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Conquest of Paradise » Forums » Reviews
Conquest of Paradise: a Review
I had the opportunity this past weekend to finally break out Conquest of Paradise and play it a few times. Afterwards -- as is now my custom with newly-learned games -- I browsed through the questions/reviews on BGG to clear up any little points I may have missed. This time, though, I was really surprised at the level and tenor of criticism directed at this, Kevin McPartland's sophomore effort. One of the few Polynesian-themed games I know of, it provides a pleasant mix of traditional civ-building Wargame and economic-engine Euro mechanics in a 2-hour timeframe for an ultimately satisfying game experience. Is it perfect? Certainly not. But neither do I believe in many of the perceived "flaws" of which it is all too often accused.
Note that I will not bother going into much detail about rules as these have been covered amply and well in other reviews ( http://www.boardgamegeek.com/thread/265911 and http://www.boardgamegeek.com/thread/262021 are two I would recommend), but will focus mainly on some issues touched on in these forums that people might otherwise have considered deal-breakers in deciding whether to purchase CoP.

Map, components:
Others have already mentioned the extraordinary sturdiness of the box (like that of Commands & Colors: Ancients, or Winds Of Plunder). But this aside, the most frequent critique leveled against CoP is that the components are of poor quality. As another BGG member has already stated: "If you're a Eurogamer, you'll be disappointed; if you're a wargamer, you'll be impressed". Though not hard-mounted like Winds of Plunder (a game with significantly less gameplay-value), CoP's card-stock board is quite satisfactory and much more sturdy than paper would have been. Though there's lots of dead space around the edges of this largish map, it is pleasantly colorful, and provides a good frame of reference for the playing area in the south Pacific between Australia and South America.
Where CoP is most likely to lose an audience of Euro-purists is in using cardboard counters for its playing-pieces. People who decry this sad state of affairs, however, seem to be missing the point that one's counters need to be turned face-down to bluff or conceal the type and number of one's units in a hex that could potentially face enemy attack, something that could not be done at all with plastic minis or wooden cubes.
Critics have a more valid point in saying that the player-colors could have been better chosen, though saying these consist of "white, and three shades of beige" is just gratuitous inaccuracy under cover of hip cleverness. It appears rather that an attempt was made to select player colors from a tropical-inspired palette, with the results being light versions of: coconut-white, banana-yellow, kiwi-green and khaki. Color-blind players appear to have problems distinguishing the non-white player colors, though orienting one's pieces can apprently mitigate much of that. Though it is a shame that the player-colors were not more textured to eliminate that problem completely, they do not otherwise appear to be as onerously difficult to differentiate as has been described.

Theme:
I also don't understand those who say CoP's theme is tacked-on, and could just as easily be about space exploration. After actually playing CoP, its theme is anything but merely "tacked-on". For those who want to see a tacked-on Polynesian theme, I propose that the simple canoe-launching mechanics of Tongiaki could be about anything: CoP is the game that Tongiaki made me yearn for (not that I particularly dislike Tongiaki, of course: it's just no CoP). In CoP not only do players have some control over where they'd like to explore and where they choose to settle, but if their corner of the Pacific turns out to be empty of attractive settlement prospects, they can always shift strategies and slip loose the canoes of war against their luckier neighbors, or against the independant islands already printed on the board. The well-researched "Arts and Culture" cards that can (and should) be randomly purchased for one's tribe certainly aid in cementing the theme, as they are not over-powered, but supply appropriate benefits to their owner, shaping subsequent gameplay thereby. A space-themed game employing cards, on the other hand, would necessarily have artificial goals and concepts -- such as Nexus Ops' rubium, for instance -- whereas players' goals and playing styles in CoP develop organically from cards received, including one's level of success in discovering worthwhile island groups in one's corner of the ocean, as well as the apparent success of one's neighbors in doing the same.

