I will not rest until Biblios is in the Top 100.
United States Budd Lake New Jersey
Well I been watchin' while you been coughin, I've been drinking life while you've been nauseous, and so I drink to health while you kill yourself and I got just one thing that I can offer... Go on and save yourself and take it out on me
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Its no secret that Cleopatra and the Society of Architects is the pinnacle of boardgame chrome. The game is so elaborately produced that its easy to forget theres a game here at all. This may as well be an Egyptian scenery set because when you first look at it, thats all you see. But true beauty is more than just skin deep. True beauty comes from the inside. True beauty takes something physically attractive and adds a whole additional level to make it more than just something pretty to look at. True beauty can make the ordinary extraordinary. So is Cleopatra and the Society of Architects a true beauty, or just another pretty face?
Rules
Cleopatra is a game for 2-5 players. Each player takes the role of an architect trying to build the nicest palace for Cleopatra. Players will collect cards which will be used to build various statues and other architectural wonders. Some cards will give players corruption points, which may lead to their downfall because the player with the most corruption at the end of the game gets fed to the crocodiles!
You can read the full rulebook here on the Days of Wonder site.
Components
Cleopatra is the queen of eye candy. This game is all about the chrome and there's plenty of it to be had.
In the picture above, you can see all the components that make up the game. Right in the front, you'll see the Corruption Pyramids. Each player gets one of these and 2 of Anubis statues (by the throne) of the matching color. The Pyramids are thin cardboard with printing to look like the real thing. They are adorned with a colored band around the bottom and a large corruption seal emblazoned on one side. There is a slot in which you can insert your corruption tokens. The Anubis statues are small and are made of plastic. The detail isn't very good and this is the one part of the game that pails in comparison to the rest of the package.
The wooden dice of the Great Priest are nice. They're made of wood and lightly coated to have a matte finish. There is a black ankh on one side of each die. I love wood dice, and these are no exception.
The various corruption amulets, Nile Merchants, and talent tokens are all made of the same thick cardboard and coated with a nice textured finish. These counters should hold up really well through lots of playing. Additionally, the corruption amulets have some of the coolest artwork on a small token I've seen.
The plastic pieces that make up the rest of the components are what really makes the game look spectacular. There are two enormous obelisks that tower high above the playing area. The 6 sphinxes stand guard over Cleopatra as she approaches the temple. The 9 Column Walls and the 2 door frames surround the elevated garden area while the queen's throne sits regally atop the garden. Lastly, the Mosaics of the Gods create beautiful designs in the queen's lush foliage. The plastic on these pieces isn't as thick or rugged as you might imagine. While certainly very nice looking, its a bit over the top. The sphinxes are fine as is the throne, but the Column Walls tend to fall over and the obelisk are in the way constantly. The chrome is nice, but it interferes with gameplay a bit too much for my liking.
Most importantly though, Cleopatra is a card game. The entire gameplay revolves around taking cards and then playing them as resources or for their special effects. The cards are good quality made of nice stock and coated with a slightly textured satin finish reminiscent of Ticket to Ride 1910. Mercifully, Days of Wonder has given us full size cards which is important because you will constantly be flipping, drawing, and discarding cards. You will often be holding many cards, so the normal size is nice because it makes them easier to hold.
On the whole, the components are over the top, but they got it right where it counts, which is the cards. I applaud DoW for trying to make something incredibly unique. They succeeded in making an unforgettable presentation, but its really a lot more than is needed to enjoy the game.
Gameplay
There are a lot of small things that combine to make a fun and interesting game. While still quite light in the gameplay, Cleopatra has a lot going for it.
Upside down shuffling - One of the unique concepts in the game is that when shuffling cards, you take half of the amount to be shuffled and turn them upside down. This makes half the deck face-up and the other half face-down. Whenever you place a card in a market, you keep it face-up or -down. This has an interesting effect on gameplay because sometimes you'll know what you're getting and sometimes you don't. This is a great way to minimize "luck of the draw" while still maintaining some mystery in the drawing process. It does look odd when you're shuffling though. I'm used to seeing cards the wrong way and realizing I made a mistake in the shuffle.
