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Scott Mikula
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Colosseum » Forums » Reviews
Why I Almost Love Colosseum
In Colosseum you and your opponents each run one of these titular arenas, putting on events to entertain the Roman populace. Your goal is to draw in the biggest crowds, from the gladiator-loving plebeians and aristocrats to the emperor himself.

Colosseum is published by Days of Wonder, better known for its Ticket to Ride franchise. Like Ticket to Ride, it tries to be a Euro-style game while still being accessible and appealing to the casual gamer. This is a tough balance to strike--I found Ticket to Ride lost its glamour quickly--but the gameplay in Colosseum has some real meat to it. Couple that with beautiful pieces and a handsome board, and it's a game I can easily recommend to my gamer and non-gamer friends. It has just a few weaknesses that keep me from really loving it.

Gameplay

The sequence of gameplay does take some digesting the first time through, but rules are clear and have plenty of visual examples. The game is played over five turns, during each of which you will produce an event in your colosseum. The attendance to your event determines your income--which you will spend to produce bigger and better events in the future--and whoever has the highest attendance in any single event is the winner. (Technically this can be in any of the turns, but in practice everyone's last event will be the biggest.)

Event attendance is determined by some simple arithmetic. The base value depends on what program you're producing; for instance, "Circus Maximus" can be worth up to 32 attendees. This assumes you have all of the performers and props (represented by asset tiles) necessary to produce that event--for each asset that you are missing the value of the event goes down by a marginal amount. Each turn there are sets of action tiles available for auction, and you can trade with or buy from other players. Then there are a bunch of ways to increase your attendance: previous events you have produced cause more people to come, apparently because of your growing reputation; star performers will draw more people; senators, consuls, and the emperor (figurines that move around the board based on dice rolls) will boost your attendance if they end up in your colosseum during a show; and there are various other improvements that pack the stands and therefore increase your earnings and your end-game score.

The Good

So where does the fun come from? Like its big brother, Princes of Florence, Colosseum is largely an auction game, which means you have to weigh what particular tiles are worth to you against what you think others are willing to play for them. Following the auction you have an opportunity to trade with your opponents. This works out well since tiles come in batches of three; likely you got at least one you didn't really need. It doesn't really reduce the tension of the auction that much, since the competition there tends to be over the rarer, more valuable tiles, but it does add a negotiation aspect to the game.

For the strategic thinker, there are a wide variety of choices as you try to optimize your score. Should I give up this tile that I need in order to get the star performer of that other type? Do I buy a new event program now, even though I might not be able to afford the tiles I want this turn? It's not the brain burner that some games are, but there are always more things you want to do than time or money allow, so you will have to make tough choices.

Most satisfying to me is simply the sense of growing and accomplishing something. You start out with a small colosseum, nearly empty, but every turn you'll have a chance to grow it, maybe add a section for season ticketholders or an emperor's loge, and you'll acquire more performers and assets. The result is that each performance is greater than the last, so that by the end of the game (hopefully!) you'll be able to put on the most spectacular show of all.

The Bad

Unfortunately there are a few things that blemish the experience for me. Auctions, according to the standard rules, don't work very well. What tends to happen is that some lots will go uncontested, selling for the minimum bid, while others will have the price driven up far more than they're really worth. This is a result of only being able to win one bid; it's too dangerous to bid against someone for something you don't really want, and when you know you're only going to be paying for one auction this turn, when it's something you need you might as well bid as high as you can afford. Days of Wonder has more or less fixed that with their "Intense Auctions" variant (available in the online version of the rules, though not my in-game copy; see http://www.daysofwonder.com). I highly recommend playing with this variant. It allows you to win multiple auctions per turn, but, interestingly enough I haven't found that people frequently do so. It causes tile batches to go for more consistent, reasonable prices, and once the cheap lots are being bid up some there isn't usually so much money floating around to spend on a second auction.

This may be a petty nitpick, but I feel like the mechanism for rolling dice and moving the nobles around the board feels sort of juvenile. You can do all sorts of shrewd bidding and clever trades, but if a poor dice roll means you can't get the emperor into your arena when you're counting on it, then you'll still end up in the hole. If I wanted to rely on that sort of luck I'd play Monopoly, thanks.

