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Power Grid » Forums » Reviews
User Review


Overview

Welcome to the energy business! In this game, the players control power corporations charged with electrifying a nation. The players commission power plants, purchase fuel for those plants, build transmission networks and deliver power, earning payment in million of Electros (read: Euros or US Dollars) from the government. How the United States or Germany ended up without power is never told, but it could be that this is a post-holocaust world. You can make up your own stories about how the US or Deutschland ended up without power!

The Bits

Power Grid is published by designer Friedemann Friese’s 2F Spiele in Germany, and by Rio Grande Games in the US. Friese’s humorous hand is in evidence just by looking at the box, which sports a decidedly retro look in terms of cover art. The standard box information for number of players, ages and play time provide even more humor. Even the Rio Grande logo is not spared from the thematic alterations. The box is sturdy, and is longer and flatter than the standard RGG “big box” games licensed from Alea and Hans im Gluck.

The insert is … well, very ordinary. It’s just there to hold the board up near the top of the box. The well underneath it holds the game’s bits. This thing will probably get thrown out once an expansion mapboard is released for the game, and we’ll be keeping the maps at the bottom of the box instead of at the top. The well is spacious enough to hold the game’s bits, plus a bunch of money chips should you desire to add those (see below).

Inside the box is a large double-sided board folded in four. On one side is the map of Germany; on the other side is a map of the United States of America. The maps are colorful, each with regions in six different colors, but the shades are drab, giving an old industrial feel to the game. It’s as if someone mixed some oil or grease into the pigments, making them darker and somewhat “dirtier”. Also provided are wooden houses in six colors – the manual states that one of the colors is black, which would have fit the theme, but my game came with one set of uncolored beige houses, which is a bit close to yellow and much less thematic. Yes, that’s a small quibble. In addition, you get a bunch of wooden markers in four different shapes and colors, representing the fuels used by the power plants. The red radioactive fuel markers are a bit thin and are prone to falling over, which the black oil barrels tend to roll when placed on their sides. More small quibbles. You also get a pack of cards, depicting power plants with their game information. The oil and coal-fired plants are appropriately smoky and depressing, while the eco-friendly no-fuel plants sport bright green and blue colors. Nice touch. There are also five turn summary cards (the sixth player is shafted, or it’s assumed that the guy who owns the game knows how to play and doesn’t need it) and the strangely-named “Step 3” card.



Finally, the most dismal bit – a wad of smallish paper money. I never even bothered with this item – the paper is still snug in its wrapper, untouched. Find some chips to use with the game. Three colors works fine. Ensure that you have enough to give each player $200 in tens or twenties, plus some change in 5s and 1s. You’ll thank me when you have to be the banker. Shades of St. Pete and Goa, publishers should stick to chips for money in auction or purchase games. Or even smallish cards like in Amun-Re. But please, no more paper money. It’s hard to hide, flies around in a breeze, gets crumpled, worn and torn, and is generally really annoying for the banker (i.e., me).

The Game

The game progresses through five “Phases”.

Phase 1: Power Plant Auction

In this phase, players select power plants to be put up for bid. Bidding is open and sequential. The minimum bid is equal to the power plant’s number (plants go from 3 to 50). Players can only purchase one power plant each turn, or none if they choose to pass. Players can own three or four (2P game only) power plants at the most; additional purchases require the destruction of an existing plant. The market is made up of the “current market” (the four lowest-numbered plants) and the “future market” (the four highest-numbered plants). Players can only buy from the “current market”. The “future market” represents plants in development, which only become available once one of the current plants is purchased. A new plant is drawn after each purchase, and the cards rearranged again from lowest to highest.

Phase 2: Fuel Purchase

The “fuel market” is printed on the board. Specific units of each fuel type are available for purchase, at increasing prices. Thus, the more demand there is for a fuel, the higher its price progressively becomes. Economics in a box! Each plant can only store a number of units of fuel equal to double its usage. Filling up your plants with cheap fuel to make the item more expensive for subsequent purchasers is fun and exciting!

Phase 3: Connect Cities

Now we bring our attention to the map. Each map has six “regions” (denoted by color), with each region containing seven cities. Between cities is a pipeline with a connection cost of as low as zero to the high teens (and maybe more in expansion maps). Players establish connections in cities by paying $10 to plunk one of their wooden houses if they’re the first player there. When the game gets to later “Steps” (talk about that later), a second and third player can come in for $15 and $20 respectively. After players first plunk down their first houses, players must connect from that first city, paying the connection fees in between cities. It’s not possible to completely block a player, as “playing through” is possible (though really expensive) by paying all the connection fees between non-adjacent cities.



