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Colonel Mustard
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Before You Buy...
This is an overview of Power Grid. I will not be dealing with rules or strategy. (If you are hoping to read the full rules, they can be downloaded from this site.) My intention here is to offer an outline to aid those exploring this game. I trust this introduction will give you a heads up on what you will be in for, and help you decide if this game is for you.


Picture by Aarontu
The board, cards and pieces of Power Grid


What it is about...
The unique theme of Power Grid is one of supplying electricity to cities. Players buy power plants (at an auction) and resources to power the plants (using paper money) in hopes of creating the largest supply of electricity to the most cities.

The board is double sided with a map of Germany on one side and a map of the U.S.A. on the other. (The first order of business is choosing which map to use.) In the game, players are each attempting to purchase large power plants, establish a network of connections to various cities and supply power to those cities. The player who supplies power to the most cities at the end of the game is the winner.


Picture by randywilburn
A game in progress using the USA side of the board.

Who can play...
The game is listed at 12 years and up. Younger children could understand how to play. Playing well, on the other hand, may be a challenge as the subtleties of tactics and choices may be lost. It is listed as a 2-6 player game. However, Power Grid is one those games which offers a different dynamic with different number of players.

Most agree that a 2 Player game ‘works’, but that is about that can be said. It is a very good way to learn the dynamics of the game. However, a full appreciation of Power Grid will probably not be found in a simple two player experience.

And while the 3 Player game is better, my experience has been that 4 or more players light this game up. With added players the auctions are far more interesting and strategic...which is an integral part of the game.

How long does it take...
Power Grid will take a bit longer at first. Early games will probably take 2 ½ + hours. But as players gain experience the pace quickens and the game fall nicely into a 2 hour time slot. Power Grid is finished when a player builds connections to a certain number of cities...depending on the number or players. Hence, even with more players, the game is not any longer because there are fewer cities to connect. (Two players build to 21 cities, while six players only build to 14 cities.


Picture by kilroy_locke
Cities are connected using the small wooden houses.

The Learning Curve...
Power Grid looks and sounds more complex than it is. While I would not call it ‘simple’ to learn, the instructions are clear and supply all that is necessary to get started. In principle, it is a fairly straightforward game. Players continually follow the same five steps during each and every turn. Once everyone has gone through the motions of purchasing power plants, purchasing resources, connecting cities and gaining income once or twice, the flow of the game makes sense. Playing well, on the other hand may take awhile. Learning the flow and timing of when it is best to upgrade power plants, buy resources in bulk and connect cities is all part of the challenge and the fun. I would not consider this a non-gamers game. But it is not at all complicated to learn or play. It is not difficult to teach and is (often) quickly understood.

It is not random...
One of the more interesting features about Power Grid is that turn order shifts and changes. Players are ranked throughout the game according to their relative position. This means that the player in first place will get last pick during certain aspects of the game, while the player in last is able to begin during other parts. Generally, this helps to maintain a balance of power and helps put an end to any run away leader problems. There is an element of luck in the way that the power plants come up for auction. With the exception of the first nine, the cards are shuffled and turned up at random. Some auctions will provide a player weak power plants, but the following player may be able to purchase a powerful one. This, however, does not skew the game. In fact, this is a feature of the game. Turn order (and being able to purchase late) is an important factor. The heart of Power Grid is making tactical and strategic decisions - which include knowing when to be in last place, allowing you to have the best choice during the auction.


Picture by Akhnaten
Pictured are a few of the power plant cards that are purchased at auction. Note the large number at the top. This indicates the starting price at the auction. The small house at the bottom of the card indicates how many cities that Power Plant is able to supply power to. The symbols, to the left of the house, indicate how much of which resource is needed to power those cities.

Replay value...
As mentioned, the game board is double sided with a map of USA on one side and Germany on the other. This provides a good dose of variety and helps keep the game fresh for quite awhile. As well, because the power plants are drawn randomly from a stack the game will play out differently each time. For those who feel the need to add a real boost, there are expansions of new boards/maps as well as a new deck of power plant cards.

Common complaints...
There are a few common complaints about Power Grid...
First, playing requires a fair bit of (simple) math. “Let’s see... 8+15+11+15+6+10...wait, did I include this one? Ok, let me start again...” It is not difficult, but towards the end of the game some players find it a bit tedious.

Secondly, there can be some down time. This is more pronounced with a five or six player game as it simply takes longer to have more players make their purchases and connect cities. It does not ruin the game, but it is not always fast moving.

