Pocket Civ
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The Magic Event Cards say...Ask Again Later
Pocket Civ is a free, downloadable, solitaire Civilisation-building game. It can be played in a component-lite version, which then means that everything that you need to play the game can fit in your pocket. To be fair, some of these facts may be implied by the name of the game, but it is – after all – my job to make that which was already clear, obvious.
So what now? Well, to be honest, the most impressive thing about this game is the way that the Event Cards work. They form the heart of both the game’s mechanics and its replayability. They make it all tick over. These cards do it all. They dictate everything, from the specific events that come your way to the region of the map that they impact; from the size of the attacking Nordic tribe to the amount of gold that you manage to mine from a mountain. You can even use them to randomly generate your world in the first place. Amazingly, all of this information can be contained on a single card. They are omnipotent totems, and were my fledging civilisation aware of their existence they would worship them and offer sacrifices to them. Seeing as the Event Cards control every aspect of the game world, it seemed only fair to utilise their awesome powers for this review. So behold! The world’s first Event Card driven PocketCiv review!
[shuffles cards]So first thing’s first. What do I like about this game. Well, I can think of ...
[draws first card and checks red circle]...six very specific things that I like about it.
Firstly, it’s free. It’s not going to cost you anything more than a bit of printer ink, glue and cardboard to get this game up and running. It does, however, cost you a bit of time. Getting a game of
Pocket Civ requires a bit more than punching out a few cardboard tokens. Though if you really want to minimise preparation time then go for the basic version – which leads nicely to my second positive comment.
Secondly, flexibility is the name of the game. Well, actually the name of the game is
Pocket Civ but you know what I mean. I’m talking about the fact that it comes in two versions. The basic version can be played with a piece of paper, a pencil and the deck of all-powerful Event Cards. If you’re after a more polished version you can also print out a complete set of tokens, Advance cards and board pieces. Although you can only really call the Deluxe version
Pocket Civ if you have very large pockets, it still only requires a small, clear flat space to play – which leads nicely to my third positive comment (wow, this is working well, isn’t it?)
Thirdly, it really can be played anywhere. As I said above, even the fully tooled-up Deluxe version only requires a small table (or the equivalent) to work. Aeroplanes, doctor’s waiting rooms, libraries, on a police stakeout – you really,
really can play it anywhere. Though I can confidently recommend that you don't play it while you’re in the middle of jury duty. And here’s a comment that’s just going to make things worse - “Screw contempt of court! I just drew
Flood and it's hit one of my coastal towns!”
Fourthly, although there’s a two-player variant, a great solo game is the Holy Grail for many of us. Although I talk confidently about my 'gaming group', I can't deny the truth. My love for playing board games is, unfortunately, greater than other people’s ability to tolerate my presence. This means that I’m often in the situation where I want a game of something, but have no-one to play it with (Yes, I am married, but my wife tends to freak out as soon as you suggest anything more complicated than
Uno). To find a solo game that offers depth and replayability is a rare thing indeed, and
Pocket Civ certainly offers both of those.
For my fifth point, I’d better mention the depth of the game. It has depth and options. It has tech trees, all of which give you some advantage in game terms. And you have the freedom to pursue the development of these any way that you want. I think that some people claim that some techs are almost compulsory, and therefore the game forces you down the same path each time that you play but I disagree. Come on – you’re the only player. No-one is forcing you to do anything. I think that the reality is that some card events are so punishing that once you find a combination of techs that works well with your playing style then you become reluctant to deviate from that pattern. But why not take a risk every now and then? Why not try developing
Mythology as your first tech and see what happens. Look, I’ll tell you what’ll happen in your first era...
[draws card and reads era one Event]...nothing. See, nothing bad’s going to happen if you develop
Mythology first. Or
Roadbuilding. Give it a try!
The final thing that I like about the game is the way that the Event Cards work. It’s just such a great system. The cards are bristling with possibilities, but without being too crowded. Every game is different, every new game has new possibilities. It’s difficult to describe exactly how they work without seeing them in action, but they are what makes the game possible.
However, in a way, the Event Cards also present a potential problem. In fact, the downside of the Event Cards is just one of...
[draws card and checks green square]...three problems with the game.
The Event Cards are pretty powerful. In fact, they can be devastating. And this means that, with the high random factor, some games will go well and others will be total disasters to the point that it will frustrate you. The game relies on your advance planning of where to place your tribes, but the Event Card that you draw will – in all likelihood – ruin your plans completely. This can sometimes be a game-breaking set back. I played a game yesterday where I was totally wiped out by turn two. This wasn’t because I played badly, but because I drew the wrong cards right away.
Epidemic and a strength 16
Nordic attack both hitting populated areas. There was nothing I could do, and my civilisation was wiped out before getting anywhere. In those cases, there’s not much point randomly building another world and setting new counters. Just start all over again with the map that you’ve already formed. I can imagine that, for some people, the high incidence of drastic random events (especially in the first few eras, when they are particularly punishing) will be too annoying for them to enjoy playing the game. For others, the fact that their success depended on drawing non-events or a lucky trading visit might take some of the pleasure out of their victory.
My second very important criticism of the game is that...I...Ummm...I...I don’t really agree with the comments in the author’s notes about the role of religion and mythology in the building of a civilisation. Ummm...and...and finally...
[draws card and reads era three event]...oh no! Corruption has...corrupted my memory and I can’t find my last criticism of the game.
Ah, what’s the point? The only real criticism I can have of this game is the high frequency of harsh random events – but then, those are what gives the game its challenge in the first place. For those of you who enjoy the idea of a bit of solo world-building in public places then this is a great addition to your collection. I think that this game deserves an astonishing...
[draws card and checks number of gold nuggets]...three out of three gold nuggets of excellence.
So what else can I say? If you let it, this game will hit you like a...
[draws card and checks era six event]...ummm...like a Bandits to the...soul. Just beware those mighty Event Cards.
Now, if you'll excuse me. Oh Mighty Event Cards! Should I take up Kung Fu? The Mighty Event Card says...
[draws card and checks blue hex]...six. What?
What? What does that mean?
(NOTE: All card draws utilised by this review were genuine)