Re:Simplifying Board Games
by darkwizard42 on Tuesday June 02, 2020 @06:35PM
(#23397272)
As someone who got Innovation for the cheaps off Craigslist I have to highlight the concept that there is enormous complexity to really get the rewards in Carl's games...
It took us 4 tries to REALLY ramp up Innovation to the point where everyone (group of 3) understood how you could combo up and compete against others who fell into certain card combinations. It did get particularly fun at that point even as we would regularly discover new Age 9 and Age 10 cards (with somehow even more absurd mechanics)
It is definitely not a game I would recommend for children though :/
His games comprise a deck of cards, and then perhaps a few supporting items like money counters or victory point cards. There are two characteristic things about the cards. Firstly, each card can serve several purposes. In Glory to Rome, it can be a plan for a particular building, raw material for a building, an action somehow related to building (starting a building, adding material, robbing your neighbours), or a member of staff who carries out an action. Secondly, one mode of a card will have some sort of ability on it that modifies the rules, or lets you do different things. In Glory to Rome, if you build the insula (a Roman tower block), you can have three more staff than usual; if you build the scriptorium, you can now complete any building using one card's worth of marble.
The basic idea is fairly simple (but not trivial, because of the multiple uses of a card). But there is enormous emergent complexity. My brain fires on all cylinders while playing it.
This looks like a reasonable explanation of the rules:
https://ultraboardgames.com/glory-to-rome/game-rules.php