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John H
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Emira » Forums » Reviews
Emira: Never Trust a Pretty Face ...
When will I ever learn not to buy games because I like the pictures on the box? If I don't learn a lesson from my blind purchase of Emira from the overpriced shelves of my FLGS, I guess I never will ...

Yes, I bought Emira because I liked the box. But, in my own defense, it is a beautiful box. The artwork on the box, as well as on the board, cards, and other components within hit, is beautifully rendered. The components are very high-quality without, as in the case of the cards, being SO "high-quality" that they are impossible to manipulate (i.e., super-thick, glossy cardboard cards that only crease & fold when shuffled, etc.). And the concept was and immediate grabber, too ... Assemble a harem? Something I've felt to be a hopeless impossibility ever since Uma Thurman's unmistakably purposeful failure to respond to my daily shipments of frankincense, myrrh, and homemade waffles? Count me in!

Mistake. Not a big mistake, but, given that I paid $50 retail for Emira, definitely a mistake.

The game itself is not so bad ... Just bad enough. As stated, its components are beautiful and very well made. I purchased this game along with Colosseum, and neither game disappointed in the components department.

I played my one game of Emira (so far) with four-players (including myself), all a little too tired after 2.5 days of solid dawn-to-dawn gaming and drinking in a cabin on the shore of Lake Huron for a game with Emira's particular deficiencies (more on these below). At first, we all enjoyed the layout and set-up of the game. Reading through the rules together (we were all first-time players) was a very involved process, however, and, although I'm loathe to admit how long it took us to actually figure out how to play the game, we were all a little beat by the time we even began the first turn. Emira is not a quick game to pick-up, and the rules are rather voluminous. Nothing wrong with that, generally speaking, but it should be noted beforehand by any players under the impression that it might be a quick game to fit in between other games. It isn't.

Players in Emira take on the role of Sultans attempting to assemble harems. Each turn, a card representing a princess with various attributes (both positive and negative) is revealed, and the players compete to add her to their harem. Players are not bidding on the princess directly, however, with the highest bidding Sultan simply purchasing her. No, the bidding mechanism in Emira arises from the players' attempts to make themselves more attractive so that the princess will choose to join one harem or another. (Much hay has been made regarding the political correctness or incorrectness of this theme & mechanism in other posts, so I won't deal with it here except to state that it doesn't bother me, whatever that's worth.)

To accomplish this, players actually bid directly for the opportunity to choose 1st, 2nd, 3rd, etc., from the various actions available to assist themselves in becoming more "attractive" to the princess-of-the-turn: buy a camel (ah, if only love were that easy in real life!), add on to your palace, buy a +1 attractiveness token, buy small or large caravans (to increase your income), and improve your status (i.e., reputation or social standing). (Again, I make no comment regarding the notion that these are the sorts of things that women are interested in other than to state that, within the context of this game, it didn't bother me and was, in fact, an entertaining pursuit.) In any case, each princess is more or less interested in one or more of these various qualities.

After winning one of these bids, a player selects just one of those actions and sits out the rest of the bidding phase while the other players select. At the end of it all, one of the players will be more attractive to the princess-of-the-turn, and they add her to their harem, increasing their upkeep in gold the according 50 gold that each princess charges (a few have the detrimental effect of also being "high maintenance" and costing more upkeep per turn to offset some other advantages).

Eventually, one of the players accumulates the princesses necessary to fulfill the requirements of their individual goal-card and that player then wins the game. However, as I discovered, that can take a very, very, very long time ...

Conceptually, I still like Emira for its originality and artistry. Mechanically, I like it for its complexity and balance between resource management and auction mechanics. Dynamically, I like it for the interplay it requires between competing, counter-bidding players. However, the game falls short--perhaps very short--in its efficiency.

My game of Emira took nearly 4 hours to complete from the first point of play after rules-reading ended. Granted, it was our first try and a certain amount of further rules deciphering (and arguing) took place during play, but we were all very experienced gamers and I don't believe that further play will scrape much more than an hour (maybe less) from that clocking. Emira seems to slow down greatly during the bidding phases of the game.

Or somewhere. Honestly, in retrospect, I can't tell exactly where the game failed to move along at a responsible clip--but it did. As much as I enjoyed all of the things I've said that I enjoyed, there simply isn't enough fun here to make a game this lengthy worthwhile ultimately. The tension and suspense in the game arises not so much from the bidding, which is the source of suspense in great auction games like Ra, but, instead, I think, from the possibility that you may have screwed your planning up and chosen the wrong route to victory/attractiveness. It's very difficult to have your cake and eat it, too, with regard to the accumulation of actions in this game (as it should be), but it's very easy to pursue the wrong actions for a few turns and end up hopelessly out-of-the-running for victory.