Gameplay:
As mentioned previously, I appreciate CoP's gameplay much more than its comparable brethren, Winds of Plunder (a fellow wargame-euro hybrid, also by GMT), and Tongiaki (a Polynesian-themed predecessor). I like the feeling of strategic openness in CoP gameplay: you can choose to go off and explore in these directions here, or you can attack those folk over there and try to take away their stuff. All that matters is your eventual VP total, regardless of how you get there. Naked aggression is unlikely to be the primary means to success, however, as combat is basically a 50-50 roll-off (not an unrealistic mechanic for this type of combat) until one side has driven the other from the field. Acquired cards can help in these battles (limit 1 per battle), but even the strongest are generally not powerful enough to decisively tip the balance in the holder's favor. What this means is combat must be used sparingly and only when tactics or necessity demand. Players who use combat as their entire strategy will find they lose their old islands to counter-attacks as fast as they gain new ones -- while losing fighters faster than they can be replaced -- essentially treading water while those following a more balanced strategy progress.
Canoe-lines are a mechanic used to connect together the various island chains in one's empire, and expedite transport of colonists and troops between them. Since a transport canoe rarely leaves the line once it joins it, die-hard Euro fans might even use their wooden boat-meeples (beeples?) from Tongiaki to add back in some of the 3-D wooden goodness they feel might otherwise be missing from the game.
Another place where CoP might lose its euro fans is in the general fiddliness associated with its use of cardboard counters for pieces. Again, counters are generally turned upside-down for fog-of-war and bluffing purposes. Island discovery is also a random chit-pull process that seems to off-put some, especially as blind luck determines whether one finds one island paradise after another, or mile upon empty mile of open ocean. On the back of each chit is a number of knots (varying from 1 to 3) equivalent to a push-your-luck/action-point system where one has five movement points they can spend safely, but doesn't know beforehand just how many knots the next hex of exploration will cost. If you overshoot your limit, that last hex is resolved but the explorer is lost at sea, causing you to lose your opportunity to explore the following turn. Thus the overall effect of this random chit-pull is that in some games Hawaii will be discovered at the full cost of three knots, but occasionally someone will get lucky and the big island group will require only one knot of effort. While this process may strike some as inelegant, it's hard to see how else such a variable discovery-cost mechanic could be implemented while keeping the ratios of 3-, 2- and 1-knot costs relatively constant.
Finally, although the stated playing-time on the box is 60-90 minutes, I can see this game possibly starting to wear out its welcome in certain situations (such as a game-group's first play or two of the game, or 2-player bouts when a higher level of VP are required, or multiplayer games where frequent combat on everyone's part retards the growth of all), possibly reaching into 180 minutes. In most cases though I can see play-time going down as participants gain experience in the game.


Rules:
The blurb on the outside of the box claims that the game takes only 10-15 min to learn, but I believe that's only true if someone who knows the game is explaining it, as reading/internalizing the nine pages of rules for the basic game -- to say nothing of subsequently passing them on to other players -- will certainly take longer. A minor complaint, to be sure.
Of slightly more concern is that the CoP ruleset displays a certain lack of clarity on some issues, such as how exactly the implementation of being blown off-course in the exploration phase works (answer: you are blown from the intended destination hex, not the departure one); or when transport canoes can or cannot enter a space containing an opposing counter (answer: they can go anywhere a war canoe can go while accompanied by a war canoe; otherwise they can only enter non-occupied hexes). Careful re-reading will generally allow one to come to appropriate interpretations in most of these situations, but it would be far preferable to have all relevant rules on a subject unambiguously stated under one heading rather than cobbling them from separate sections or being told in a FAQ how the answer to a question can be "implied" from the ruleset. On a more positive note, some enterprising BGG members have already started an initiative to address these gaps in the ruleset: http://docs.google.com/View?docid=dcnxr79f_11hh8zdxtp
These occasional false steps aside, however, the rules really are very easy to grasp for the most part, and communicate the overall structure of the game quite well.