Which brings up another point: despite the wide variety of choices available, there are some that are just too obvious. Buying an emperor's loge allows you to roll two dice instead of one, and move two different nobles or one for the sum of the rolls. This kind of flexibility is so valuable that there is little choice but to buy it first turn. Chances are your other four investment actions--you only get one per turn--will be to buy two event programs and expand your arena twice. (I'd much prefer to get rid of the dice rolling and instead have some other interesting, balanced investments that you could make in your arena.) Finally, the emperor medals that you acquire over the course of the game have several possible uses, but it is almost always the right choice to spend them to increase the attendance of your last event--nothing else will boost your score by as much.

There's a catch up mechanism build into the game that is a bit contrived: during each turn, the player that put on the smallest show gets to steal a tile from the player with the largest. I usually dislike rules like this, which directly harm the leader just because they are the leader, but in this case it isn't too harsh; also, the leader gets to add a podium to their colosseum which grants extra attendance to all future events. So, even if the rule feels contrived, it doesn't really hurt gameplay that much. (In fact, it does add another tactical choice: if I know I can't take the lead, should I sandbag myself for the chance to grab a tile I need?)

Conclusion

Colosseum has a lot of things going for it. The game itself is gorgeous, the theme is interesting, and the gameplay is suitably deep while still being accessible. I think most of the flaws I've pointed out are really concessions to the more casual gamer, and I'm sure they'd be considered features by some. They're certainly not enough to make me shy away from the game; just enough to make me say I only almost love it.
Tim Seitz
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Good review.

For me this game broke when we played in our group when the players openly colluded during the auctions. In an environment where you only get one auction, the remaining players can divy up the useful cards amongst themselves, particularly since you can see what's out there. (Prohibiting open collusion does not prevent the inevitable secret-collusion-because-it's-so-obvious-what-he/she-wants.)

The multiple auction variant (which we tried) doesn't eliminate this possibility, either.

I would probably prefer a Medici-type, one-lot-at-a-time, once-around auction where people had to bid for a lot they wanted, not knowing what would be available in the next lots. I say probably because no one has shown any interest in playing this again after our disastrous games.
ackmondual
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HandEyeProtege wrote:

The Bad

Unfortunately there are a few things that blemish the experience for me. Auctions, according to the standard rules, don't work very well. What tends to happen is that some lots will go uncontested, selling for the minimum bid, while others will have the price driven up far more than they're really worth. This is a result of only being able to win one bid; it's too dangerous to bid against someone for something you don't really want, and when you know you're only going to be paying for one auction this turn, when it's something you need you might as well bid as high as you can afford. Days of Wonder has more or less fixed that with their "Intense Auctions" variant (available in the online version of the rules, though not my in-game copy; see http://www.daysofwonder.com). I highly recommend playing with this variant. It allows you to win multiple auctions per turn, but, interestingly enough I haven't found that people frequently do so. It causes tile batches to go for more consistent, reasonable prices, and once the cheap lots are being bid up some there isn't usually so much money floating around to spend on a second auction.

If you've played Power Grid before, then does this also apply to that game? Similar mechanism. I've noticed power plants can go for at cost or a bidding war frenzy can really drive things up. Every now and then, something does sell for somewhat higher
Jason Brice
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ackmondual wrote:
If you've played Power Grid before, then does this also apply to that game? Similar mechanism. I've noticed power plants can go for at cost or a bidding war frenzy can really drive things up. Every now and then, something does sell for somewhat higher


The difference is that in Power Grid there are many more opportunities to buy power plants than there are opportunities to buy tiles in Colosseum. Colo only has five rounds, where as PG may run 10+ rounds.
Scott Mikula
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out4blood wrote:
For me this game broke when we played in our group when the players openly colluded during the auctions. In an environment where you only get one auction, the remaining players can divy up the useful cards amongst themselves, particularly since you can see what's out there. (Prohibiting open collusion does not prevent the inevitable secret-collusion-because-it's-so-obvious-what-he/she-wants.)