The trick, it turns out, is that not all actions (the qualities of attractiveness) are created equal in Emira. After our game, in which I pursued, at the cost of pursuing other actions, many camels (or caravans--I forget which), I rifled through the deck of princess cards on a hunch without. Sure enough, very few princesses in the deck were even "interested" in camels or caravans (whichever one I had spent most of the game pursuing ... Maybe it was just gold???). Instead, the majority of them were primarily interested in attractiveness or status (I forget which). I had begun to suspect this during the game, but, once I had wasted a few turns barking up the wrong tree, I was done for. It's definitely worth your while to take a close look at the princess cards prior to your first play, in other words.

That's a mistake that wouldn't be repeated on my part, of course, but it doesn't account for the game's plodding pace. If you screw yourself, it takes forever to make it up, but, at the same time, it's taking the "winning" player a very long time to edge toward victory at a tortoise pace as well. Inch by inch, hour by hour, the game progresses, but that's as good a description of Emira's pace as I can offer.

And that's the downfall of the game, unfortunately. This is the longest review I've written for BGG so far, so, clearly, there's a lot to be said about this game, but, when it all comes down to it, not so much that it's worth the time and money I've already put into it to investigate further.
What do you mean, there is no Purple in this game! You want me to play, don't you?
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I bought Emira myself, and although i didn't play it so far, a lot of posts here say the same thing about the length of the game. I myself am taking over the suggestion of using the 5 player Goal Cards in a 4 player game. To play the 4 player Goal Cards in a 3 player game with the 4-5 player rules(!). And last: instead of doing each auction like discribed in the rulebook, I'm turning to 1 blind auction per action. That - I'm sure - will speed up the game significantly... Hope that would work for you too. If not; spend a few minutes to snope around here. there are some other suggestions that might work for you too.
Anyway: it would be a waist of your 50 dollars not to give it another go, in some sort of way, wouldn't it?
John H
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Seth_Logan wrote:
Anyway: it would be a waist of your 50 dollars not to give it another go, in some sort of way, wouldn't it?


No, it sure wouldn't! The problem is convincing my gaming group to take a chance & try it again ... We aren't able to get together so often that people are very willing to try a dodgy game twice when other games can be played instead.

I've been looking at some of the ideas for shortening the game as well, and I'm definitely curious to try them ...
Evan S
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tonguepaste wrote:
...

My game of Emira took nearly 4 hours to complete from the first point of play after rules-reading ended. Granted, it was our first try and a certain amount of further rules deciphering (and arguing) took place during play, but we were all very experienced gamers and I don't believe that further play will scrape much more than an hour (maybe less) from that clocking. ...


I don't know.

I only played once, 5 players, none had played before, and, excluding the rules explanation, it took 2 to 2.5 hours.

I think your "2.5 days of solid dawn-to-dawn gaming and drinking" may have more of an impact on playing time than you might think.

But, unless your really, really like auctions, it does seem to drag after a while. We were ready for it to end long before it actually did.

And the other thing I questioned was the fact that (usually) you only get to see the next princess in the queue. It may be a valuble one so you spend to make sure you have the attribute that will attract her to you only to have the next princess after that one be one with negative consequences that is attracted to the same attribute.

There is nothing you can do to avoid her because no one will build that attribute so they don't get stuck with her.

If I ever were to play again, I would suggest a queue where you can see the next two or three.

Last edited on 2007-10-23 10:03:22 CST (Total Number of Edits: 1)
Stven Carlberg
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Wow, four hours?

I've only played this once, and we did have the benefit of someone who had played the game before... but I don't remember it taking more than an hour.

The "auctions" should go very fast once people realize it only matters who goes first in occasional special situations.

But, I know the game has getting mixed reviews. I can't try to persuade you by saying the game was great -- merely that it wasn't bad! And I suppose we have enough simply adequate games already.
What do you mean, there is no Purple in this game! You want me to play, don't you?
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ssmooth wrote:
The "auctions" should go very fast once people realize it only matters who goes first in occasional special situations.


So, if that's the case, in you opinion: couldn't we just do without the Bidding? Just have player number one pay x amount and be done with it. And after his round the first player shifts left, so you will go last (like in Antike).

