Three general points:
* Texture and context often make a game interesting.
* Symmetry in games can be overrated.
* Auctions don't automatically balance a game.
Let me try to explain these points a bit, since they are often overlooked by many players.
Suppose you had a game, with some luck involved (card draws, dice, whatever), in which all strategy paths were equally available and balanced. Does it then matter which path is taken? The answer to this is often, "Sure! Winning is about skill of execution." But, is this really true? Suppose two equally skilled players each pick different balanced paths, A and B. The A path player has bad luck while the B path player has good luck. Since both paths were balanced and both players skilled, the B path player wins. Was this game truly about skill or was it just about who got lucky?
Now, suppose you had an unbalanced game where one path X is much better than path Y and being the first down path X is better than being the second down path X. Before the game is well understood, players may try path Y (and lose). But, once the game is well understood, winning the game becomes one of jumping down path X as fast as possible. Players then get bored with this game ("It's broken -- it's all about 'foo'!") and move on to other games.
Context, such as different starting positions, can bias players down different paths in a balanced game by making one path more attractive for a particular player to pursue. Context can also be provided by how different player choices interact and from the luck within a game, altering path values during the game. If it is possible to switch from one path to another or to combine paths (at some cost), then the skill, I would argue, comes from managing this changing context over the course of the game.
Balanced games with luck but no changing context become, essentially, games of luck.
But, another important source of context, especially in bidding games, is to have paths that are
not perfectly balanced, so that considerations such as making sure the buyer pays enough for a "good" item (and having the cash reserves to do this) come into play. The resulting tradeoffs then make the auctions far more interesting.
Of course, if the paths are too unbalanced, it can be difficult to play the game with both beginners and experienced players (the Jesters in Princes of Florence are running right at the ragged edge here, IMO) or, in the extreme despite the balancing factor of auctions, the game may end up being broken.
Goa, to me, is a game all about context: what is up for auction?, who has how much money (we play open money)?, which paths are players competing in?, who is where in the card/resource paths?, what expedition cards did I draw?
Yes, the paths are unbalanced. To me, that's mostly just more context.
Given that players start in identical positions (except for the player with flag), I think the paths
need to be unbalanced.
Suppose the paths were completely balanced? Why wouldn't players each grab one item at essentially the same price during the first auction and proceed down the appropriate path given what they bought. Iterate in future turns (since rewards exist for being first down each path) until it is time for players to start choosing their second path. Only then would context (the expedition cards drawn and so on) matter as players began to conflict. Is this truly a better game?
Knowing that a given plantation or extra colonists will give a player a head start down the resource or card paths is what makes the opening auctions interesting, IMO.
Now, this argument is a bit of a strawman -- I don't believe that the proposed tracks would "completely" balance Goa -- but I am trying to make the point that I don't think this should be the
goal.
A better question, in my opinion, is whether the game is unbalanced to the point of being broken? I think it's close, but not quite there.
It is rare for a player to win who didn't push either the resource or card tracks at all (except, maybe at the end to gain an action), but it does happen. I've certainly won with ships/colonists and ships/money. More common are wins with one of these tracks, usually: ships/resources, cards/colonists, or cards/ships/money.
Whether you need to push both resources and cards is an open question. If two other players are fighting over one of these tracks (and bidding up the relevant plantations and flags/extra action goodies to get down the track first), then you're often best off avoiding that track.
Even if you believe that pushing both resources and cards is needed, I fail to see how that's "one strategy". I think that a player who went to third level in one and then switched to the other to get it to third level will often lose to a player who goes all the way in one before working on the other. So, that's at least three strategies!

Maybe this distinction is just tactics, but I do find it hard to get the efficiency of having third level in both tracks while still getting to the bottom first in one of them (to get the expedition cards).
I also disagree with the premise that there is no "knee" in the colonist track. I think the current colonist track [0, 2, 3, 4, 6] has two knees, at second and fifth level. Going to second level on the first turn decreases your chance of failure to find a distance 6 colony from 1/3 to 0 (given the two colonists you start with). That's pretty darn significant in my book.
Changing this track to 1, 2, 4, 5, 6 gives everyone a 8/9 chance of success right off the bat which tends to accentuate the power of buying the flag on the first turn (to get first choice of a distance 6 colony) and decreases the value of buying the 1/turn colonist, 3 colonists, or an early pepper plantation. How does this better balance the game? To me, this seems a bit like being hung up on an artifical symmetry (every track should have a knee at third level), instead of paying attention to how the game works in practice.
Where I think colonists are a bit broken is that they are worth nothing in the end game. Suppose you get lucky on your final colonization and end up with some spare colonists. Your reward: nothing. Suppose you get lucky on your final card draw and end up with several matching symbols, your reward: typically +1 to +3 VPs. What's up with this in a game typically won by less than five VPs?
If you think Goa is a bit too unbalanced in favor of resources and cards, a simple fix is to make every two ship or colonist cards (round down after adding them together) worth 1 VP. Make most money worth 3/2 VPs (in 3 or 4 player games), so that second place in money is worth something. This helps balance the tracks in the end game (the Duty chits already help the resource track there) which, IMO, is where the major problem actually lies. The imbalance during the game, with the possible exception of the money track, provides context and tension to this auction game.
The money track
isproblematic, due to the nature of auctions in Goa. Gaining more money, if it used to overbid someone else's auction does give you an item of your choice, but mostly just adds inflation to the game. If you instead use money to overbid on something you're auctioning, again you get something of your choice, but you're removing money from the game, making other players' money worth more. The truly effective use of the money track is to generate cash to advance using the money only advancement cards, but there are only two of them which is why the money track works best with a cards/ships/money strategy. I don't believe that a knee at the third level for this track would do much to change this...
Personally, I haven't quite felt the need to go to house rules in Goa, though I wouldn't be adverse to playing with the two minor changes above if other players wanted to.
Mostly, I view Goa as a very interesting, but funky, exercise in reacting to context within a game, which I enjoy playing.
Last edited on 2006-12-02 01:21:59 CST (Total Number of Edits: 1)