Phase 4: Fire ‘Em Up!

Now players choose which of their connected cities they want to deliver from the darkness. They’re limited by their power plant capacity, and by the amount of fuel they have. Each plant can only be fired once, cannot be partially fired, and burns up its full cost in fuel. The powered cities can now microwave their TV dinners, watch Survivor, and surf for objectionable material on the internet. The government pays the players for the total cities they power, based on a payout schedule.

Phase 5: Fiddly Stuff

The most expensive plant in the market is now taken stuffed under the bottom of the plant deck, “delayed” by development glitches in irrelevant things like safety and environmental-friendliness. A replacement plant is drawn from the deck and added to the market.

Also, the fuel market is replenished according to a schedule. This schedule isn’t readily visible (it’s not on the turn summary card, it’s on the back of the manual) but it’s important, so check it out and pay attention. Once that’s all done, it’s back to Phase 1 and a new auction.

Steps, Turn Order and More Fiddly Stuff

Did I mention this game is fiddly? The game begins in Step One. That’s what I’ve described above. Step Two happens when someone connects a certain number of cities (varies from 6 to 10 depending on number of players). When this happens, the lowest-numbered plant is ditched, and replaced by a plant from the deck. Also, cities can now take a second player at $15 as described above. The fuel replenishment rates also change.

Step Three occurs when the (surprise) “Step 3” card is drawn from the power plant deck. When this happens, the lowest-numbered plant is ditched, the Step 3 card is ditched, and the future market disappears. In this new age of reason and science, six plants are all available, and the lowest-numbered plant disappears at the end of every phase 5, replaced by a new plant (if there are any left to draw). Remember all those “delayed” plants? They’ll all be appearing now. Also, with Step Three comes deregulation, and the government now allows three companies into each city, with the third occupant paying $20 as described above. The fuel replenishment rate changes yet again.

Player turns proceed with the person having the most cities in their network playing first. If there is a tie for any place, it is broken by the person with the highest-numbered power plant going first. However, phases are played in different directions. In the auction phase, it’s played in standard (player with most cities connected starts) order. However, when purchasing fuels and connecting cities, it’s played in reverse order (player with least cities connected starts). See the strategy section below for commentary on this mechanism.

I Have the POWER! (Victory conditions)

The game ends on the turn that any player connects a target number of cities (varies from 14 to 21 depending on number of players). However, that player does NOT necessarily win the game. The winner is the player who POWERS the most cities on that final turn. That should be the player that connected the last city, unless something kingmakerey just happened. Or someone just goofed big time. The tiebreaker (this is needed a LOT) is who’s got the most cash in his bank account. The next tiebreaker is whoever has the most cities in his network.



Strategy

This game is a bit like Frankenstein’s Monster (or dare I say – the Furunkulus), and not just due to the electric-powered theme. It’s got three major mechanisms, plus two sub-mechanisms that drive the game. None of the mechanisms mesh comfortably or elegantly. I’ve heard players describe them as “confusing”, “jarring” and “out of whack”. Despite that, the game works, sort of like a steam-powered robot with really stiff joints that shambles along awkwardly, but gets to where it’s going. It’s not pretty (mechanism-wise, not visually - I like the look of the game a lot), but it works.

The power plant auction, fuel market and city connection elements are familiar mechanisms. It’s the “Step” mechanism and the play order manipulation that are less familiar, the undercurrents that keep this monstrosity strangely appealing. They’re not phases in themselves, and yet they influence the whole game and understanding how they work is very important in doing well in the game.

The “Stepping” of Power Grid is an artificial game throttle. It controls the pacing of the game, ensuring that things develop relatively smoothly, and dampens the power of money. It’s entirely possible to trigger Step 3 without going through Step 2, if the players stall on connecting cities and concentrate on building up capacity. That will make for a longer game (takes time to accumulate money when supplying just a few cities), but hitting Step 3 will accelerate things due to the high-tech plants and three connections available. There’s a “downhill run” thing going on here, and the game will eventually take you to the end whether you like it or not.

The player order is also artificial, and is easily recognizable as the reins that keep the “leader” in check. I use quotes on “leader” because it’s misleading – leadership in Power Grid is based on potential and position, not on cities connected or the most expensive single plant you own. The little subgames here - of having more plant capacity than anyone else, and yet not possessing the highest-tech plant; and of having a war chest capable of financing connections to several cities and yet biding your time until the last moment before you’re shut out of the connection (noting that the more cities you connect and power, the more money you get) – are the gems in Power Grid’s strategy.

