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Warren Cheung
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Phoenicia is an economic engine game, with a civilization building theme. Players train workers, produce money and auction developments in the ancient world, hoping to score the most points to become the most prestigious city-state. Definitely a "snowball" effect game, where you spend your money to make money, which gives you more money...while on the way scoring points. Its strongest point is that it's fast - the box quotes 60 minutes. Reality isn't actually that far off - 2 player online games whip by in way less than 30 minutes online, whereas 5 player games aren't even close to 2 hours, even with rules explanation. But in that timeframe, you're made to really sweat - every single dollar in the game feels crucial (and probably is).

It scored pretty high on my BGG recommended game list, and it's also been a game I've had my eye on for quite a while, with a strong resurgence after I got sucked into the designer's hit of the holiday season, Race for the Galaxy. I've been wanting a "civilization game", especially having played Through the Ages: A Story of Civilization. Interest was tempered by the mixed reception and general lack of buzz - there's a lot of complaints about the rules (a potential problem since there wasn't anyone to teach it to me), and some caveats about the gameplay and components.

In the end, I had to go online to play it - JKLM Interactive - it seems that even though it's been released, they're still letting people play online. I'm glad for the chance to try it, because it's what finally convinced me to hunt up a copy of the physical boardgame. It took a couple of tries over the course of the last year before I finally got a chance to play - not many people on the JKLM online game service (for a while I thought the client was broken). Nowadays, I just open up the client and leave it in the background while I get some light work done - it'll usually jump to the foreground when someone shows up, although sometimes I check and it's gotten lost under my other windows.

But anyways, back to the actual physical boardgame. I remember seeing it in my home store in Vancouver, but it was out of stock when I'd finally worked up the nerve to buy it. So when I found it again on a trip to Toronto, I immediately noticed the size:
star The box is big (oblong, and roughly 10% larger than In the Year of the Dragon, but say 10% less volume than Ticket to Ride), solid, sturdy - I was expecting something the size of Through the Ages, and was pleasantly surprised by something maybe twice the size. This made it trickier to stick in my suitcase - although I mitigated that by fitting Pandemic inside, and taking it as carry-on.
star This carries through to the components inside. Full-size cards, nice substantial tiles, regular size pawns. After the undersized pieces from In the Year of the Dragon and miniature bits in Through the Ages: A Story of Civilization, it's good to see a "regular size" game.
halfstar Sadly, MSRP for the game is above the magic $50 mark - my FLGS carries it at $55. Not as ridiculous as the price for Through the Ages: A Story of Civilization, but probably half a tier too high. I guess they wanted to charge a bit more than an Alea big box game for it, but less than a full heavyweight Euro box class, so they bumped up the box size. This might also be because JKLM is "across the pond", where they mark everything with the same prices but put that fancy pound symbol instead.
nostar The insert, made of folded cardboard, forms a single well that keeps things from bouncing around/holds the mapboard up, and not much else. Pretty useless, beyond making it obvious that the box could have been about half the height and still fit everything.

Overall, the box is solid, with good heft (you get a decent box of stuff), but be prepared for the initial sticker shock. Getting it on discount (for example, during a 20% off all Rio Grande Games sale) helped a lot here.

Once you get the box open, the most obvious piece you'll see is the gameboard, or more accurately, a scoring track/player aide masquerading as a gameboard.
halfstar Mine was a bit warped, and there's a small bubble on the front. It's the "American-style gutter" fold, which would have been okay (although the "European cut" is always nicer) except that the text and pictures of an entire column of the technology track are in the gutter. On the upside, it seems to lie pretty much flat.
halfstar Scoring spaces are big(a good thing), although having scoring and production share the same track is unfortunate - the spaces are very crowded at the beginning of the game, where everyone tends to have about the same number of points and production, so in a five player game you have 10 markers all together. Usually fine after a couple turns.
halfstar It's nice to have the discounts marked on the board, although the flowchart presentation is far from evocative. It also feels a bit half-baked - since most of the cards are described on the discount tech tree, and we have boxes indicating how many of the discount cards are present, maybe they should have gone the extra step and put the whole tree there.
halfstar The board is basically a glorified play aid - it basically duplicates each player's score, production and discounts to make those easier to see. Having to mark each discount with two cubes feels a bit cumbersome though - one half marks the value of the discounts, as well as indicating how many many of each discount are left to foil card counters - but again, why only show this for the discounts and not for every card? My idealised version would probably merge the left and right side of the board, but have the tree encompass all the cards.

