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Tom Vasel
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Occasionally, when I play a game for the first time, it overwhelms me slowly as the game progresses, until I get to the point and smile, saying, “This, is a great game - a true ‘gamer’s game’.” I’ve only felt that way about three games in the past twelve months: Princes of the Renaissance, Maharaja, and now Goa (Rio Grande Games, 2004 - Rudiger Dorn).

One of my favorite types of games to win is one with a multitude of options, one where every turn you can do something different, yet one that doesn’t require so much thought that decisions can’t be made quickly. Some have loudly proclaimed an ultimate strategy on the internet; but since neither I nor anyone I play with reads such articles, we’ve found that games are close, fun, and offer multiple paths to victory. Goa certainly isn’t for the faint at heart, for those expecting a quick, light game; but when you want to play a game of great strategy with only a smattering of luck, Goa is your game!

The game board is placed (where else?) in the middle of the table, with a development and supply board given to each player. Each player places a success marker (gray cube) at the top of each of the five development columns on their development board, and up to five numbered auction markers (depending on the number of players) on their supply board. Several piles of commodity cards are placed face up on the board: money, in “1”, “2”, “5”, and “10” denomination; colonists, in “1” and “3” denominations; and ships, also in “1” and “3” denominations. Each player receives four ships, two colonists, and ten coins (except the start player, who receives the flag and only seven coins). A pile of spice tokens (ginger, pepper, cinnamon, nutmeg, and cloves) are placed near the board, as well as a pile of action cards, and a face down pile of shuffled expedition cards. A stack of “A” tiles is shuffled and twenty-five of them are placed face-up in a grid in the middle of the board, with the remainder not used in this game. A stack of “B” tiles are placed face down next to the board, as well as four face-up stacks of colony tiles.

The game has two parts (A & B), each split into four rounds. The first thing to occur each round is the tile auctions. The player who has the flag places it in any empty space or at the perimeter of the grid next to a face-up tile. The player then places their number “1” auction token on the flag. The next player places their number “2” auction token on any adjacent tile (even diagonally) to the flag. This continues until all players have placed one auction token on a tile (for a total of one more auction than the number of players.) The auctions then occur, starting with auction #1 (which is always the flag), and proceeding until all auctions are finished. Starting with the first player, each player makes a bid, starting with zero, each bid surpassing the previous one. Bidding continues until all but one player pass. The highest bidder pays the player whose auction is occurring (noted by their colored auction token); unless it is that person, they pay the bank. The player who wins the flag takes it, placing it in front of them, as well as one action card. The tiles do a variety of things:
- Some tiles give the player an immediate bonus, such as two action cards, four colonists, etc. These tiles are discarded after use.
- Mission tiles are placed face down in front of the player, giving bonus points at the end of the game.
- Plantation tiles have one to three spots on them, with a certain type of spice indicated. These tiles are placed in one of the player’s four slots for plantation tiles on their supply board (they can replace one) and each spot on the tile filled with the appropriate spice token.
- Some tiles are placed in front of the person, where they can be used once each turn - such as gain one colonist, one ship, etc.
- There are other tiles that allow the player to take a special action, or switch tiles, etc.

After the final auction, the action phase of the turn begins. Starting with the player with the flag, and continuing clockwise around the table, each player takes one action. This continues until all players have taken three actions (although players may discard an action card to take an additional action.) Actions include:
- Build ships - the player takes ships equal to the current number on their “build ships” development track.
- Harvest - the player takes spices and places them on their plantations and colonies, equal to the number on their “harvest” development track.
- Taxes - the player takes gold coins equal to the number on their “tax” development track.
- Expedition - the player takes expedition cards equal to the first number shown on the “expedition” track. The second number on the track determines their maximum hand card limit.
- Development Board progress: The player may move one of the success markers on one of their tracks down one space. In order to do so, they must pay the required number and type of spices shown between the two spaces, as well as one ship for each spice expended. The first player to reach the last two rows of each column draws one expedition card as a bonus. Each player also gets an extra action card for each row that ALL of their tokens has reached, starting with the second row.
- Found a colony: A player names which colony they are attempting to found, each with a required number of colonists needed (Quilon - 6, Cochin - 8, Madras - 10, and Calicut - 12). The player then draws the top two cards from the expedition deck and turns them over, revealing two to six colonists. The player then adds the number of colonists shown on their current spot on their colonist track. If necessary, they may also pay colonist cards to increase their total, which must meet or exceed the required number. If they succeed, they go through the colony tiles of that name, taking the one of their choice (they provide one or two resources of two or more types), placing it face up in that colony’s space on their supply board, filling it with the matching spices. If the player fails, the colony is not founded, but the player gets a colonist for their trouble.
- Expedition cards, besides having symbols on them (for end of the game scoring) and a number of colonists (for founding colonies), have a special action; there are many different types. These actions can be taken for free at any time, giving the player extra money, etc. Other expedition cards modify actions - such as allowing a player to progress without using ship cards.