Reviewer’s Tilt

Well, you’re never going to mistake this game for a Knizia or a Kramer/(insert partner here). As mentioned, it’s clunky and unintuitive, it’s fiddly to the extreme, and it’s got that “engineered”, patched and bug-fixed feel to it.

However, just like a Veritech or Battlemech that’s been jury-rigged on the field, it works, and it scales from 2-5 like a champ (haven’t tried it with 6 – I suspect that game length limits will be pushed here, but I’m pretty certain that it will work). Even when playing with the same number of players, the removal of at least one region in each game and the order in which the power plants appear (influencing the fuels bought at market) change the game enough to make each game different. If the players adapt varying strategies, it becomes even more different.

I don’t consider Power Grid to be a great game. It lacks the “it” factor – the elegance, the eloquence, the rush of adrenalin, and most importantly the lasting impression from each hotly-contested victory that truly great games provide. However, it is a very good game that delivers a solid couple of hours of entertainment, many interesting decisions, and a completely different feel from most other games. Each phase is inherently competitive, and those gamers who shy away from the more subtle wiles of the Puerto Ricos and Princes of Florences of the German game scene will find much to like in the screwage to be had. I wouldn’t be surprised if some players will get a vaguely unsettling feeling when playing this game, as if something just isn’t right. That’s how I feel, as if I’m waiting for the game to deliver something that never really does come. Maybe that’s just me.

Fawkes, 10/09/2004 :meeple:

James Stuart
United States
New York
New York
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Re:User Review
Fawkes (#59065),

Interesting review.

Power Grid has got two major sources of fiddliness: first, in that as you point out, while the game is much simpler to explain than say a PR or a PoF (since there is not as much stuff going on), the way these mechanisms interact is unintuitive: so the lowest power plant leaves if a) nobody builds a plant, b) a person builds their Xth city, where X is the number of the power plant, c) when step 2 begins, d) when step 3 begins, e) at the end of the bureaucracy phase if it's step 3. Knowing when each of these happen is very important, but it's just too arbitrary for people to catch on quick.

The second source, which your review didn't mention, is that the game is for, a lot of people, math intensive. Very many turns will be spent saying: I have 52 elektro, and so can build this city for 10 + 7 connection cost, plus this city for 15 + 4 connection, and this city for 15 + 0 connection. You can play just sort of doing what seems reasonable, but as soon as a player switches to mapping out what they're going to do with their money before taking actions, they will start crushing everybody else, especially in the early game.

I think on a side note, that the core theme of Power Grid, which unites the entire game, is one of lost opportunity: in virtually all circumstances, every action you take is one of doing something now, or waiting to get (better turn order/a better plant/cheaper resources). Becoming better at the game is a result of understanding the mechanics better to understand when it's right to be charging ahead and buying plants now, and when it's okay to hang back. As I play more and more, the game constantly reveals new subtleties in every phase of the game, but it requires an attention to detail, to know when it's good to take the stuff now, or roll the dice for something better.

The depth of the back and forth, and the lost and gained opportunities makes Power Grid pretty darn good for me, and I find that if you're wiling to offload the first fiddly aspect (i.e. handling all the bureaucracy) onto yourself, that Power Grid has represented one of the more accessible heavyweights out there for people to play and have fun with, since while the interactions are kind of obscure, they're all very simple in a way that explaining what each and every PR building and role does isn't (plus, very few poeple like sitting through 30 minute rule explanations). I find that people easily get into the mechanics, and get those great "aha!" moments, when they first realize what passing on new plants can do to the people behind you, and so on.

Still, I wonder along with you whether a more intuitive version of this game couldn't have been made.




S W E E T !
United States
West Lafayette
Indiana
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Re:User Review
Fawkes (#59065),

Very nice review. My only quibble is: I do think it's a great game.

It definitely has its fiddly moments. I guess in this case I don't mind the fiddly stuff, maybe because I can see what it's doing/why it's there. One would never use the term elegant to describe the game as a whole. That said, there is just so much there. All of the parts, taken by themselves, are not difficult to grasp. On the other hand, the rhythm and movement of the jumping-ahead-falling-back aspect of the game just kills me. That seems to me to be the key to finding success in the game, which I seldom have done up to now after about 5 playings.

Yesterday, I introduced it to a friend, his pretty much non-gaming wife, and my wife who also seldom participates in game playing. I think it went over very well (especially with my friend who'll probably have to go out and get a copy as soon as possible), and the ladies who never play games of this complexity level really had no trouble getting it. Besides my own "oops, I forgot to put this plant on the bottom of the stack" type moments, everything went relatively smoothly.