Interesting. I haven't really experienced this in my games, and I wonder just how it would work? In the end, each player should be looking out for his own best interests, and it's pretty rare that the available tiles will divide up so neatly that they can be equitably distributed.

ackmondual wrote:
If you've played Power Grid before, then does this also apply to that game? Similar mechanism. I've noticed power plants can go for at cost or a bidding war frenzy can really drive things up. Every now and then, something does sell for somewhat higher

I think this manifests a little differently in Power Grid. For one thing, a power plant that is good for one player is probably good for all the other players too--unlike in Colosseum where each player is looking for a different set of tiles--so it's unlikely that that a decent plant will go uncontested. (If you're buying at cost, then it problem means you're desperate for a new plant and are willing to take one that isn't that great.) It is frustrating when the last player to bid gets a great plant for face value, but that is an advantage that, for better or worse, is intentionally built into the turn order mechanism.
Last edited on 2008-09-09 01:50:01 CST (Total Number of Edits: 1)
Matthias Kortleven
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First of all, I would like to say that I like your review, but... (isn't there always one?)

HandEyeProtege wrote:

Which brings up another point: despite the wide variety of choices available, there are some that are just too obvious. Buying an emperor's loge allows you to roll two dice instead of one, and move two different nobles or one for the sum of the rolls. This kind of flexibility is so valuable that there is little choice but to buy it first turn. Chances are your other four investment actions--you only get one per turn--will be to buy two event programs and expand your arena twice. (I'd much prefer to get rid of the dice rolling and instead have some other interesting, balanced investments that you could make in your arena.) Finally, the emperor medals that you acquire over the course of the game have several possible uses, but it is almost always the right choice to spend them to increase the attendance of your last event--nothing else will boost your score by as much.


I must admit, I have not played this more than 12 times or so, but I have not always bought the emperor's loge on the first turn. Sometimes not at all. When I'm the last one in the starting turn and everyone buys one, I sometimes go for a season ticket instead. This because I fear that all of the pawns will be out of range once I get around to moving them. This does have the disadvantage that you'll probably get less emperor medals in the game, though.

When I do take an emperor's loge, I certainly will not use all of my emperor medals to boost the attendance in my last turn. Changes are much higher that I will at least use two to get an extra build action in the early turns to stay on target for the bigger programs.

Thanks for pointing out that there is a suggested auction variant to be found on DoW forums. I will definitely check that one out.

Last edited on 2008-09-09 02:51:10 CST (Total Number of Edits: 1)
Mateusz Nowak
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I just can't seem to get into this game despite owning it and feeling that it's the best looking game in my collection.

What really disappoints me about it is despite there being lots of different event programs available, once you run your first one, your direction is then set in stone and your next option dwindles down to choosing between 2 events. There's just too much specialization in this, and the game seems to just play itself after the beginning. I just find that kind of boring.
Scott Mikula
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Matthias_K wrote:

When I do take an emperor's loge, I certainly will not use all of my emperor medals to boost the attendance in my last turn. Changes are much higher that I will at least use two to get an extra build action in the early turns to stay on target for the bigger programs.

Thanks for pointing out that there is a suggested auction variant to be found on DoW forums. I will definitely check that one out.

Really? I do sometimes use the emperor medal for more money if I really need to win an auction, but I had always figured that using it for an extra build was a losing proposition. What would you use that extra build action for?

My usual builds are (possibly with slightly varying order): Loge, Expand, Program, Program, Expand. Relative to this, the possibilities for the extra build would be:

Season tickets--if you build them on turn 1 then they would earn you an extra $20 ($10 profit) plus 5 points on the last round; that's not bad, but by not building the Loge on turn 1 you're likely giving up a medal.

Program--this would be worth some marginal increase in base value plus 5 points on later rounds because you would not be reusing an early program; however, for about the same benefit, it's more expensive than season tickets and might require different tiles, so I don't know why you wouldn't just buy the season tickets.

