Saturday 6 October 2012

Game review: Politika

Earlier today we decided to give this a shot, we were looking for a strategy game to play, something to get our brains warm and ticking over, and this had been hanging round for a while now, always as a possible option but overlooked.

Today however it had its chance.

Long story short, it kinda blew it,


Setup


Right out the box it needed a little set up, stickers put on pieces with little in the way of instruction as to where they went. The stickers themselves were a fair margin smaller than where they needed to go, while this makes sticking them down easy it did make the playing pieces look cheap.

Next there are then 50 tiny bits of card to split apart for each person playing, and by tiny I mean 3mm by 5mm tiny. Rather than pop the lot we picked our faction first to know which colours would be needed. We quickly found out the bits had a colour on only one side and were blank on the other, this caused issues as I picked the faction (at random) that was white meaning we were turning over little bits of card all the time to see if it was white all the way over or hiding a bit of green.

Across the top of the board is space for 3 sets of cards each with its own discard pile I could see little point for this other than bulking out the height of the board none of the cards once used are needed again.

After sorting out all the little bits of card across the landscape on the board and dishing out a few thousand dollars later (not rubles because they are apparently useless) we were ready to go.

Playing

Play proceeds in several rounds, each round has phases but with just 2 players two of the phases becomes defunct, one point of the game is to take over areas but you can faction with other players, there is little point to joining in a faction with your only opponent. Likewise with selling things you have or trading, either cards you hold or influence tokens so those were skipped.

You move your 2 play pieces around the board in to areas where your opponent has influence then attack by buying dice, and the defender gets 1 dice per influence point they have (the bits of card) and who ever has the higher roll wins (the combined score from the dice rolled), if you win you swap a bit of your card with a bit of your opponents and you slowly take over, its simple as that.

There are things around production and how you get your cash to play with but in essence its risk without the having to move armies about bit.

Ending

Play ends after 6 rounds (but you can decide on more rounds at the beginning of the game), who ever has the most little bits of card on the table wins though when we played it became obvious after about turn 3 that I would win. I had managed to get a lead (by luck not design) too great to be taken out in 3 turns even if I did nothing.

A game that looks this complex and has so many mechanics involved to play ends far too quickly to justify the set up time, even with the stickers on now and bits of card popped I think the set up is longer than it needs to be.

We are however going to give it another go in future with 3 or 4 people just to see if the factions add something

We both suspect however they won't.

Pros:

  • lots of dice,
  • quick half hour time waster

Cons:

  • poor design of game peices
  • very little strategy for a game that sells its self as strategic
  • despite being dollars the paper money has Yeltsin's face on it
  • generally dull
 


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