Third, players can be left behind. The game is fairly unforgiving to those who get off to a poor start or who don’t keep up. Stragglers have a hard time making a comeback. This can make the game challenging for new players who are pitted against seasoned veterans.
However, I am of the opinion that none of these minor quibbles detract from or ruin the game. Overall, the game experience is excellent. If players understand these ‘personality traits’ of Power Gird before starting, they are usually able to find ways to deal with them.

One strategy tip...
Every dollar counts. Games are often very tight. A tie is determined by how much money a player has left over. It is not unusual to have the game come down to an issue of cash on hand. Some complain that this aspect of Power Grid makes the game nit-picky and even unfair. It can be frustrating to fight for a chance to finish on top, only to lose by one measly dollar! But this only underlines how important every decision is. Players must learn to balance their finances with the constant pressure of upgrading their power plants and expanding into new cities. The winner will sometimes be the one who managed their finances (and did not overspend at the auction) as well as building a large power grid.


Image by Nodens77
Pictured is the Resource Market where players purchase the necessary fuel for their power plants to function - Coal, Oil, Garbage, and Uranium. The market plays an important role in the game as players can help force the price up, making it difficult for others to purchase certain items. In some cases players can cause a resource to run out and keep an opponents power plant(s) from functioning.

Final comments...
Power Gird is a great game. Games are usually very tight and wonderfully tense with everyone feeling like they have a chance to win...right to the end. And while it is not a non-gamers game, it is easily accessible to new players. It is fairly easy to learn and yet as a depth that is captivating. Strategy is not so subtle that it takes several games to work out how to play well. Yet every decision matters. There is more than enough variety that the game is never the same twice. If you are looking for a stepping stone to take you from ‘light’ to ‘meaty’ games, this would be an excellent choice.
Greg Berry
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08
Good review overall. I have one exception though :)

ColMustard wrote:

There is an element of luck in the way that the power plants come up for auction. With the exception of the first nine, the cards are shuffled and turned up at random. Some auctions will provide a player weak power plants, but the following player may be able to purchase a powerful one. This, however, does not skew the game. In fact, this is a feature of the game. Turn order (and being able to purchase late) is an important factor. The heart of Power Grid is making tactical and strategic decisions - which include knowing when to be in last place, allowing you to have the best choice during the auction.


I beg to strongly disagree with you that the random nature of the power plants coming up doesn't skew the game. There are plenty of times where you can significantly over/underpay for a plan simply because you can't know what the next plant coming up is.

For example assume the bottom four plants (the ones currently available) are the 11,13,15,20 and the top four (the ones that are visible but not available) are the 25,29,31,40. If you are down to two people who can buy a plant the 20 plants is likely to be auctioned. The real value of the 20 plant is determined by whether once the 20 plant is bought if the 25 plant becomes available or some low number plant drops in its place (e.g. the 14 plant)to replace the 20 plant that was purchased. The swing in that price can be significant and game changing. We have often seen games won and lost of Power Grid based on this very type of situation.

I still love the game but between players of relatively even skill the flipping of which plants come up can often (though not always) determine the difference between the winner and the also rans.
Last edited on 2008-02-07 10:44:26 CST (Total Number of Edits: 1)
Darrell Hanning
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05060708
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Third, players can be left behind. The game is fairly unforgiving to those who get off to a poor start or who don’t keep up. Stragglers have a hard time making a comeback.


I think it's probably a bad idea to state this without discussing strategy, as the game is decidedly in favor of the person who is not in first place.
Paul Grogan
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gberry wrote:
I still love the game but between players of relatively even skill the flipping of which plants come up can often (though not always) determine the difference between the winner and the also rans.


I also love the game, but I've found that some of the auction rounds there can be a bit of luck, especially the last one where the game can hinge on whether a '7' plant comes out next.

So I play with this rule: The top card from the deck is revealed at all times. Nobody can buy it, no big change, but everyone sees which card is coming next.

Played it lots this way and like it a lot more. :)
Darrell Hanning
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I still love the game but between players of relatively even skill the flipping of which plants come up can often (though not always) determine the difference between the winner and the also rans.


This is best mitigated by lower position in the turn order. If you play to take the lead and keep it, then you will suffer from this "random" element more than the other players. Any power plant that comes up after you, as the last in order, have purchased one will either go to the bottom of the deck, or still be available next turn (when you'll have a chance at it at the same time everybody else does).

Just another way that this game favors "winning from behind".
Tim Seitz
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060708
DarrellKH wrote:
Quote:
Third, players can be left behind. The game is fairly unforgiving to those who get off to a poor start or who don’t keep up. Stragglers have a hard time making a comeback.


I think it's probably a bad idea to state this without discussing strategy, as the game is decidedly in favor of the person who is not in first place.