The board is basically okay - no masterful balance between form and function, but works well enough. Feels like they skimped out a bit with only showing the discounts, rather than having the whole tech tree laid out.

The other big paper item in the box are the rules
halfstar The rules are full colour, printed on heavy paper/light cardstock, no glossy finish. Previous reviews and comments on the geek led me to anticipate something difficult to understand, but it was pretty straightforward - lots of examples, and a handy summary of all the cards at the back.

Finally, we get to the "bits". We have cardboard tiles, decks of cards and plastic markers.
halfstar Production and Development cards are not linen-textured, but full-sized (about as tall as magic cards, but slimmer) and appear to be good quality.
halfstar It's a bit of a hassle to pick through the deck to set up for less than 5 players. The set numbering in the corner is in some font/colour combo that's a bit hard to read - it might have been nice to have that part bolded or made more distinctive, since keeping the sets separate is key for the setup. Usually, I make the effort to sort them all by set after a game.
halfstar The art on the cards and the boards is full-colour. Personally, I'm not a fan of the style - looks like some blend of CG and watercolour - but it's perfectly serviceable.
halfstar The cardboard tiles are very solid and well-cut - some fell off the sprues easily, but on others the sprues proved a bit too solid. Not a big fan of the finish - neither glossy nor linen-textured, the dusty matte look just said "average" for me.
halfstar White plastic pawns, coins and houses, as well as cubes and cylinders in the various player colours for scoring. Perfectly serviceable, although the choice of making all the generic markers the very bright white is a little unusual. Plenty of pawns, coins and houses - never came close to running out. A couple extra tokens for marking discounts would be handy as well, rather than needing to move your markers everywhere.

"Bang for the buck"-wise, Phoenicia is decidedly average if you look at what you get in the box. There's plenty for nitpickers like me to chew on - plastic will cause eurosnoots to wrinkle their noses - and some people have reported being totally baffled by the rules. So the middle-ground 3 stars, with an extra half-star for not skimping on the size of the pieces. Some people like their bits microscopic (I'm looking at you, Through the Ages: A Story of Civilization), but I'm personally relieved to play a game with normal-sized cards and markers.
starstarstarhalfstarnostar

Stay tuned for Part Deux, where I look at the real reason why I bought Phoenicia - the punchy auction game underneath.
alan beaumont
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warrenac wrote:
I'm personally relieved to play a game with normal-sized cards...

Unfortunately the important information thinks it needs to be sized to fit on a small card. During auctions your opponents' discount possibilities are vital info, but they are very hard to discern at distance. This has led to the game retiring to the shelf as it makes it hard work to play. There is no excuse as there is a large, generally redundant graphic taking up the space.
I await a revised deck as the game is good, but there are dozens of others competing for time.
Darrell Hanning
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05060708
misteralan wrote:
warrenac wrote:
I'm personally relieved to play a game with normal-sized cards...

Unfortunately the important information thinks it needs to be sized to fit on a small card. During auctions your opponents' discount possibilities are vital info, but they are very hard to discern at distance. This has led to the game retiring to the shelf as it makes it hard work to play. There is no excuse as there is a large, generally redundant graphic taking up the space.
I await a revised deck as the game is good, but there are dozens of others competing for time.