Resource collecting - In many ways, this game is like Ticket to Ride. The general crux is that you are collecting cards of various resources to build parts of the temple. This feels like collecting train cards to lay track in TTR. I suppose that means that Cleopatra is a set collection game at its heart, so fans of that genre should find something to like here.
Timing is everything - Timing plays a big factor in Cleopatra for several reasons. First of all, taking cards from the Marketplace can yield large amounts of cards if timed right. Every time another player takes a market, they put one card in each of the markets. Sometimes one market will get huge and you'll want to pounce on it to get all the cards, but if you wait to long, it will disappear. Secondly, you need to time when you build so that you can maximize points. For example, the 2nd, 4th, and 6th sphinxes are worth 5 talents each while 1, 3, and 5 are only worth 2. Ideally you want to time it so you can build the even numbered ones. Additionally, Column Walls are worth bonus points for the Mosaic of the Gods above them, so you want to try to build them wherever Mosaics touch the sides. Lastly, the Door Frames score bonus points for each Column Wall attached to them, so you want to place a Frame when there's a few Walls attached to score points.
The game within the game - One of the palace parts you can build are the Mosaics of the Gods. Each of these tiles is comprised of 5 squares. When you build one, you place it in the palace garden. When placed, you score 1 point for each bush that you cover. The trick is that you can only build the top Mosaic in the pile (unless you use the Scribe). This makes certain Mosaics better than others at different times in the game. If you place a Mosaic in such a way that no other Mosaic could be placed in the space created, you may put an Anubis statue there and create a sanctuary. At the end of the game, you can put one corruption amulet in each space of the sanctuaries you control. In this way, you are playing a sub game, trying to create the best sanctuary while scoring points for covered shrubs. Its an interesting side-game that can have a big consequence on the main event.
A little gambling - Whenever a palace feature is built, the dice of the Great Priest are rolled. Any dice rolled on the ankh side are put on his altar. The remaining dice will get rolled until all the dice are showing the ankh. When this happens, there is a blind bidding phase in which players bid the number of talents they are willing to give up. All players must give up whatever they bid. The winner gets to lose 3 corruption amulets, while everyone else gains a certain number. One of the most interesting things about the Great Priest dice is that its not guaranteed to happen in a game. The bid depends on the roll of the dice. If it was predictable, players could play very differently because they would know for sure that there will be an opportunity to get rid of corruption. But sometimes this never happens at all while other times it happens frequently. I love this feature because it can really throw a monkey wrench in the best laid plans.
Special power - Most of the time, players will just be playing groups of cards to build the palace. There are some cards though who give special powers. The cost of these special powers is corruption amulets, so you need to be careful when you use them and how often you do so as well. It can be very tempting to abuse their powers, but using them too much will result in sure defeat.
The Golden Rule - This is the one rule that takes Cleopatra from an average game to a great one. Certain actions or cards give players corruption amulet. At the end of the game, the player with the most corruption amulets is automatically removed from contention and cannot win the game. This single rule completely changes the way you play the game. Corruption amulets go from just being a burden to being another resource that needs to be carefully managed. Once you get them, they're hard to get rid of. You can only lose them through the Great Priest or through placing them in Sanctuaries that you've created in the garden. Suddenly all those powerful special cards and the tainted resources that provide double amounts don't look quite so good. You start shying away from taking those cards in the Marketplace. Once one player starts playing conservatively on the corruption cards, another player will surely swoop in and start to take advantage of the benefits. Then the cautious players will start to feel safe and they will start taking corruption again. This creates a wonderful flow to the game and also adds a serious "press your luck" element to the game. Without this rule, Cleopatra would be just a simple race game. Its that important to the overall gameplay that the game would be completely lackluster without it.
Hand Management - The part of the game that I really like is the hand size rule. Players may have up to 10 cards in their hand. If they go over, they need to either take 1 corruption amulet and discard down to 10, or keep the excess cards and take 1 corruption for each card. This prevents players from just drawing and hoarding cards. Since you can build multiple palace features in one turn, having the ability to hold cards free of charge would make it easy to blast out several pieces at once. The other plus side is that cards are constantly going back into rotation through the discard pile. This is a big problem with me for TTR so I'm glad to see that it was given some thought in Cleopatra.
