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51st State: Tens of Not Very Interesting Decisions

Jesse Dean
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In my last blog entry, I mentioned that I would probably end up playing Eminent Domain a bit in the near future, but there was also a chance that I would try out 51st State. Now, I’ve been mulling over 51st State a bit in my mind lately. It seemed like it should be a game I should at least take a look at. After all, it is a tableau-based combo-building game, and those games have done fairly well with me in the past. So with that in my mind, as I was out yesterday I stopped at my FLGS, Coolstuff Games, and swam past the Pokémon kids to grab a copy of 51st State. I also got lucky that a local gaming buddy, John, was looking for something to do that night, so he came over and we got in a few games of 51st State before moving on to other games.

51st State at its core is a relatively simple game. Each round players draft from a selection of cards, with the end result being three new cards ending up in each player’s hand. The draft is pretty straightforward, with each player taking a card from the selection into his or her hand and the cards refilling from the deck if the number of cards on the table go under a certain threshold. It ends with each player drawing a random card from the deck. Unfortunately, the vast majority of the game’s interaction comes from this drafting step and, because the advantages of hate-drafting diminish over time as individual players get access to more resources, this interaction is really pretty minimal.

The next step is a simple resource generation stage, where a large number of transitory tokens are produced for use in the player’s actions for the round. I’ve seen people complain about the fiddliness of this step, but considering that I greatly enjoy Merchant’s of Venus, and was able to get 33 plays out of Through the Ages before boredom hit, this did not bother me much.

The next stage, and the one that has the bulk of the game’s decisions, is the action phase. This is really the stage which will make or break a game and, unfortunately, it is not that interesting. What you have is a pretty bog standard resource conversion game where the “three uses” for the cards essentially end up being, “do I want a big one shot of resources,” “do I want a steady income of resources,” or “do I want a special ability related to resources and a victory point.” There is a small bit more subtlety and cleverness to it than that, but essentially all you are doing is converting resources between themselves and turning them into victory points.

This is actually where the large number of resource tokens is particularly telling, since it shows you what the main focus of the game is. This in of itself is not a problem, except for the fact that the resource conversion is really, really uninteresting. Maybe this is fatigue over resource conversion games talking, but if I am going to play a game focused on resource conversion these days I want it to be doing something new and different that gives me something new and meaty to do with the genre. If it doesn’t, why am I not playing Agricola, or Caylus, or Le Havre, or the various other resource conversion games that have some degree of interactivity or innovation? Granted, this one is a bit shorter than those, but I am absolutely willing to spend more time on a game if it is entertaining rather than an exercise in tedium.


So many components, so few interesting things to do with them.

So in conclusion, this one is definitely a pass unless you have a deep-seated enjoyment of resource conversion games no matter how solitaire or indistinctive, or want a resource conversion game that has an apocalyptic theme. This will not be a game that stays in my collection.
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Subscribe sub options Sun Sep 18, 2011 1:40 pm
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Dave Kudzma
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Quote:
If it doesn’t, why am I not playing Agricola, or Caylus, or Le Havre, or the various other resource conversion games that have some degree of interactivity or innovation?


51st does it in 30 minutes. I agree that there are heavier and longer games that do it better, but I also disagree that the game is one-note.

While conversion is the heart of the game it's not just the token pushing; it's also about pattern recognition in the symbols on the cards for redevelopment. Deft timing and serious coordination is required to maximize efficacy of the process.

It's obvious that the game doesn't suit you, though I have to say it's a shame you'd slight the game so strongly. It's intended to be short and there are very few, if any, other games that really do more than a simple exercise in repetition within this time frame; even a game like Race for the Galaxy.

I appreciate your opinions, as always, Jesse. We correlate at .34, and it's in all of my favorite games, so I guess I can still like you

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  • Posted Sun Sep 18, 2011 2:43 pm
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Jesse Dean
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I generally do not give a lot of points for a game being able to do something worse in a shorter period of time. It is simply a matter of choices in a particular time frame. If I am going to play a game of this style, I would much rather hold off and just play one of the longer ones. I have a bunch of other short game options that offer a better experience than 51st State, and if I have a 30-60 minute time frame I would much rather play them.

