GOLDSIEBER, £20
The board shows a 1212 squared grid. Round the edge are 12 tram
depots, two each for each of 6 companies, and dotted round inside the grid
are 12 buildings. At the start each player is dealt two cards. The first
of these assigns them one of the tram companies and the second, when
cross-referenced with their company, tells them which two or three (depending
on the number of players) buildings they have to include on their routes.
This information is kept secret from the other players, as the longer it takes
them to figure out your objectives, the better your chances of avoiding
deliberate enemy action. Each player is also given three straight and two
curved pieces of track. In the box are some more tiles of these two types,
together with a variety of fancier ones which can be used either as direct
lays or as upgrades.
In your turn you lay or upgrade two pieces of track and draw replacement
tiles. This continues until your route is complete, at which point you
show your cards to the others, trace out the route for them, take your tram
from the box and set out on your journey. The winner is not the first person
to complete their route, but the first person to complete their journey.
Movement is effected by rolling a modified d6 which shows the numbers 1 to 4,
together with two `H's. If you roll one of the numbers, you move that number
of spaces along your route; if you roll an H, you move to the next tramstop
along your route. These H-rolls can be anything from bad (if you are 1 square
away from the next stop) to so good that your opponents start looking for an
excuse to throw you out of the window. In our four games to date, we have
seen moves of 12 and 20 as the result of an H, both of which were enough to
bring the people who were fifth to complete the routes to within a whisker
of winning the race. This level of randomness is, in my view, an
unsatisfactory way to round off a game which, for most of its length, has
called for thought and tactical planning. Clearly, you do need some method
of rewarding a route for its shortness as well as its early completion, but it
must surely be possible to devise a method that is better than this.
So far we have played the game by the rules, but next time I intend proposing
the following. Once a player has completed their route, they have the option
of declaring. If they do so, their score is the length of their route. The
remaining players play on and their scores will be length of route plus 3(?)
for each extra turn they required to complete their route. Lowest score wins.
A player who has completed a route is not forced to declare it if they feel
that by continuing they may shorten it significantly and thereby achieve a
lower score. If any of you can come with any alternative and better ideas,
please write to me.
A question to finish: the rules say that the game is for up to 5 players,
but there are spaces and equipment for up to 6. Can anyone see why 6 wouldn't
work?
Stuart Dagger