Background: I really want to play this game for at least two reasons: the originality of the theme and the fact that it appeals to my girlfriend. Which is nice 'cause it doesn't happen that often. But I myself (and my friends) are kind of tired of auction mechanics... Seems so many games just feel they 'have' to put in an auction mechanic, so as to not get criticism from euro-fanatics that say a random first player is an unbalanced advantage.

As an alternative: wouldn't it be possible to have player number one pay 40, player number two pay 30, player number three pay 20 etc. BUT if player number one doesn't want to pay his 40 ('cause he sees no advantage) he passes and automatically he becomes the 5th player in the line. Leaving the previous number two to pay 30 (for being first now) and the (new) second 20 etc. Of course, each round the first player to be able to go 1st for 40 shifts to the left. That way someone can theoretically 'buy' a first place for 10 bucks.
Evan S
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Seth_Logan wrote:
...
So, if that's the case, in you opinion: couldn't we just do without the Bidding? ...


Then the camel/caravan becomes almost worthless.

While there are a few princesses attracted by a large caravan (Hey! Get your mind out of the gutter!), their bigger usefulness is giving you a leg up in the auctions.

Building up in camels for a while to give yourself a string of first choices in a row for cheap or free seems like a viable tactic that you lose if there are no auctions.

In fact, I think that may be our game went fairly quickly. I started buying camels in the early rounds and it quickly became apparent to the other players you can't fall too far behind or you are quickly priced out of early picks.

If you were two or more camels behind the leader in caravans, you usually never even got a chance to make more than one bid and sometimes not even one. And since there is only one to buy each turn, two or more players were almost always that far behind the leaders and didn't really participate in the auctions much till they could catch up.
Last edited on 2007-10-23 18:48:20 CST (Total Number of Edits: 2)
Mark Smith
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Your review is well-written, and echoes a few concerns my group has shared, and things I've read on-line. I like the game myself, even knowing some of its flaws. A few comments/observations/clarifications from my experience:

First, in the game's defense, there are no princesses who choose a sheik based on the most camels. If that was your approach you were indeed barking up the wrong tree, my friend! :p About 30% choose first based on Palace Size, about 30% choose first based on Appearance, about 30% choose first based on Status, and the other 10% (roughly) choose first based on which sheik has the most money (it makes sense that less would choose directly on money, since money is also a means to an end to accumulate the other attributes). I agree that it would be frustrating to pursue a money strategy exclusively, only to learn after the game that few of the princesses consider that first. But in fairness to the game, you can learn this fact before playing without having to peruse the deck - the rules include a table of all the princesses, including what victory attributes they provide and what advantages and disadvantages they bring, as well as their respective sheik selection criteria. Also in fairness to you, the first time you play a game you might not really want to spend much time examining a table before you get started... :D

I share your opinion about the game's inefficiencies. We found that there were FAR too many repetitive auctions. With 4 players, the game is going to consist of 3 auctions per round (4 auctions per round with 5 players), and you'll likely have at least 10 and maybe as many as 20 rounds to finish the game. Excessive. I've suggested to my group that we try it next time with an Age of Steam style auction, where the first player to drop out gets last choice of action, last player still in gets first choice of action (and first bid in the next round). That way you'd only have one auction per round, and the play time would be cut back within the range where the rich and fun theme can hold everyone's interest throughout.

The other problem we noted was that in our plays it was far too frequent for each player to specialize in one of the preference attributes, so winning a princess was essentially a function of getting the right princess drawn from the deck to match the attribute you had chosen to pursue. I'll grant that vigilant players could contest one another's leads in their respective areas, but once a player gets a couple of moves ahead down their chosen path, another player really has to sacrifice a few rounds to catch them. And if 2 players each dominate a sphere and the other 2 are jousting over a third, the 2 that are in direct competition are probably doomed. "Well-rounded" isn't really an option - nobody would have the resources in this game to achieve first place in everything, and if you're second place in everything you are definitively losing. I never was able to play with the full complement of 5 players, and I suspect that the increased competition in each sphere from having more players would diminish the ability of each player to pursue their respective avenues unmolested.

So, this game wasn't and won't likely be a favorite of my group. I think cutting the number of auctions would be a great benefit, and I won't play again without 5 players, or without the advanced rules.

