Cleopatra, Take II
May. 19th, 2006 09:55 amI played a second game of Cleopatra last night. Brody, who'd also been in on Wednesday's EndGame game joined me, as did Mike A., Mike B., and Christopher.
Sadly, neither Brody nor I had as much fun as we did the first game. On whole, I think Cleopatra's an OK game, but sadly it doesn't pop up above average. I think a more casual group will enjoy it more than a serious group, but the mindset needed is different enough that I can't really assess it.
Here's a few additional points that I pulled out of my second game:
1. DRAW V. PLAY. In my previous entry I said that the constant choice of take resources or use resources was a strong one, but I didn't think it was emphasized enough in the game, because the choice was too often too simple. I still think that's the case, but in this second game, perhaps because of my improved understanding of the game, perhaps because of the fact that we had 5 players instead of 4, I more often felt like I might want to build with fewer cards to grab an opportunity before it disappeared. So there's a slight bit of tough decision there.
2. LAG. For some reason this second game really lagged in a way that the first game didn't. I think that some of it was having 5 players instead of 4, which meant more downtime. I think part of it was that my Thursday group is more likely to take any game we play really seriously, thus underlining the fact that I think more casual groups will enjoy this game more.
3. THE GAME PLAYS YOU. I hate it when people use this phrase, but I really think it's correct here. I constantly felt like I was building what I could based on what cards I'd drawn, not drawing cards in order to build something. A few times I assessed piles of cards that I *didn't* want based on what they showed, but there was just too much chaos to make this sort of decision in positive manner. THe fact that half the cards were upside down, which I think is neat in its own way, also prevented you from making an informed decision.
4. MOSAIC BUILDING SORT OF ANNOYING. The biggest spatial/physical aspect of the game is building the Mosaics. YOu have a grid you're building them on, and you're trading off getting points versus blocking off areas where nothing else can be built, and thus creating sanctuaries. This time around we had more people building 2 or 3 mosaics on the same turn, and it ended up kind of frustrating. Moving those mosaics around (and around and around) to try and figure out how to possibly set up a sanctuary seems more like work and less like fun.
Despite negativism, I still think it's a fun game to play. I just can't rate it above average (3 out of 5) gameplay for people looking for any sort of strategy. And, this is one of those games where I expect the best enjoyment comes not from playing a game where you have less real choices and more randomness, but rather where you have to turn off the strategy center of your brain because it just gets in the way and imposes more order and thought than the game really supports ... and I can't do that and thus can't assess whether a totally casual player might like it more.
Sadly, neither Brody nor I had as much fun as we did the first game. On whole, I think Cleopatra's an OK game, but sadly it doesn't pop up above average. I think a more casual group will enjoy it more than a serious group, but the mindset needed is different enough that I can't really assess it.
Here's a few additional points that I pulled out of my second game:
1. DRAW V. PLAY. In my previous entry I said that the constant choice of take resources or use resources was a strong one, but I didn't think it was emphasized enough in the game, because the choice was too often too simple. I still think that's the case, but in this second game, perhaps because of my improved understanding of the game, perhaps because of the fact that we had 5 players instead of 4, I more often felt like I might want to build with fewer cards to grab an opportunity before it disappeared. So there's a slight bit of tough decision there.
2. LAG. For some reason this second game really lagged in a way that the first game didn't. I think that some of it was having 5 players instead of 4, which meant more downtime. I think part of it was that my Thursday group is more likely to take any game we play really seriously, thus underlining the fact that I think more casual groups will enjoy this game more.
3. THE GAME PLAYS YOU. I hate it when people use this phrase, but I really think it's correct here. I constantly felt like I was building what I could based on what cards I'd drawn, not drawing cards in order to build something. A few times I assessed piles of cards that I *didn't* want based on what they showed, but there was just too much chaos to make this sort of decision in positive manner. THe fact that half the cards were upside down, which I think is neat in its own way, also prevented you from making an informed decision.
4. MOSAIC BUILDING SORT OF ANNOYING. The biggest spatial/physical aspect of the game is building the Mosaics. YOu have a grid you're building them on, and you're trading off getting points versus blocking off areas where nothing else can be built, and thus creating sanctuaries. This time around we had more people building 2 or 3 mosaics on the same turn, and it ended up kind of frustrating. Moving those mosaics around (and around and around) to try and figure out how to possibly set up a sanctuary seems more like work and less like fun.
Despite negativism, I still think it's a fun game to play. I just can't rate it above average (3 out of 5) gameplay for people looking for any sort of strategy. And, this is one of those games where I expect the best enjoyment comes not from playing a game where you have less real choices and more randomness, but rather where you have to turn off the strategy center of your brain because it just gets in the way and imposes more order and thought than the game really supports ... and I can't do that and thus can't assess whether a totally casual player might like it more.