Player Interaction - There's not a lot of player interaction in Cleopatra. In many ways, its a racing game as players each try to accomplish goals and score points as quickly and efficiently as possible. The only real interaction comes in the garden where the Mosaics are played. Players will be jockeying for position, trying to create the perfect sanctuaries for the endgame. Other than this, there's not a whole lot of ways to interfere with the plans of another player other than by building a piece they were looking at or building in a location they wanted.
Downtime - Since there's very little player interaction, you would think there's a lot of downtime, but Cleopatra doesn't have that problem. On a player's turn, he will either draw cards from the Market or build. If he's drawind, all he has to do is draw. If he's building, he'll already know what he wants to do because he's been hoping to draw the cards for several turns. Players should already have their cards ready for building when their turn comes, so downtime is kept to a minimum.
Fun Factor - There's a lot of fun to be had in this game. The overall gameplay is pretty light, so you won't get bogged down in deep strategy. Its certainly a lot of fun to put the pieces on the board when you build them because you feel like you're actually building something. The fun factor is high due to these reasons.
Replayability - This one has the same replayability as TTR. No two games are exactly the same, so there's no surefire strategy. The random mix of the cards keeps things interesting and fresh. I think people in my group will want to play this game quite a bit in the future, and I don't see the game growing too stale.
Theme
Cleopatra is not the first game to take advantage of the Egyptian theme. However, Cleopatra certainly does the best job of hammering it home. While all the chrome may be a bit much, it certainly helps players become totally immersed in the theme. I personally am fascinated by ancient Egypt and the idea of getting to build an Egyptian palace sounds great to me. I think a lot of people will be attracted by the theme as well. Ultimately, the theme is tied into the mechanics nicely which really helps make a good total package.
Compare it to...
I've mentioned Ticket to Ride in this review several times, and I think the comparison is a great one. The use of cards as resources works fairly similar in both games. In essence, both games are set collection games while Cleopatra adds a hand management layer. Timing is key in both games and player interaction is at a minimum. Cleopatra lacks the long term goals of TTR's destination tickets, but makes use of the corruption system to add another level of resources management. If TTR is a great gateway game, then Cleopatra is a wonderful second step.
Compare it to...
In the case of Cleopatra and the Society of Architects, beauty is more than just skin deep. The game has a simple elegance that makes for fun gameplay with some light decisions. The true "game" aspect comes from the corruption amulets and without that rule, Cleopatra would be a simple boring race game. Its really remarkable how much difference one little rule can make.
In my collection, I rate Cleopatra a 7/10. I like it enough to play it when asked, but I don't think I'll recommend it too often, unless perhaps I'm trying to engage new gamers. Its a bit light for my gaming tastes, but its certainly an interesting design made better by one simple paragraph in the rulebook.
If you're looking for a great gateway game, or the next step on a gaming journey, Cleopatra would be an excellent choice. It introduces a few mechanics, but nothing that's very difficult. New players should be up and running in no time. The game is gorgeous on the table and it plays fairly quickly. This is a perfect recipe for a gateway game, and Cleopatra really delivers.
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Nick Bos
Denmark Copenhagen Ø Sjælland
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Very nice review!
I like the game, although sometimes bad luck can really screw you over (when your hand is nothing but corrupted characters for example), and I agree on your score. It's a nice game that I won't turn down, but probably not suggest.
Thanks!
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John W
United States Sacramento California
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So..... I'm trying to figure out your rating for the game.
I agree with just about every point you made about the game - up until the rating.
you gush about the components (this game's components are a 10 if ANY game's is), you point out the unique upside-down card mechanic, the set collection, the timing aspects (which leads to critical decisions), the 'game within the game' with Column Walls/Door Frames/Mosaics combining their interplay, the Mosaic puzzle, the Great Priest blind auction gamble, the special card abilities and hand management rule, and the fantastic corruption balance.
I noted, and appreciated, all those elements of the game as well.
Yet I rate it a 9, and you rate it a 7. I haven;t looked at your individual ratings, but it seems to me that a game that is so successful and inventive and beautiful in what it does should warrant a higher rating. For you (and many others here it seems), it's as if the game is worth LESS than the sum of its parts.