I admit there is the kernel of a very good game in here. I really liked the distance mechanic, and the idea that you need to build up range in order to be able to reach particular locations and add them to your tableau seemed pretty interesting. Unfortunately, with ranges maxing out at 3 it frequently proved to be irrelevant after a couple of rounds.

I don't think I can agree with your statement about other games in this time frame being little more than exercises in repetition. Race For the Galaxy, Innovation, and Glory to Rome are all very dynamic both during a game as well as between games in a way that 51st State just can't compare to. It might be the extra level of interaction they both provide, or the fact that they are more cleanly focused on what makes them unique, but these games are definitely not comparable in repetition to 51st State.

Looking over our correlation (and your ratings), it seems that you are a bit more forgiving of games foibles in general. This is not necessarily a bad thing, as it means you can get a greater degree of enjoyment out of a much broader amount of games, but it does mean there are quite a few games you like that I have a much less charitable opinion of. At least we can agree Agricola and Age of Steam are great games!
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  • Edited Sun Sep 18, 2011 3:15 pm
  • Posted Sun Sep 18, 2011 3:06 pm
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David Etherton
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I think I like 51st State a little more than you do, Jesse, but not as much as you do, Dave. Some of the factions are a little harder to play "fresh out of the box" than others, and my biggest beef with the game is that 5% of the cards in the game provide about 25% of the rules complexity, and constantly bring the game screeching to a halt as new players try to figure out what the icons mean. (The cards with drafting powers are the most obvious culprits).

I like a lot of the ideas in 51st State, I just think it needed a little more streamlining before publication.

-Dave
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  • Posted Sun Sep 18, 2011 3:36 pm
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Jesse Dean
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I am actually kind of amused about the complaints about learning the game being tough. I sat down with the rules beforehand and, while I did find one thing to be a little ambiguous we were able to make it through our first game with only a few rules questions and no rule problems. The second was pretty smooth and we were able to focus entirely on the game play though I found out, as usual, I had gotten the effects of one rule wrong earlier on. Maybe its because I had the Toy Vault rulebook?

If I had problems with icon-based designs I would not be such a big fan/proponent of Race For the Galaxy.

David, what ideas did you like in the design?
 
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  • Edited Sun Sep 18, 2011 3:50 pm
  • Posted Sun Sep 18, 2011 3:45 pm
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Tom Raus
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I hope I'm not intruding here. To be honest, I am a big fan of the game.
If you compare 51st state with RftG without it's expansions then I disagree with your statement that RftG has more player interaction, because it does not. The only thing you have to keep in mind with RftG is that your opponent will benefit in a degree on the cards you play. But the same goes for 51st state, your opponent can profit from some of the cards you put on your tableau. He can send workers to those locations for resources, in return you can keep his workers for that round. So in fact, there is player interaction in the action fase.

To be honest I rarely play RftG anymore, I prefer 51st state. I like it more because it's less abstract and because the theme is more appealing to me. After playing it for a while you get better at it, and can create longer combos based on the resources you have.
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  • Posted Sun Sep 18, 2011 4:11 pm
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Jesse Dean
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You are absolutely welcome to respond. This is a publicly visible blog, and is thus open to whomever would like to respond.

When I said level of interaction in reference to Race For the Galaxy, I did not mean amount, but the type of interaction. Determining and taking advantage of other individual's role choices has a much bigger impact on an individual's game of Race For the Galaxy then drafting choices or using other buildings does in 51st State.

Also, Race For the Galaxy's turns tend to be much more compact then 51st State's. There is less time between the major interaction points then there are for 51st State, where you mostly spend a bunch of time messing with resources on your tableau.

It does look like 51st State is adding more interaction with its "The New Era" expansion, but I am not willing to give the expansion a chance. The base 51st State game is problematic enough from my perspective that I don't think there is anything an expansion will add that will change my mind.
 
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  • Posted Sun Sep 18, 2011 4:24 pm
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Tom Raus
Belgium

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The amount of actions you can do each rounds is indeed different. In the first rounds of 51st State your number of actions will be limited, but as the game goes on you can get quite lenghty combo's that's true. In RftG the rounds/turns are much shorter.