As for comments about it being math intensive, I see why people say that, but all you're doing is addition. Heck, if you need to, have a calculator handy along with some scratch paper and pens. It'll help folks who really want to check everything out to the last detail do their checking faster. Except for one person I've played with, nobody thinks that doing the addition in your head makes you a better human being or anything.

I really love this game, and I highly recommend it for people looking for a deep game that has many little nuances that will keep them coming back to try to figure them out.

Alex Sorbello
United States
Albuquerque
New Mexico
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Fawkes (#59065),
good review, I must say that i just loves this game.
The reason for this is just about everything you dislike.
I think the mechanics are very smooth because everything falls into place.
the fact that you want to be carefull to remain in last place thus allowing you to buy better plants and first to buy resources is a great mechanic. Because when you fall behind you still have a very big influence in the game. and you can never be dismissed.... It is this that causes everyone to keep an eye at your opponent because everyone could finish the game with a win if your not carefull!!!
The plant auction works very well allthough is somewhat harder when you first play it
advice is to have one person that knows the game takes the powerplant auction responsibility (bankplayer like)
but the fact that the game is driven towards finishing the game is why the plants need to cycle
some playeres will not buy plants to save money for city placement or they just do not need another oplant this turn and will wait till the next round to hopefully get a better one.
A lot of thinking and simple math is required and will turn some people away.
Just the other day i played a game and i had the opportunity to finish it by denying my opponent raw materials. I however forgot and he made the mistake of building one city to many than he needed (17 while both of us had 16 capacity) Resulting in a draw (wich is very rare) i have played many games were some lillte mistakes happen and causing you to win or lose with just 1$. If you ask me this is truly a great game. But then again taste differs and that's why they make games for all kinds of preferences.... :D
Cheers
Lexen
James Stuart
United States
New York
New York
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lexen (#59191),

Hey, I was in that game.

I think it is telling about Power Grid that two players who have played quite a bit both made core, this loses you the game mistakes at the end. I've found that whenever I play with someone who hasn't played many games, I always ask to see if they understand the victory condition: it's almost never the case that they do.

Part of learning in Power Grid is that you will make many stupid plays, where you fail to realize that by not buying, you could screw the person behind you, or that you didn't need to do this because one of the plants is cycling out due to it hitting Step 2.

This is I think, one of the core reasons it's fiddly: you can read the rules front-to-back, you can play several times, and still be surprised by how the plants move. Given how much Power Grid punishes mistakes, and punishes them large, you either have to have a good attention to detail, or be willing to sacrifice your first few games at the altar of understanding why all these weird things happen.

That said, the flip side of this is that Power Grid has a lot of emergent gameplay: the core simple mechanics that start the game result in very complex interactions once everybody gets up to speed.

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Re:User Review
Thanks for the comments guys.

I think my views are colored because my play group is pretty comfortable with a lot of math (we play mostly heavy German games, and are veteran roleplayers so min/maxing is par for the course), and we've played many of the heavier titles a lot. It's never a factor, even if I've seen a calculator or two appear during a Power Grid game. Using chips instead of the paper money also helps in the calculation - my players make little stacks of money to represent the fuels they plan to buy and the cities they plan to connect, easing the calculation time. That's why I recommend chips instead of the paper!

I also agree that one of the themes of PG is lost opportunity, but that doesn't distinguish it from Puerto Rico, Princes of Florence, Euphrat & Tigris and so on. All these games, good and great, are about action scarcity and turn angst - lost opportunity incarnate. The funny thing is that I don't suffer from a lot of turn angst in Power Grid. I don't know why. While I'd get a knot forming in my gut by the second turn of Princes of Florence, or the second visit in Taj Mahal, Power Grid comes across as an intellectual exercise. I don't really know why.

James also has it when he enumerates the ways power plants leave the game. That's a great example of why the game is fiddly and "engineered" as one of my play group calls it. Far from elegant. I suspect the lexen plays on BSW a lot, and is spared the moving parts. Teaching the game while trying to remember all the moving parts, keeping the charts on the table (this game needs a HUGE table) and remind the players of the things that can happen, is a PAIN. Luckily, my play group learns very quickly.

