Introduction to the Series
The topic of “owning too many games” comes up from time to time on BGG forums. Games, for a whole host of reasons, spur one to keep on buying and collecting, sometimes regardless of how much table time they get. I have been very fortunate in consistently having several gaming groups over my middle/high school and college years, often resulting in at least 2 or 3 games a week, and have played almost every game I own more than two or three times. So, in this light, I have set about a semi-massive undertaking: I hope, over the coming weeks, to review every game in my collection with respect to the games playability and appeal in various gaming groups.
The rubric I have created (outlined at the conclusion) is sensitive to playability over my personal preference and does not reflect my own score for the game.
Personal History with the Game
I think, given a few years of hindsight, El Grande has influenced my core gaming group at home more than any other game. We had just burnt ourselves out playing Twilight Imperium heavily whenever I would come back from school for a weekend or a break. I had been interested in El Grande for a little over a year and finally snagged a copy. Shortly after I received it I taught a few of my friends who lived in my dorm and the results blew me away. Friends from all manner of cliques fell in love with the confrontational style of game play and simplicity. Later that month I brought the game back to show my friends who devoured it. The game’s depth and character was the beginning of our deep respect for heaver schools of European design that would serve to guide almost all of our future purchases.
Overview
El Grande is an area majority game, though it also includes aspects of bidding and bluffing as well. The players are going to channel their little nobles into the board by way of their personal courts, then scoot their nobles as well as those in the opposition around a map of Spain to try to maximize their potential when the scoring round comes along.
Towering over these maneuvers, the King and Castillo form a dialogic of what cannot be touched (the King) and what cannot be known (the Tower). Similarly the players move between analogous poles: their limited resources, which are bottlenecked by their finite power cards, courts, and board position, and their attempts to interpret the moves of their opponents. The game is often startling, but always interesting. In the movement of the pieces the hopes and designs of each player are exposed and put to trial. El Grande is a game of will and guile; and the intersections between these dueling drives generate the underlying chaos of the game.
What brings it to the table?
I use this game to introduce a lot of people to gaming, but it only really works with those who have already have an interest in games and puzzles as well as competitive edge. For most everyone else, I like to teach this game to just about everyone who has played a few kinder games (Catan, Citadels, etcetera) and is ready to up the ante.
What makes players want to play it again (maybe even in the same night)?
Brevity and brutality constitute El Grande’s greatest assets. Oftentimes the desire to punish others with new, improved plans will bring this one out again for an encore in the same evening. Also, players are seldom frustrated by the game. Even someone far behind can perform amazingly in the final round and catch up, or at least ruin a leader’s score. In addition to this, the game fully engages the every player’s mind for its duration, promising returning players another intense, enveloping experience.
Components 10/10
Rio Grande does a solid job here. My copy has suffered at least 50 plays and still looks great
Ease of Instruction 10/10
If players are willing to learn this is not a hard game to teach. Often I give an overview and then play through 1 scoring round (3 turns). It takes about 30 minutes but afterward players have a keen understanding of the game.
Game play 10/10
It does everything it wants to do, and well. Nothing about its system seems clumsy or redundant, bravo.
Longevity
The stripped down game play approaches the timelessness of an abstract game. And just in case you ever get tired of the base game there is a huge amount of expansions to mix with the base game.
Gaming groups this game would work for.
I think most groups could get through a game or two of this and have a good time, particularly if there are competitive folks in the group. That being said, if your group like separate boards and indirect conflict (e.g. Puerto Rico, Agricola) you might want to stay away from this game.
If you like it, try:
Löwenherz
A little easier to learn and play. Despite simplicity, a really wonderful gem.
Liberté
More elaborate and harder to interpret than the spartan mechanisms in El Grande, but ultimately, I think, more rewarding and a good step up.
Tigris & Euphrates
Particularly if your friends love confrontation.
Struggle of Empires
This game is a masterpiece that I think really builds on aspects of El Grande. (It's also easier to find than Liberte).
Die Macher
Harder to learn, harder to master, but almost always worth your time if you have an experienced, and more importantly, willing gaming group.
My Other Reviews (and personal opinions) can be found in this list http://boardgamegeek.com/geeklist/35027.
Last edited on 2008-09-22 07:15:37 CST (Total Number of Edits: 1)