During auctions, your opponents' discount possibilities are staring you right in the face, if you've been keeping track of them on the side of the central gameboard that shows all the discounts everyone currently has, with the big, colored cubes. (This is a pretty lame justification for leaving a very good game going to waste.)
Mark Delano
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0708
Once a card is purchased and its effects are applied there's no reason to look at someone's cards. We usually turn them face down. All of the information is reflected either in the workers, the tiles, the income and vp markers or the discount tracker on the scoreboard.
Warren Cheung
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As mentioned above, there's no reason to look at other people's cards once they've been purchased - that's the purpose of 80% of the gameboard, with a spot on one side to describe the amount of discount and the diagram on the other side showing what items you have discounts on. Having it all split up like that is a bit inelegent, as I mentioned above (couldn't there have been a way to do it so it's all combined in one big diagram?), but it is functional. Actually, the cards only hold part of the information, since they only show the first discount - if you buy multiple of the same discount card, you'll need to look at the board to see how much it's actually worth (subsequent discounts are often less).

One thing that is handy is that you can always reconstruct your total VP and total production from the cards and workers, so you can always check what your score or production should be, if someone bumps the table or you find yourself moving the wrong pawn by accident.
alan beaumont
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DarrellKH wrote:


During auctions, your opponents' discount possibilities are staring you right in the face, if you've been keeping track of them on the side of the central gameboard that shows all the discounts everyone currently has, with the big, colored cubes. (This is a pretty lame justification for leaving a very good game going to waste.)


Well, it is my £££ going to waste. My recollection is that when bidding against a player it is so much more natural to be looking at the cards in front of them and their reaction to your counter bids than at a side display. There is room enough on the cards, so I don't understand why it even had to arise as an issue. Why my reaction is 'lame' I am not sure, that's how it was and fellow players had a similar reaction.
Daniel Corban
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060708
I'm not picking on anyone here, but it didn't seem that hard to think "I want to bid on this. Which players have a discount on this? Oh, Bob does." In fact, the times I played, we announced it to the entire table: "Bob has X discount on this."

That said, after three plays, I found this game to be a waste of $$$ anyway, and I wasn't even the one who bought it.
Last edited on 2008-04-02 11:14:05 CST (Total Number of Edits: 1)
Darrell Hanning
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05060708
misteralan wrote:
DarrellKH wrote:


During auctions, your opponents' discount possibilities are staring you right in the face, if you've been keeping track of them on the side of the central gameboard that shows all the discounts everyone currently has, with the big, colored cubes. (This is a pretty lame justification for leaving a very good game going to waste.)


Well, it is my £££ going to waste. My recollection is that when bidding against a player it is so much more natural to be looking at the cards in front of them and their reaction to your counter bids than at a side display. There is room enough on the cards, so I don't understand why it even had to arise as an issue. Why my reaction is 'lame' I am not sure, that's how it was and fellow players had a similar reaction.


Put the board in the middle of the table. This should solve your problem.
Warren Cheung
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I do agree that the discount display is one of the weakest realised components of the game. Luckily, I'm just the purchaser as opposed to the developer - it's not my job to figure out a better way of setting things up. And having redundancy would not have hurt - to be able to see the cards as well as the display.

Most of my plays with the physical bits have been with 5 players, so there's no way I'd be able to see most of the other people's cards and bits with any degree of ability since half the people are upside down and turned around. Plus, by midgame many players have a good number of development cards purchased - by that point, I only leave the VP and production visible to help in doing totals. The board really was my best way to keep track of the scores, production, discounts, etc. I did wish that info was in little boxes above the players/on the auction items like it was in the online game...

I opened the box again to have a more objective look at the cards, and I do agree that they're pretty hard to read. The text is small (considering how much room there is), and something about the colour choice makes it so that it's not as clear as it could be. They're good when right in front of you, but not good when upside down and far away. I wouldn't be averse to getting big Blue Moon (tarot?) sized cards for the development deck, with explanatory text and discounts in big clear type...but I'm just glad that it isn't half-size and on mini-cards.

Maybe there needs to be a taunting rule, where those with discounts need to hold up their discount cards and mock those without every time they bid :) (and say...."I bid 14 on the ships...but really I only pay 9. MWAHAHAHAHHAHA")





Last edited on 2008-04-02 11:56:54 CST (Total Number of Edits: 2)
 
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