I've rated Power Grid an "8" - very good for my scale. I realized that my review could come off with a shade of negativity, which is why I clearly stated that it's a very good game, one which I would suggest and play IF the games I consider "great" (a very short list) were not an option.
Damian Evans
United States
Spokane
Washington
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Fawkes (#59239),
We played this last Saturday.
Someone came up to us and asked what we were playing. I told him we were playing Power Grid.
He either said the regular oh or hmmm....
I expected him to walk off as we were at my step cousin in law's store :) which primarily sells miniatures and CCGs.
Then he asked what it was like.
"What?"
"What game is that game like?"
":wow:.........."
I couldnt come up with a good answer.
It is not subtle like PR. It is not a genious Knizia tile laying game. Its not Kramer's/whoever's :D masterpiece Princes of Florence. It doesnt take place in the cradle of civilization. It doesnt involve trading coffee, bananas, sheep or whatever. It is its own animal. Its refreshing to me.

On the "fiddley" note, we didn't need the rule book after our first play. I've taken care to keep the game moving. (removing power plants, maintaining turn order, etc.) I also wanted to use scratch paper or a calculator instead of the money too. Our themesters ;) had to use the paper money though. I do see what you might mean by "fiddley" or not elegant for these reasons.

Good Review.





Fabio Patricolo
Italy
Bologna
BO
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Fawkes (#59065),

Great review :-)
...and... WOW one of the pic you used for the review was from one of my game :-))

About the game, I really like it. As you said maybe it lacks for something... I mean you feel like something is missing. I thought it could be because I haven't get the game in deep. Anyway it is really funny. And, despite someone says this is a complex one, I find it easy to learn even for the non-gamers. In fact the game in that pic was played from 6 players, 3 of them were not gamers at all, but they seemed to enjoy the game enough.

Thanks again for the great review, I really liked reading it.

Bye,
Fabio
Alex Sorbello
United States
Albuquerque
New Mexico
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Fawkes (#59239),
I do play mostly on BSW, but have had a dozen games on the table... I must say that i enjoy both but that BSW plays smoother, that also has to do with the fact that i do not have to teach it so often!
I totally agree on using chips (but that goes for every papermoney game....
I agree with the review except the fact that it feels rough around the edges... I think it's goes very good for any numbers of players except for two a little less! The powerplants always move right and better players keep track on what plant could come up next because they know them all and then you make beter judgmentcalls on when to buy or not and that might make it beter and a lot worse for beginners vs experts
Cheers
Lexen
James Stuart
United States
New York
New York
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lexen (#59932),


Hmm. That's weird; I think two & three are much stronger, if drier games, then five & six, which just have such wild swings, and have the paradox of being very lengthy games which are over before they get started. Winning or losing a five or six player game is a lot about getting a few breaks on the power plant market, and then not getting squeezed out of land. There is of course, still considerable skill, but it's a pretty out of control machine, especially with six.
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United States
Hillsborough
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Fawkes (#59239),

Great review!

I agree with you about turn angst - more so in PoF than PG. Nevertheless, I think PG is at least as good, maybe even better (more fun) than PoF. Part of the problem for me is that I'm just not great at either game, so I may not be appreciating all the nuances of either game. But it seems to me that the angst in Princes is because there are very limited options - if you don't get enough jesters, or enough builders/prestige cards/whatever, you're basically screwed. There seems to be more maneuvering room in PG - even if you don't get the plant you wanted, another good one may come up anyway; and, you can manipulate turn order to try to improve your position.

As far as fiddliness goes - yes, it's fiddly playing with all the bits. I don't think it's all that bad though. In fact, I think the game design is pretty elegant - I think the interaction between turn order, plant auctioning, city control, and fuel availability is really well done. I certainly agree, though, that playing on BSW is a very nice way to take care of calculations and bits!
Jacob Lee
Canada
Victoria
British Columbia
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Fawkes (#59065),
That was a Spotlight article if I've ever read one. I appreciate how clear it was to follow the rules of P.G. with your layout. I think it's a "great" game, however. A great game with some flaws, but more fun than most I've seen.
Gary Webster
United States
Littleton
CO
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Fawkes (#59065),
Good review. I haven't been terribly interested in PG, as I'm more enamored of the "elegant" abstracts, but I do have in my game cave copies of Ambush!, Empire Builder, Elfenland and Magic Realm, so I'm familiar with the fiddlier games. I actually consider them more along the simulation end of the ladder, and certainly accept them as such. Sounds like Power Grid is in that lifeboat.

I really like the idea of using chips as money, though. I've been wanting to get some nice poker chips (in case somebody wants to play the game and give me some money!), and now I have a good excuse. It would work really well for games like Empire Builder and Witch Trial (I'm using Simpson's Monopoly money for that now!), or even to keep track of Victory Points in games like Serenissima or New England!

Well written article, as always, RF.
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