But then again we get back to taste, I like to build something, to start small and over time, depending on your race and cards played, build a large city for myself.
I do agree that the hardest part of 51st State is resource management (clean up after every round, get your resources at the start of every round based on what you have build at that time). But it doesn't bother me.

I will be buying the expansion when it comes out after Essen 2011 though. But of course I do respect your opinion and thank you for your insights on this game.


Kind Regards,

Tom
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  • Edited Sun Sep 18, 2011 4:58 pm
  • Posted Sun Sep 18, 2011 4:57 pm
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Tim Seitz
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Glen Allen
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doubtofbuddha wrote:
When I said level of interaction in reference to Race For the Galaxy, I did not mean amount, but the type of interaction. Determining and taking advantage of other individual's role choices has a much bigger impact on an individual's game of Race For the Galaxy then drafting choices or using other buildings does in 51st State.

Can you clarify this?

Despite not having played 51st State (I got a bad feeling after seeing all the components) I am not sure I agree with you on the impact of interaction. While leeching role selection is important in Race, that's because it's one of the few areas of interaction; however, getting complementary cards is fundamentally more important to your success, and if there were drafting in Race, the interaction during the draft would dominate the game. (As evidence, just compare how powerful the one-time search ability is.)

I'm envious of your harsh rating ability. If I had the same opinion of you on this, I would have given it a 5 or 6 instead of a 3! Surely, it's better than Quarriors?!
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  • Edited Sun Sep 18, 2011 7:34 pm
  • Posted Sun Sep 18, 2011 7:31 pm
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Jesse Dean
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I played it again today (to teach it to a poor grad student gaming friend to see if he wanted it; He did, I gave it to him. and decided to up the rating to a 4. So its not quite a 3. I get your point though. I realized at some point that in order for ratings to be meaningful I had to use as much as the scale as possible. I did this partially by changing my conception of what the ratings meant and then rating them according to that. I have am also more willing to rate games closer to their "true" rating for me rather than sugar coating it for whatever reason I might have to do so. I think its about the same as Quarriors, actually, and I think I would have a slight preference to play Quarriors over 51st State if given a choice.

The draft is such that you only get two cards, picking from either five/four or three with the third one simply being drawn from the top of the deck. This isn't a Through the Ages style draft where you have a ton of options. Also, it ends up being a much smaller part of the overall game then RFTG's role selection. I haven't actually counted, but it seemed pretty clear to me that the number of times you drafted in 51st State were much smaller than the number of times you had to pick roles in RFTG. Make sense?
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  • Posted Mon Sep 19, 2011 1:24 am
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Tim Seitz
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Glen Allen
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doubtofbuddha wrote:
Make sense?

No, because after my post, I spent all day awash in design ideas for incorporating drafting mechanisms into Race to make the Most Awesome Game Evah! ninja

Glad to see you are so generous to your poor gaming friends! arrrh
 
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  • Edited Mon Sep 19, 2011 3:26 am
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Lacombe
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Quote:
This in of itself is not a problem, except for the fact that the resource conversion is really, really uninteresting. Maybe this is fatigue over resource conversion games talking, but if I am going to play a game focused on resource conversion these days I want it to be doing something new and different that gives me something new and meaty to do with the genre. If it doesn’t, why am I not playing Agricola, or Caylus, or Le Havre, or the various other resource conversion games that have some degree of interactivity or innovation?


I'm surprised you didn't find the "now", "always", "later" trichotomy that is the central distinction of the game to be more interesting than you did.

I can't think of another game that asks you every time you get resources whether you want a lump sum, an annuity, or a speculative investment.

Agricola has some "Place X on the next Y spaces" cards, but those aren't trade-offs between "X on the next Y" and "Z immediately" like 51st State.

51st State asks you to predict your resource needs, the length of the game, and your future conversion efficiency to make a choice between X, Y, and Z.
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  • Edited Mon Sep 19, 2011 4:28 pm
  • Posted Mon Sep 19, 2011 4:28 pm
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Burster of Bubbles, Destroyer of Dreams.
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In my one play I found the central sticking point to be trying to get my hands on cards that would let me *use* all of the perishable resources.
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  • Posted Thu Sep 22, 2011 4:03 pm
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