Lots of files at board game geek, 9 police cars get involved on England Street, and the 7 Wonders card game is enjoyed.

Files for Power Grid

While looking up additional info about the Power Grid board game, I finally realise that the files section of BoardGameGeek is paginated. Nirvana! There are many multiple pages of file goodness to go through, as I try to find good additional info to go with the game.

9 police cars

Yesterday around mid-afternoon England Street near the Gloucester street corner had a grand total of 9 police cars scattered around two ambulances, with a few community watch vehicles thrown in nearby too. It was an impressive scene to witness, but the details of what went on are for now a mystery.

We didn’t feel like being nosy neighbours at the time, and it was a shame that we had no news reporters nearby who are good at being professionally nosy. No doubt though information will leak out about it tomorrow, if not in the papers then at least locally.

7 Wonders

This evening while trying Stone Age and Flash Point: Fire Rescue with three players, we gave 7 Wonders a good play through too.

7 Wonders is a card draughting set collection game, which is played in a set of three different ages. The aim of the game is to build all three levels of the ancient wonders, and to collect a variety of types of cards throughout the game to have the most victory points at the end.

Each player receives 7 cards and chooses a card to keep, before passing their hand of cards to the next player. The card that they keep can be built, or it can be left unseen and used to either build their wonder, or be sold off for money.

Of the wide range of cards, there are:

  • raw materials, wood/clay/stone/gold
  • manufactured goods, glass/loom/papyrus
  • victory point cards that help at the end of the game
  • military cards that give you bonuses at the end of each age
  • scientist guild cards that combine together at the end for victory points

and other cards that become available throughout the course of each age, such as additional money for each raw material that you and your neighbours have, or bonus points for the number of stages that you have built of your wonder.

It’s important to get raw materials and manufactured goods early on, because in Age II they become rarer, and don’t exist in Age III. If you don’t have the resources you need you can use any from your neighbours, but you have to pay them to do so which is best avoided.

At the end of an age your military might is compared with your neighbours, and victory points are given depending on who is higher or lower.

At the end of the game a tally-up is performed. This is where the vast flexibility of the game is to be seen, for if you pick an area to specialise in that others aren’t focusing on, you can really rack up the victory points.

The victory points are tallied over the following categories:

  • military conflict
  • treasury
  • wonder
  • civilian structures
  • scientific structures
  • commercial structures
  • guilds

After working out everyone’s total, the person with the most victory points is the winner.

This is a good fairly well paced game, with very little down time. Because actions can be performed simultaneously there is no waiting for your turn while everyone else decides what to do.

The wide variety of options allows you to base your path to victory on what everyone else is not doing. If you can corner the market in any particular area then that can really be your advantage.

Overall I look forward to playing more of this, and now that the main structure of the game is well known, the two-player variant with a third Free City between you can be given a good try too.