I don't get it (even taking into account subjective preferences towards 'heavier' games). Cleopatra simply does things better, more inventively, and successfully than most people grant it in their rating for it.
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I will not rest until Biblios is in the Top 100.
United States Budd Lake New Jersey
Well I been watchin' while you been coughin, I've been drinking life while you've been nauseous, and so I drink to health while you kill yourself and I got just one thing that I can offer... Go on and save yourself and take it out on me
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I think its really good at what it does. Its beautiful in the component area. But its too light for me. While I can appreciate everything it has going for it, its not really my cup of tea, so I rate it 7/10. I'll play it if asked, but I probably won't suggest it.
Keep in mind that I try to say why I like things about gameplay even if those things don't necessarily work for me. I can appreciate something and not really like it. Thats the case with most of the ideas and mechanics in Cleopatra.
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Kevin Warrender
United States Hopatcong New Jersey
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Take his review with a grain of salt. The last time we played, he got fed to the Crocodiles. Only a follower of Sobek would rate this game a 7.....
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I will not rest until Biblios is in the Top 100.
United States Budd Lake New Jersey
Well I been watchin' while you been coughin, I've been drinking life while you've been nauseous, and so I drink to health while you kill yourself and I got just one thing that I can offer... Go on and save yourself and take it out on me
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Quiet Kevin! Now my secret is out.
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Zack Boatman
United States Santa Fe New Mexico
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It's a nice review, but one factor I would add is the ablility of each player to get up and walk away from the game, hang out and talk for a while with a group of other gamers, get called back to the table when it is their turn, play their turn, call over the next player from the group of gamers they left the table to talk with, get up and continue their previous discussion with the other gamers...
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I will not rest until Biblios is in the Top 100.
United States Budd Lake New Jersey
Well I been watchin' while you been coughin, I've been drinking life while you've been nauseous, and so I drink to health while you kill yourself and I got just one thing that I can offer... Go on and save yourself and take it out on me
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I did put a section in there about the lack of player interaction. Although I didn't quite describe it like you did
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John W
United States Sacramento California
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zboat wrote: It's a nice review, but one factor I would add is the ablility of each player to get up and walk away from the game, hang out and talk for a while with a group of other gamers, get called back to the table when it is their turn, play their turn, call over the next player from the group of gamers they left the table to talk with, get up and continue their previous discussion with the other gamers...
are you sarcastically suggesting that the interaction in the game: * people taking markets that you were hoping for * building structures that you were planning/relying on * rolling for the advancement of the great priest that builds to a shared blind auction * playing special cards that require your input/involvement in * acquiring of corruption, which you SHOULD be watching to get an idea as to how much corruption each person has and therefore how they will be building, and bidding in the auction
are all meaningless non-factors?
Or are you saying (as you superficially imply) that because the results of that interaction (minus the special cards aspect) can all be obtained when you come back and sit down for your turn (even if that means you are taking longer on your turns than you should) is a GOOD thing about the game?
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John W
United States Sacramento California
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The more I read reviews/sessions on this game (especially from more heavy-preferenced BGGers), the more I wonder if they are even playing the game right, or understand the strategies of the game.
We all know that a common canard in game critiques is dismissing strategies that you don't comprehend or are ignorant of....
Suggesting that Cleopatra has no interaction suggests that the person hasn't ever had a building type got completed right before he was going to take his turn that he had been planning multiple turns to build for. Then an instant re-assessment has to be made, and cards dropped and different ones collected and planned for. Then that type of building might get completed, and you have to plan again.
Heck, the entire mosaic section is DEPENDENT on what other people build. You may as well say Blokus has no interaction.
And it's not like you can collect every combination of cards needed to build every building. You have to choose which cards to collect and plan for - in which case there is intense competetion with the other players and a race to see who can build them first and close out the other builders from gaining prestige.
Cleopatra - no interaction?  Only if your playing with 1st-time players who don't understand the game.....
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Zack Boatman
United States Santa Fe New Mexico
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Having played several, but not numerous times, I have found that in every single play of the game I can leave the board and come back on my turn, quickly assess my best play, play, come back 10 or 15 minutes later, play, leave...