Conclusion:
The upshot of all this is that even if there are some passing inelegancies in the implementation of some mechanics, they appear to be justified in the effects they are meant to produce, and there certainly doesn't appear to be a more convenient way to achieve them. For me, the interactions between players and their empires that result from these mechanics is engrossing enough that I don't mind the perceived inelegance, nor even the passage of time as we play. This immersion quality to a game far outweighs for me any gripes about card-stock boards or lack of color-colored villages. I like that players are not forced into any predetermined strategy, nor is combat a catch-up mechanic designed to make up for one's initial blunders. Planning and forethought are needed to implement a successful strategy. I predict the winning player will typically have gained about 2/3 of their points from exploration, and split the remaining third or so between combat and card purchases. As both a wargamer and a euro-fan, I applaud Kevin McPartland's impressive effort and look forward to playing Conquest of Paradise for years to come!

Last edited on 2008-01-28 07:01:07 CST (Total Number of Edits: 1)
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I will say one thing about the rules. I've taught this to 3 people, and everyone has learned the game enough to play in five minutes. Of course I had several games under my belt, and I was taught by word of mouth instead of the rules, but I think once you understand the game it's easy to explain the necessary parts.

The best part about the rules is for the first game, you can just jump right in, since the game always starts off slow with limited resources. Walking people through their options lets them still choose, and by the time it's "venture off and colonize" time they usually understand the game enough to work on their own.
Darrell Hanning
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A well-reasoned review.

I originally came from the Land of Wargames, myself, but I've been exposed to the Euro standard since 1995, and I'm inclined to think that a decade or more is time enough for pretty much any gaming company to wake up and smell the coffee, when it comes to components.

And I have to say, I'd much rather the counters be as thick as the lid, and the lid be as thick as the counters, than the way it is, now.

And for those who suffer from some degree of red-green deficiency (which is an alarming percentage of males), these faction colors, in anything less than spotlight-brightness, can be damned difficult to distinguish between. So, maybe functionality should persevere over thematically-inspired blandness?

But the worst thing of all is none of the above, IMO. Yes, there was a time when I would play something such as SPI's Outreach, and put up with the random-value chit-pulls for each hex, because that was for a helluva lot more hexes, than in CoP - it had a great inclination to even out. But in CoP it seldom does, and the person driven to conflict to try to even out the control of those bigger islands is inevitably the faction worst-equipped, financially, to built the more expensive combat units.

Now, I can think of no solution that wouldn't seem less "realistic", so I'm aware that the majority of GMT fans would scoff at any suggestions along that line.

What I might try for myself, though, if I can ever get this game on the table again, is the following:

During setup, the players take turns picking up two of the tiles, unseen, and keeping one, returning the other to the pool. Continue doing this until all tiles in the pool have been exhausted. The result is each player having a semi-random, personal pool of tiles from which to draw, during the game. I should emphasize that these are still drawn face-down, so while you've seen every tile you've picked, you don't know which you will get, when you pick during the game.

If a player exhausts his personal pool of tiles, he picks one tile from any other player, whenever he subsequently discovers an island.

This might at least mitigate the worst swings of the statistical pendulum.
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Yes this is a problem, although in my three games nobody was out and out damned from any point and I made a huge comeback in one game.

Thr problem is that there needs to be another path such that a player can really turn inward and perhaps draw 2 cards at a larger price or different buildings or something to offset the lack of islands. Still, I haven't expereinced a horrible draw of islands, and even players who find lots of good islands usually can't colonize them all. The other player needs one war canoe and a transport with a colonist to get there first.

Oh and good review.
Last edited on 2008-01-28 17:21:46 CST (Total Number of Edits: 1)
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DarrellKH wrote:
What I might try for myself, though, if I can ever get this game on the table again, is the following:
[...]
This might at least mitigate the worst swings of the statistical pendulum.