That's not ALWAYS true, as you are making it out to be. Particularly if you can stall prior to entering stage 2, making up a big cash pile. I have done that a few times, and gone on from there to win.
Greg Berry
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DarrellKH wrote:
Quote:
I still love the game but between players of relatively even skill the flipping of which plants come up can often (though not always) determine the difference between the winner and the also rans.


This is best mitigated by lower position in the turn order. If you play to take the lead and keep it, then you will suffer from this "random" element more than the other players. Any power plant that comes up after you, as the last in order, have purchased one will either go to the bottom of the deck, or still be available next turn (when you'll have a chance at it at the same time everybody else does).

Just another way that this game favors "winning from behind".



My example was for the people in the "winning from behind" position. There is no way using the standard rules to fully mitigate for the random chance that the next plant may be good or bad. Another example for you.

Let's say a game is on what appears likely to be the last turn of the game. You and I are the last two players to be in position to buy a plant and we currently both have 12 capacity. Only one plant is currently face up that can get either player to 15 capacity. Do you bid extremely high to get it to ensure you'll have a 15 capacity or let the other player get it and take the chance that the final plant to be revealed that round will also get you to 15 (or higher capacity) for a cheaper price? There is no way to be sure which is the right choice, just some level of probability.

Again I am not saying that luck rules the game I am saying that among players of high skill level that the luck of power plant flips can decide too many games for my taste.
Kevin Beckey
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gberry wrote:
DarrellKH wrote:
Quote:
I still love the game but between players of relatively even skill the flipping of which plants come up can often (though not always) determine the difference between the winner and the also rans.


This is best mitigated by lower position in the turn order. If you play to take the lead and keep it, then you will suffer from this "random" element more than the other players. Any power plant that comes up after you, as the last in order, have purchased one will either go to the bottom of the deck, or still be available next turn (when you'll have a chance at it at the same time everybody else does).

Just another way that this game favors "winning from behind".



My example was for the people in the "winning from behind" position. There is no way using the standard rules to fully mitigate for the random chance that the next plant may be good or bad. Another example for you.

Let's say a game is on what appears likely to be the last turn of the game. You and I are the last two players to be in position to buy a plant and we currently both have 12 capacity. Only one plant is currently face up that can get either player to 15 capacity. Do you bid extremely high to get it to ensure you'll have a 15 capacity or let the other player get it and take the chance that the final plant to be revealed that round will also get you to 15 (or higher capacity) for a cheaper price? There is no way to be sure which is the right choice, just some level of probability.

Again I am not saying that luck rules the game I am saying that among players of high skill level that the luck of power plant flips can decide too many games for my taste.



The luck of the Power Plant draw very often decides the game. I still enjoy playing though.
Phil McDonald
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There are 5 things I look for in a game, in no particular order:

1. Uniqueness & Theme
2. Fun
3. Replayability
4. Quality of board/components.
5. Value for money.

Power Grid ticks all my boxes comfortably.

Phil.
Ernesto Cabrera
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0708
philmcd wrote:
There are 5 things I look for in a game, in no particular order:


Let's see...

1. Uniqueness & Theme "Theme" doesn't really apply here, It is a matter of a deeper discussion about "theme" in Eurogames, but Power Grid gives a nice "feel" of achieving something, not necessarilly "powering cities", more like an "economic achievement". Uniqueness, check... I have tried other auction games (mainly Princes of Florence), and this is a game where all it's parts (mechanics, that is) are so well bonded that they don't rely on a mechanic exclusively (such as in TTR where the game is mostly about card management).

2. Fun It can be taken as "repetitive" or very mathematical, but the tension is what makes it fun to me... Its not "fun for the sake of being fun"...

3. Replayability A static map can be seen as not as replayable, but a little bit of changes make it fresh an new all over again. For example I don't like to play in the US map anymore, but just because I like the German map that much, I've played 10+ games in Germany (even if that's a very low number for some, it's a lot to me) and I never get tired of it. I've bought the expansions because I want to make it a little different, but what's in the box is worth the money.

4. Quality of board/components. I really like the board and the cards (plants) are awesome (except the size, I hate that I can't sleeve them!).

5. Value for money.
I could have payed $100 and it still worth it... I payed a little more than $40 and I'm happy and it's worth it's place in my top 10 games...

Sorry for extending my post... but I really love the game and if anyone is thinking of buying it, please do. Get 4+ players and spend 2 good hours of a fulfilling, thoughtfull, tense game...
Anthony Linforth
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Get 4+ players and spend 2 good hours of a fulfilling, thoughtfull, tense game...

I also find it excellent with 3 players - but don't play it with 2, it's horrible.