But, as you said, the game is gorgeous. The theme is a great deal of fun, and every time I've had this game on the table we've had more entertaining table-talk than any session of any other game. Perfect example was the first time we ever played, when my friend Robert's sheik was ugly as sin, with a lamentably low status and a pitiable palace, but won the game because he had the most money (he achieved this through timely use of the cards allowing an override of the current princess' preference).

With a few tweaks, I think Emira can be a lot of fun. Don't give up on it! I haven't!
What do you mean, there is no Purple in this game! You want me to play, don't you?
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Then what about second preferences? Doesn't that make it important to focus on more then just one attribute?
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Seth_Logan wrote:
Then what about second preferences? Doesn't that make it important to focus on more then just one attribute?


Tough to accomplish. As Mark Smith said, if you're second in anything, you're losing, and my experience was that it was difficult to be first in anything, let alone balancing between multiple attributes. You pretty much get 1 shot per turn at grabbing something and then don't get a chance again for (what seemed to me to be) a very long time ...

In response to Mark, I believe it was gold that I had wrongly pursued (based on the number of gold-seeking princesses in the game), not camels. I was writing the review from work, after the fact, and doing the best I could from memory.

I'm really enjoying reading everyone's comments to my posting ... You've all got some very good ideas for improving this game. I hope the designers read your comments as well because, as most of you say, it could be a very good game with just a few tweaks. It's almost there, just not quite.
What do you mean, there is no Purple in this game! You want me to play, don't you?
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Hmmm I'm begining to understand why one reviewer (I believe Tom Vasel) mentioned the fact that it pretty much came down to: gathering 1 attribute and then 'hope' the princess comes more often for you then others. But.. with that being the case Out of 27 Emira's 9 have Appearance as first preference, 9 Status, 6 Palace and 3 Money.

Think with me here: the best chance a player has is with one of the 9's. There are two of those. In a 4 player game, that should be pretty tight... In a 3 player game I can imagine going for 1 attribute (and 1 player for 2) is a spoiler for the game. Perhaps we need to conclude this game is best for 4-5 players and not 3? Also: we could decide to auction of the last (6th) auction... That way, someone has 2 actions in a turn... making bidding (and playing for money) even more cutthroad...
How about it?
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Mark Smith wrote:
The other problem we noted was that in our plays it was far too frequent for each player to specialize in one of the preference attributes, so winning a princess was essentially a function of getting the right princess drawn from the deck to match the attribute you had chosen to pursue.


That's the main problem with this game. You need to specialize in one attribute to be able to gain princesses and once you get the lead in an attribute it is very difficult for the other players to get the lead in that attribute.

Then the game comes down to pure luck: if most of the princesses i can win are at the bottom of the deck, i can't win!

Since you can't prevent players to specialize, the only solution i can think of is to make sure that not all princesses that need a specific attribute are at the bottom:

Create smaller stacks with each stack roughly containing 1 princes of each kind, shuffle them separately and then place them one on top of the other. That way you can be sure that the princesses are equally distributed.

You can also try making the second (or even the third) card of the deck visible so players know what princesses are going to appear in the next rounds and plan accordingly.

Dwayne Hendrickson
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tonguepaste wrote:
My game of Emira took nearly 4 hours to complete


If gameplay lasts longer than four hours, you should consult a physician.
Chris D'Andrea
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My 1st 4 player game was called at 2.5 hours and nobody was near winning. My second game with 4 players we used the 5 player victory cards and the game was done in 1.5 hours and was quite enjoyable.

The Camels are a good strategy if you want to go 1st every turn. Bidding for free is nice but once everyone does it then it is not worth it. The number one thing that the women want is appearance. But you also need castles and money and status as tiebreakers come into play alot. I was not impressed after my 1st play but decided to give it a chance with the next higher players cards. I think that the game works well with 4 players and the 5 player cards. I am lucky enough to have 2 separate groups to play with and both groups are completely different types of players.
Last edited on 2009-01-06 07:18:04 CST (Total Number of Edits: 1)
Bruce Glassco
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I played my first game at Gencon the other day. None of the four of us had played before, but the game only lasted about two hours. We were playing with some kind of teaching variant where everyone started with a princess, though, and that may have helped.

We also didn't seem to have too much problem with over-specialization, though. The one person who didn't make any initial trade route investments got several early princesses, but then went broke trying to keep them fed (very realistic, that). The rest of us invested early in camels and trade routes, then went for the non-tangible returns of appearance, prestige, and palace extensions. With three main things you're competing for, you can't afford to drop out of the race for more than one area, and we had quite a few ties. I thought it an enjoyable game.
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