WARNING: The variant you are about to read is untested, unsanctioned, and has not even been discussed with the designer. It is something I was kicking around but never had a chance to put into practice.

Instead of throwing all of the island tiles into the box lid for random drawing, separate them into two stacks. The first stack (A) contains atolls and one village square (green or brown, it doesn't matter). The second stack (C) contains all of the island groups with 2-4 squares.

Mix the tiles for each stack. Take four tiles each from (A) and (C) to make a "middle" stack (B).

If you want a game with fast development, pile the stacks on top of each other in C-B-A order (C on top, then B, then A). If you want slow development, stack them A-B-C. Draw all tiles from this unified stack.

This doesn't address the issue of a player drawing an abnormal number of open ocean chits. However, it may slightly level the playing field with regard to the quality of island groups drawn.
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DarrellKH wrote:


because that was for a helluva lot more hexes, than in CoP - it had a great inclination to even out. But in CoP it seldom does, and the person driven to conflict to try to even out the control of those bigger islands is inevitably the faction worst-equipped, financially, to built the more expensive combat units.


Your point about a production disadvantage is well-taken, Darrell. There is certainly no question that luck can occasionally play a large role in CoP. But let me submit the following: a player who is discovering few/no islands will not be using production points to build as many colonists or transport canoes as others. I should suspect then that that person would thus have a larger concentration of fighting units by turn 5 or 6 in their home island at least than more successful players with larger empires to defend from more quarters would have at any one location, creating opportunities at least for a more equitable "redistribution".
Of course this assumes better luck in battle than that player has so far seen in exploration -- I certainly wouldn't suggest going into a 50/50 battle against a player with a production advantage without at least one card conferring an advantage in combat -- but a player's luck can't all be that bad, can it? Can it? ;)


All right, I suppose it can.
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Quote:
Your point about a production disadvantage is well-taken, Darrell. There is certainly no question that luck can occasionally play a large role in CoP. But let me submit the following: a player who is discovering few/no islands will not be using production points to build as many colonists or transport canoes as others. I should suspect then that that person would thus have a larger concentration of fighting units by turn 5 or 6 in their home island at least than more successful players with larger empires to defend from more quarters would have at any one location, creating opportunities at least for a more equitable "redistribution".


The person busy settling islands and increasing the villages on those islands has a growing production base. The person who can't has a static production base.
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I'm in complete agreement with you Darrell. My point was that playerA, with access to more islands, will be spending many of their build-points on new villages, colonists and transport canoes while playerB without similar opportunities has only one thing to realistically spend their income on: a military.
This is not to say that B's eventual military attack will necessarily bear the desired fruit, especially as established colonies will have one or two bonus defenders to add to their defense. People with plenty of islands will definitely have an initial and growing advantage in production, but along with that comes a longer frontier to protect against more neighbors (players C and possibly D), and there should definitely be some opportunities there for a concentrated (or cooperative multi-pronged) strike to take them down a peg or two.

Regarding your and Tony's variants above, I think those would definitely encourage more balanced growth for everyone while still keeping the angst of exploration intact. Such a setup would be especially good as a beginner's variant for teaching new players, say. My point is simply that with players comfortable with the system, all is not necessarily lost for the 'poor cousins' in CoP. They will be more likely to have a larger concentration of military near something less well-defended in the early going than will the one who's lucked into Hawaii, Tahiti and new Zealand one after the other but is too busy colonizing to have leveraged their growing production advantage into an adequate defense against jealous neighbors. Just another way I see CoP organically shaping the players' strategy as the game progresses. After all, who needs a catch-up mechanism when you have a squadron of spears? :)
Last edited on 2008-01-28 15:42:10 CST (Total Number of Edits: 1)
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Great review! Really enjoyed reading it, and the discussion that followed.

If you are not finding islands through exploration, you can still win, but you must be on your toes. Finding lots of lucrative islands actually reduces your options- you simply protect and develop what you've got. Not finding islands is more fun- you've got to be crafty and cunning to aquire what you need to win the game.

