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Century: Golem Edition Review
- Matt Thrower
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- Shiny Balls
- Number Of Fence
As soon as I see the box, I want it. Even after all these years of gaming, the evocative pull of good box art is still capable of stirring me, deep in my wallet. And when it comes, before I take the shrinkwrap off, I spend a moment admiring it. Looking at the golem's inscrutable face, its vast scale compared to the tiny caravans, wondering what it's doing with that tree.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
WadeMonnig wrote: I've never found it that way. A two player game can seem that way but I've seen the tide turn on someone rallying a few low point cards to force a quick end and swing it to themselves.
Thanks for sharing. I find it hard to understand how it's possible to do what you're suggesting most of the time since it takes a couple of turns to swing your engine round to generate the necessary crystals. Late game changes seem to just result in lost momentum.
I was really hesitant about posting a negative review: after all, I enjoyed my first couple of games. I thought I'd need more plays, a prospect which didn't fill me joy and that, in itself, tells you something. But a quick poll on Twitter suggested there are a lot of people who feel the same about it, although perhaps less extreme.
But hey, it's 2/5 not 1/5 so it's not that extreme.
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MattDP wrote: But hey, it's 2/5 not 1/5 so it's not that extreme.
True but Century Spice Road (and, since they are identical in gameplay, Golem Edition) is one of the few games I would whole heartedly recommend to almost any gamer, veteran or newbie. It is also one of the few games I would have rated 5/5 that came out last year. Heck, I even bought the mini-expansion direct from Plan B.
As I said, I'm going to keep a closer eye on the actual scoring midgame my next few plays.
One thing you did absolutely nail is that conversation is virtually non-existent after multiple plays. I always chalked it up to people thinking out their moves but it is one thing that I don't really like about it.
Thank you for the review. I really enjoyed reading it. I always respect your opinion and was kind of disheartened that it didn't click with you.
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The one overlooked rule that really made it better for us was when someone told me that with the "trading" cards, you can do them multiple times on one turn. I.e. if you have a GG --> BB, you can do GGGG --> BBBB, 6G --> 6B, etc. makes those cards more interesting and powerful!
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- Legomancer
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- Dave Lartigue
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Legomancer wrote: They're strictly for quantity. You can play virtually on auto-pilot because even if you end up doing poorly, who cares? Just play it again and not care all over again.
I haven't played Azul or Sagrada yet, but the ones I know work well for kids and family members who are interested in playing games, but I don't see that often. I think there's definitely a place for games that are easy to learn and teach. No one I've been playing with keeps track of their plays. Kingdomino is kind of better than all of them, and has such a nice small square box. (2 player 7x7's are great). BUT GEMS!
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- Michael Barnes
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Games like this, Splendor, and Azul actually kind of fit into an awkward category. They aren’t hobby games. They also aren’t familiar, mainstream family games so who they tend to reach are hobbyists.
But in reality, these kinds of designs really belong to a sort of genre that goes back to the old 3M games, the original “designer” games. All of these games make me think of Sid Sackson-style designs. No, they aren’t “dripping with theme” and all that. They are mechanical, but also intensely focused on a core mechanic or systematic concept. These kinds of games are, also, almost inherently casual and simply can’t match up with hobbyist expectations- including with how they hold up over concentrated replay.
However, on that last note, the better designs in this area (like Azul) invite repeat play and offer enough “gray space” where skill can commingle with fixed elements, luck, and player interaction. If Century is failing in that space I can see where the criticism is coming from.
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However, I do understand family games for playing with family. I got Sagrada, because I knew The Spawn would like it. And she does, and we've had fun playing it with her. But you take the game play up a notch, then it's too much for a family game, but not enough for a gamer's game. Spice Road seemed to me, just from looking it over while it was being played on other tables, like it was in that space. It seemed complicated, but not complex, if you know what I mean.
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It has rediculously easy to learn rules (which is fantastic)
and a very limited set of decissions. For me it feels somehow lighter than both Sagrada (a more taxing puzzle I find) and Azul (far more interesting decissions).
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- Matt Thrower
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- Shiny Balls
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Michael Barnes wrote: Games like this, Splendor, and Azul actually kind of fit into an awkward category. They aren’t hobby games. They also aren’t familiar, mainstream family games so who they tend to reach are hobbyists.
But in reality, these kinds of designs really belong to a sort of genre that goes back to the old 3M games, the original “designer” games. All of these games make me think of Sid Sackson-style designs. No, they aren’t “dripping with theme” and all that. They are mechanical, but also intensely focused on a core mechanic or systematic concept. These kinds of games are, also, almost inherently casual and simply can’t match up with hobbyist expectations- including with how they hold up over concentrated replay.
However, on that last note, the better designs in this area (like Azul) invite repeat play and offer enough “gray space” where skill can commingle with fixed elements, luck, and player interaction. If Century is failing in that space I can see where the criticism is coming from.
The thing is, though, this is actually becoming quite a crowded space. Designers have spotted a gap in the market and are now starting to plug it with some regularity. Arguably this might have started with Codenames. But in fact, when you go back, this is the corner of the market "German" games were edging toward in the mid-nineties.
And as the space has filled, the quality bar has gone up and up. Azul is really a pretty fun game. So is Photosynthesis, which belongs in this niche. Kingdomino is brilliantly accessible. Codenames has that fun party vibe. There are just ... much better games around in the "gray space" than Century.
I've been dissecting it a bit on Twitter in the wake of this review, especially in comparison with Splendor, which I really like. And I think they absolute key issue with Century - which I hope I illustrated here, without spelling it out - is that the game is backwards. It starts out fun and exciting and challenging and becomes less and less so as it progresses. That's the absolute opposite of how a game should be paced. A lot of modern family games have a smidge of this issue because they're designed to take the edge off the competitive feel. But Splendor doesn't, and remains rich with possibility right up until the finish.
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