After all players have taken all their actions, the round ends, and another auction round begins. After four rounds, all remaining “A” tiles on the board are discarded, and twenty-five “B” tiles are laid out. Four more rounds then occur, after which the game ends. Players then add up their victory points:
- Victory points for any mission tiles they might have (2 or 3)
- Victory points for any single plantations they have (1 each)
- Victory points if they completed the “Duty mission” tile (4)
- Victory points for like symbols on any expedition cards in their hands. (1-20, depends on how many like symbols they have - there are five different types of tiles.)
- Victory points for the number or colonies the player has (1, 3, 6, or 10)
- Victory points for each success marker, depending on what row it has reached. (0, 1, 3, 6, or 10)
- Victory points for the player with the most money (3)
The player with the most points is the winner, with ties broken by the amount of money!

Some comments on the game...

1.) Components: The game certainly has a lot of them, for its fairly medium-sized but sturdy box. Fortunately the plastic insert holds them well to the point that I haven’t bagged most of them up yet (I will bag the auction tokens). The spice tokens are little wooden bags (or mushrooms - it depends on which way you look at them) or different colors. We kept forgetting what each spice was and started calling them what the little pictures on the tiles looked like (peas instead of pepper, etc.). The tiles were nice, easy to distinguish, and were quite thick. All the cards were of the small size that is so prevalent in games today but were again easy to distinguish and handled wear and tear quite well. The board is thick and has very clear art on it, showing exactly where all the card stacks and pieces go, as do the smaller, thin cardboard player boards. The auction tiles are round cardboard tokens of each player’s colors. Both the auction tokens as well as the ship, colonist, and action cards are double sided, which REALLY helps make the game easier to handle. The art on the game depicts the early 1500’s and looks nice (hey - it’s not fantasy!). Everything comes in a nice package that is pretty good, especially considering how inexpensive the game is currently. All components are language independent.

2.) Rules: The rulebook is fairly lengthy for a German game with twelve large pages, filled with small type, pictures, and illustrations. The full-colored book is quite excellent, splitting each part into sections, with the last two pages showing a full turn round. This, of course, doesn’t prevent questions, as one can tell by going to www.boardgamegeek.com and checking out the rule queries. There is quite a bit of activity there, but the designer, Rudiger Dorn, has answered questions, and there is an official FAQ (not that I’ve had to use it.) I won’t lie and say that the game is easy to teach; it’s definitely in the meatier section of German games. But once learned, it all comes naturally. I compare its complexity to that of Princes of Florence, and experienced German gamers should understand it quickly. I wouldn’t spring this game on a person new to German games, however; unless they had a high analytical mind.

3.) Strategy: Even if one quickly grasps the game, the strategies aren’t immediately obvious. There are so many options to take, and so much available to a player on their turn, that it can overwhelm new players. Everything fits together like a tight, oiled machine, so players must watch all of their resources carefully. Are ships more important than colonists or money? It all depends on your strategy, and I really enjoyed how the game rewarded both those who took extreme strategies, and those who tried to play evenly. The development boards reminded me strikingly of those in Industrial Waste, a game I am decidedly neutral on. In Goa, however, whenever a player increases a development track, the benefits can be used immediately; and all of the tracks are so useful and so helpful, that it is agonizing to pick which one to advance.

4.) Auctions: The auctions almost seem like a sub game but are crucial. Getting the flag is important, as the extra action cards are immensely powerful and useful, as is going first. At the same time, knowing which tiles to go for as well as the placement of the auction tiles; it almost feels like a game in itself. I enjoy auctions; and even though they are nothing special in this game alone - together with the rest of the game, they really make me catch my breath when playing.

5.) Unbeatable Strategy: Some folks have claimed that the game is “broken”, as there is one superior strategy to take. I have seen some debate on the subject; but I can’t help you out there, as I always ignore such threads. I don’t want to have an “invincible strategy”, and since none of my gaming friends read such threads, our games have always been enjoyable. And in all the games I’ve played, I haven’t seen any strategy emerge; so I’m pretty comfortable.

6.) Time and Players: I really wish the game allowed for five players, but I guess it would have gotten fairly crowded. Still, the game plays very well with two (a surprise), although I prefer the full compliment of four. Games last about ninety minutes, which is a great time for such a strategy filled, deep game.