First, you've probably got control of the turn order- use it to your advantage.

The player(s) with lots of discovered islands can't send colonies to all of them right away. Watch your opponents when they look at their discovered islands, and try to figure out where the good ones are. Make the turn order have you go before them. Send your Explorer to look at their islands that are close to you, and you suspect are good ones. Since you move first, send your colony there before he can. He might not even mind that much!

If you've built even one war canoe, have your opponent move before you. When he sends a colony to an island group within range of your empire, send your war canoe to the same hex- escorting your own colony and transport. His colony will automatically loose the "Battle", since there are no Villages there (yet) to generate a defense.

In both of the above cases, you take no risk in loosing a Battle- no dice are rolled, but you have still snatched islands from your opponent. It takes planning and cunning and a full understanding of how the game is played, but it works. As a last resort, you can build a battle fleet to take over your opponents' developed islands. But this involves risk (as discussed above) and better luck than you had Exploring.

Hope this helps,

Kevin
Michael Schwerdtfeger
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Kevin -

I played this today for the first time - it was a three player game. After a reasonable amount of exploration, here was the scenario - The two islands that start out back to back (Tonga and ??) drew really well (one slightly better than the other). The island that was far away from the others drew horribly.

As much as I want to believe your "you can still win" thought, the reality is that the down on his luck third player was 5-6 hexes away from the rest of us, which meant to attack either of the other players, he first had to make a relatively large investment in building transports in addition to investing almost all of his points in military units. Since he was running at a significant build point deficit to the rest of us from the outset, he wasn't in a very good position to implement that kind of military strategy.

I really want to like this game a lot. It is novel, and fun, and attractive (despite the GMT weaknesses). However, I can't see how the player in the worst position to fight is in a good position to come back through military action. One point - it might have been very different had one of the islands that start together been the weak tile picker. He would have had other options (the pre-printed islands, closer to attack, etc.)

Have you thought of a variant that would balance the island discovery a bit? I think (as apparently many others here do as well) that would dramatically improve the game.
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Michael, I must admit that the situation you describe is the one situation where very bad luck in drawing tiles will almost certainly sink a player's chance of winning the game. That is, only if Hiva finds no islands in a 3-player game. It is one of the reasons why I prefer 2- or 4-player games; then, no amount of bad Exploring will keep you out of the running.

Don't forget, it is not just Battle that can get islands from another player. You can explore other players' discoveries, and grab a good island from them, before they can colonize it. You can manipulate the turn order to do this, since you are in last place by this point in the game. Since they are finding lots of good stuff, there will be many unsettled islands for you to choose from- they can't settle all of them at once.

But with Hiva in a 3-player game, you start too far from the others. You must make an effort at exploring towards the other two, so you've got a chance at nabbing one of their outer discoveries. You can use Flint as a jumping-off place, but that is not easy to arrange. But often, one of the other two opens up a clear lead. Then, it is in the best interest of the second-place player to attack his next-door neighbor. That can give you the breathing space to get back into winning the game.

I've looked at some of the ideas to make Exploring more predictable. Frankly, none of them seemed worth the extra "weight" of rules, mechanics, and fussiness to make it worth while. They simply seemed too contrived. The Polynesians found their islands in the most unexpected places, and that's what I'd like to keep in the game.

Kevin
Last edited on 2008-10-28 22:11:50 CST (Total Number of Edits: 1)
Michael Schwerdtfeger
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Kevin -

Thanks for your candor. Your comments really make me want to try it again with four. It did seem from looking at the 4 player setup that the problem we encountered would likely go away with a fourth start island.
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Yes, a fourth player pushes everyone together, and also changes the diplomatic situation. It is a shame that it was the Hiva player that had the bad luck in your game, since as you suspect, if bad luck had hit Samoa or Tonga, they have an easier time dealing with it. Hope you're able to get another game in!

Kevin
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