I'm not convinced, but I'll have to try the extra build a few times. The main way I could see it being worth it is if it make the difference to snag you a few podiums; those would make up for the points you'd miss out on from the medals.
Matthias Kortleven
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HandEyeProtege wrote:
Matthias_K wrote:

When I do take an emperor's loge, I certainly will not use all of my emperor medals to boost the attendance in my last turn. Changes are much higher that I will at least use two to get an extra build action in the early turns to stay on target for the bigger programs.

Thanks for pointing out that there is a suggested auction variant to be found on DoW forums. I will definitely check that one out.

Really? I do sometimes use the emperor medal for more money if I really need to win an auction, but I had always figured that using it for an extra build was a losing proposition. What would you use that extra build action for?

My usual builds are (possibly with slightly varying order): Loge, Expand, Program, Program, Expand. Relative to this, the possibilities for the extra build would be:

Season tickets--if you build them on turn 1 then they would earn you an extra $20 ($10 profit) plus 5 points on the last round; that's not bad, but by not building the Loge on turn 1 you're likely giving up a medal.

Program--this would be worth some marginal increase in base value plus 5 points on later rounds because you would not be reusing an early program; however, for about the same benefit, it's more expensive than season tickets and might require different tiles, so I don't know why you wouldn't just buy the season tickets.

I'm not convinced, but I'll have to try the extra build a few times. The main way I could see it being worth it is if it make the difference to snag you a few podiums; those would make up for the points you'd miss out on from the medals.


I sometimes buy two season tickets in the first two turns if everyone starts of with an emperor's loge. This will give me a big edge in the first auctions because of the added income. This will probably allow me to get some star performers/podiums early on.

If by turn three, there are no bonus tokens for an extra build action available, I'll use my emperor medals for an extra build action to expand and get a new program in one turn.

If everyone has an emperor's loge, it's much more difficult to use yours for increasing attendence. That's why I'd rather take the steady income first and let them fight for the extra attendance. The risky part is that I have to have a 'extra build action' token or two emperor medals by turn 3.
Chris Reynolds
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I watched the video review of the game posted by Colin Sherman in his Obsessed Board Gamers podcast series, and his biggest problem was that the game had a lack of decisions. If the game were a puzzle, then it was one with a single clear answer; that is, a single best path to victory. Since he discovered this, he has won the game every time he has played. The only time he came close to losing was when someone matched his moves turn-for-turn. Do you think that this is a reasonable criticism?
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creynolds6 wrote:
I watched the video review of the game posted by Colin Sherman in his Obsessed Board Gamers podcast series, and his biggest problem was that the game had a lack of decisions. If the game were a puzzle, then it was one with a single clear answer; that is, a single best path to victory. Since he discovered this, he has won the game every time he has played. The only time he came close to losing was when someone matched his moves turn-for-turn. Do you think that this is a reasonable criticism?

I certainly agree about the lack of decisions--or interesting decisions anyway. I'm sure that all competitive players will make roughly the same improvements in roughly the same order. The tile auctions are a bit more dynamic, since the initial programs that everyone starts with will greatly affect what tiles they are interested in. Which is to say, different people will be interested in different tile sets. But which tile set YOU want is probably pretty obvious...which means the only decision you really make is how high to take your bid.
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I played this for the first time yesterday, so I'm not an expert like you guys, but I felt some of the same things.

The auctions were a mess and very slow. One time someone didn't have 8 coins. Then there was one round where people were doing deals and intentionlly losing auctions to get the last "free" one. Several times no one really wanted anything on offer at all (too many cage dancers)!

The roll and move didn't work for me either, some people were able to enclose a resting space in their colossea to get a double bonus by landing on them, but my coloseum was nowhere near any of the resting spaces, which didn't seem fair. Maybe this isn't allowed?

I also felt that once you had some tiles (gladiators and horses in my case) you were pretty fixed in the productions you could put on in the future. I ended up trying to win with Circus Maximus (I put it on twice) and got 75 in the final round, the other 4 guys had better programs but not enough tiles, and the winner got 76 points (with a bunch a orators and lyre players).

However, I loved the theme and thought it had lots of potential for jokes. But just not really sure whether the mechanics work....

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