Warren was tonight's most successful explorer of San Juan with 37 points, followed by Matt with 34 and Sharon with 27.

MEDICI VS. STROZZI
In this two-player game, two families, Medici and Strozzi, are competing to purchase goods, load them on their ships, and sail them to ports to earn money. The start player chooses 1, 2 or 3 goods to put up for auction -- but no more than 3. He sets a price and his opponent decides whether or not to purchase them. If the opponent buys the goods, he pays the cost to the bank and puts them on the ship of his choice.
Ships have 3, 4 or 5 holds, and once a ship is full, it sails to an open port. If not, it sits in the player's harbor until it is full If the opponent chooses not to purchase the goods, the start player must purchase them, paying the money to the bank and placing them on one of his ships. In choosing which port to sail to, players try to get to the port offering the commodities that match those on their ship. The game is played over 3 rounds, and after the third round, the winner is the player with the most money.
This was a cute, light 2-player game, and I'd be willing to give it another go. One thing neither Matt nor I were sure of is how high to value the goods. As the game went on, we were offering them up for higher costs, and I think we may have overpaid in some instances. But as the auctioneer, that's the chance you take. On one hand, you hope your opponent will be willing to pay the higher price, but if he's not, you're stuck with it -- like it or not. If you run out of money, you can take a loan from the bank, which saved me once. Luckily, I was able to pay it back before the end of the game.
Medici (Matt) was the more profitable family with $113 and Strozzi
(Sharon) has to suffer the shame and disappointment of her family, coming in with $63.

SANTA FE RAILS
In Sante Fe Rails, players expand rail lines in the Western US, while staking claims in the different cities the lines pass through. There are 5 major railroads available at the beginning of the game and 4 short line railroads that are come out randomly a bit later. As players expand the lines, they also lay down city cards on their turn to claim their entitlement at game end. All cities are assigned a value from 2-7, and the value is multiplied by the number of different lines that connect to it. Thus, the more lines that run through a city, the greater the payout will be. Game end is triggered by 2 conditions -- either all track pieces for the 5 majors are placed or all 5 majors are dead-ended. Players receive victory points for the cities they have claimed and money is also worth $1 per point.
It was full-steam ahead for Adam with this one, coming in with 275 points. Steve and Eileen were chugging behind with 162 and 142, respectively.

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