7.) Theme and Fun Factor: Okay, the theme is miniscule; although we often spoke of moving “peas” and “carrots” around on ships. The strategy is superb, though, so I could care less about the theme. Most of the fun comes from seeing how your strategy plays out and the auctions. It’s not a game where everybody is shouting in laughter, but a thoughtful, well-planned game of excellence.

Goa is a tremendous game - one of my favorite “heavy” games ever. I love games that give piles of options and that have a variety of ways to score. The game takes the best part of lesser games, such as Industrial Waste, and comes out a shining jewel. There’s nothing really new or brilliant about the game, but its combination of auctions, resource management, and action options really make a game of fantastic proportions. If you are looking for a light, quick game, Goa probably isn’t for you; but if you are looking for one of the deepest, best games of 2004, then Goa is the best choice you have.

Tom Vasel
“Real men play board games.”
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Stéphane Bouchard
Canada
Saint-Hyacinthe
Québec
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Re:User Review
[i]TomVasel wrote:
Bidding continues until all but one player pass. [/i
I think you make a mistake. The bidding stop after one turn of table. The better bid win the tile. If no one bid, the first player (who bid zero)win the free tile.
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Cadfael Luncanshire
Germany
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Hamburg
Re:User Review
Goa is one of the most boring games I've ever played, thus I can't say that I agree with this review.
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Lorenzo Mele
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Re:User Review
Mirascael (#78205),

Everybody has his preferred cup of tea.
I don't like at all Britannia for example.
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Cadfael Luncanshire
Germany
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Hamburg
Re:User Review
Blackpope (#78276),

more precisely:

- interaction in GOA is next to zero (it only happens during that awkward auction)
- the game is highly abstract and does in no way simulate colonization/trading
- in my opinion GOA is just mixing together random game mechanics for the sake of mixing together random game mechanics

Might as well play Solitaire against each other.
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Lorenzo Mele
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Re:User Review
Mirascael (#78288),


Quote:
in my opinion GOA is just mixing together random game mechanics for the sake of mixing together random game mechanics


Thanks to have explained to us all how Rudiger Dorn works on his projects.....
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Alan Kwan
Hong-Kong
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Re:User Review
Mirascael wrote:
- interaction in GOA is next to zero (it only happens during that awkward auction)


... which is half the game. And I would say that this half of the game has more impact on the other half, than the auctions on actions in Princes of Florence.

Interaction in most wargames "only happens" during combat.


- the game is highly abstract and does in no way simulate colonization/trading


The main abstraction, which is done for playability reasons, is to make the spices a pre-requisite for
advancement, rather than as an item for trading. Most other things at least make as much themetic sense as the items in Ra/Razzia, IMO.


- in my opinion GOA is just mixing together random game mechanics for the sake of mixing together random game mechanics


It seems to me that the primary intent in Goa is to make a game with the advancement system in C&K/Industrial Waste. It has been somehow decided that the spices will be a requirement for advancement. Then the other mechanisms (PoF auction + action system, etc.) were consciously chosen (not randomly chosen) to put together an interesting game.

Might as well play Solitaire against each other.

The "solitaire" criticism is one of the most (if not the most) misused, abused, and inappropriately applied word around here: we've seen it applied to PoF, PR, Attika, or almost every game which does not involve a "I choose you, so you'll surely lose!" whim-of-the-player choas mechanism or simulated violence. (In other words, every game which requires more playing strategy than "diplomatic" skills to win and is not a wargame is a "solitaire".) And naturally this case is one of the abuses.
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Cadfael Luncanshire
Germany
Unspecified
Hamburg
Re:User Review
Alan Kwan (#80149),

my claim stands.

For me, it is a dead boring game.

The allocation of numbers prior to the auction is pretty pointless (randomally drawing 5 cards from a deck might have been more appropriate/interesting here IMO). The generated effect doesn't justify such a game mechanic, I'd say.

The auction isn't particularly exciting either. Each player can bid once for each good. Hell, what a great game.

Then there is the advance table. It's based on a symetrical approach. This symetry-logic is far more important for the author than any logic flavourwise. Hell, why would I need spice for colonists, ships, taxes etc? I just don't get it.

The play is extremely dry and artificial with a fun-factor next to zero, that's what I don't like about it. Not only does it lack action, it also fails to generate an atmosphere of simulating something real. It's only an exercise of abstract reasoning.

As for the "diplomatic" thing, the more diplomacy the worse. Political games aren't worth it, superior games try to minimize the effects of diplomacy, I most certainly prefer games with distinct factions.

I remember that I read a very good article about political games (Diplomacy-like) by Richard Garfield once, claiming that, in the end, all political games basically were the same game. In my opipnion that's 100% true, therefore I try to avoid not only any dry, abstract games, but also all games which are decided primarily by negotiation and/or bashing the leading player.
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John Patton
United States
Evanston
Illinois
Re:User Review
Hell, why would I need spice for colonists, ships, taxes etc? I just don't get it.

I think the theme is very simple. You are a colonial trading company. You ship spice as your main business, after doing this you convert the proceeds into either infrastructure improvements (better shipping, more production capacity, colonist enticement) or cash - cash which is then used to purchase the limited resources avalible in the marketplace. Specific spice requirements represent price and the diversification necessary for a good trading company.

The only pure game abstraction is the expedition cards. Outside projects that either yield benefits for the main shipping business or saved for their own value, I guess. But it's funny you brought this all up, because I feel like a Dutch trader whenever I play Goa.

The fun factor is of course your own as you see it, but I fail to see how a game with an auction as its central mechanic can be called double solitare - and anyway since when is double solitare such a terrible thing? Another word for it is "race", and some people find races exciting.

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Rene Wiersma
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But it's funny you brought this all up, because I feel like a Dutch trader whenever I play Goa.

Not a Portugese traded? Ah, then the theme has failed after all.
 
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Cadfael Luncanshire
Germany
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Hamburg
Re:User Review
jman (#80390),

as someone put it so properly:

"Goa simply strikes me as too dry. The subject is great, but I found its implementation not terribly convincing. It felt more like one was playing the mechanics, rather than building up a colonial enterprise."
(Charles Féaux de la Croix, who still rated the game 6.5)

and another one:

"Too dry - I usually have no problem with the way German games deal with the "theme", but this game went too far. The auction board feels too artificial, and the actions are too arbitrary. Too much mechanism, too little game."
(Shin Yoo, rated Goa 6.0)

Goa is a game similar to Go (a game which I rated 1 as well), and even the geeks who like Goa admit that it is an abstract and somewhat dry game. Much like Chess and Go, which produce an entirely different kind of "fun" than games like Wallenstein, Settlers or El Grande.

Those games have much interaction, produce a warm fuzzy feeling inside (as you're feeling like a Settler, General or Nobleman when playing the game).

Goa doesn't do that. Goa, like Chess and Go, gives you the feeling of playing game mechanisms.

Settlers, El Grande or Wallenstein can produce much cheering while you play them, while Goa, Chess and Go will produce silence, and I haven't experienced such a depressing atmosphere (while playing Goa) for quite some time. Hell, even Talisman was at least more "fun".
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John Patton
United States
Evanston
Illinois
Re:User Review
Mirascael (#80431),

hey, I can cherry-pick quotes, too:

The blending of resources is sublime. The immediate view of its quality was to compare this game with Puerto Rico and Princes of Florence, both of which it resembles in various ways. While there is some solitaire planning, you do need to follow what others are doing and the auctions of course do involve all players.

I love everything about this game. Unlike some other games, I never feel like I'm too far behind to catch up. The length of the game is perfect. Given a choice between Goa and Puerto Rico, I think I'll pick Goa most of the time now.

Wonderful and deep game about developing spice trade in east. Auction system is clever for it is fast but need careful judgement about tile values and strategy adopted. Furthermore players can inflate or deflate currency with their actions and this is very important. Played many times and still evalueting different strategies.

Many, many people have compared Goa to Princes of Florence or Puerto Rico, neither of which have much in the way of trash talk at the table (unless you consider "Guess I'll take the Settler" or "your turn to build" to be great conversation, very little gametalk gets said at our Puerto Rico sessions).

Goa is a game similar to Go (a game which I rated 1 as well)....Much like Chess and Go, which produce an entirely different kind of "fun" than games like Wallenstein, Settlers or El Grande.

Everyone's got an opinion, and you are entitled to have any one you want. Not that I understand any reason for this mind you. I mean isn't Wallenstein (or any game really) just a collection of gamey mechanics, is there really any strategy in Settlers, and just what does El Grande simulate anyway, talking about pasted on themes.

Goa is an auction game, and one of the best (maybe for two players it is THE best). People get distracted I think by the advancement card and the other elements, and because there is little victory gain in that part of the game they can feel stifiled. Which may be why you felt bored. But Goa is about using the auction to facilitate your plantation actions, and is nothing at all like double solitare - good Goa play is all about knowing your opponents and playing poker with shifting values of money.
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Michael Sloat
United States

Pennsylvania
I do not believe I've ever felt like a settler playing "Settlers". Of coarse it may be helpful to know what a "Settler" is suppose to feel like. For some reason, almost all games become simply strategic and tactical to me, whether it is a so-called themed game or not. If I wanted to "feel" a theme, I might as well play charades.

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