However, I haven't done this in any game I have played. I was pointing out that there seems to be no player interaction and little if any planning. Just make the best play with the cards you have and with what's available on the board.
So yes, I chose sarcasm to point out the monotony of play and the tedium associated with playing this game.
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John W
United States Sacramento California
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bottom line -
your group played it wrong.
edit - let me rephrase that:
your group played in a manner which ignored the multiple planning and balance elements that objectively, and proveablye, are present in Cleopatra. With a 10-card handsize it is an absolute impossibility to collect cards that make you impervious to being closed out of a building type.
Your group took too long between turns, if it took 15 minutes between plays. Further, not paying attention to the game during other player's turns and only thinking on your turn will extend the game longer, decreasing enjoyment for most gamers.
Your group should consider playing the special character cards, and strategically filling needs with other player's cards.
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I will not rest until Biblios is in the Top 100.
United States Budd Lake New Jersey
Well I been watchin' while you been coughin, I've been drinking life while you've been nauseous, and so I drink to health while you kill yourself and I got just one thing that I can offer... Go on and save yourself and take it out on me
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I don't think they did. There's not much more interaction than TTR. You make the best move wherever you can. You can't plan ahead too much. Granted, the Mosaics cause a lot of interaction, but thats basically it. If you want interaction, play El Grande.
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John W
United States Sacramento California
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stormseeker75 wrote: I don't think they did. There's not much more interaction than TTR. You make the best move wherever you can. You can't plan ahead too much. Great example, bringing up TtR. Because if your group is not blocking in TtR, they similarly are not playing the game they way is designed to allow for, that has lots of interaction.
That is the group's flaw (if you view that as a flaw). Not TtR's or Cleopatra's.
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Tim Seitz
United States Glen Allen VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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reapersaurus wrote: The more I read reviews/sessions on this game (especially from more heavy-preferenced BGGers), the more I wonder if they are even playing the game right, or understand the strategies of the game. We all know that a common canard in game critiques is dismissing strategies that you don't comprehend or are ignorant of.... Suggesting that Cleopatra has no interaction suggests that the person hasn't ever had a building type got completed right before he was going to take his turn that he had been planning multiple turns to build for. Then an instant re-assessment has to be made, and cards dropped and different ones collected and planned for. Then that type of building might get completed, and you have to plan again. Heck, the entire mosaic section is DEPENDENT on what other people build. You may as well say Blokus has no interaction. And it's not like you can collect every combination of cards needed to build every building.  You have to choose which cards to collect and plan for - in which case there is intense competetion with the other players and a race to see who can build them first and close out the other builders from gaining prestige. Cleopatra - no interaction?  Only if your playing with 1st-time players who don't understand the game.....
I think you are mistinerpreting what he means by "no player interaction."
In many games, the active player interacts with the non-active players through card drafting, auctions, dice-rolling, negotiations, voting, worker placement, observing, etc. Larger amounts of player interactivity on the active player's turn.
However, in Cleopatra almost none of that exists, and as mentioned, the non-active players can literally walk away and show up when it's their turn. You don't intereact with the players, you interact with the board. However, that's not really a terrible flaw; the same can be said of many other games, like chess: "Let me know when it's my turn."
And unlike many card drafting games, observing the active player construes almost no benefit, since they are most often taking the largest stack, and usually half of their cards are hidden anyway.
The only real observable element is the corruption amulets. You do need to keep track of where you stand, but it doesn't really matter. You don't have copntrol over it. If you get the cards, you gotta pay for them one way or the other (best way is to exeed the handl limit!) But that is hidden trackable information. If you are clearclaw, you are playing with those exposed.
The exception to this lack of interaction is the occasional (if it occurs) sacrificial offering. But just because it has this one element does not mean that: a) there is a high degree of player interaction, or b) everyone but you is playing it wrong.
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John W
United States Sacramento California
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Good reply, actually addressing the game elements.
It may well be a definition thing. Because I view player interaction as "my moves affect what the other player's option are". I consider it deliberately misrepresentative to define interaction to be required as a simultaneous mechanic (as in those examples you listed), and then lob it as a criticism of Cleopatra (or TtR).
I'm not suggesting Cleopatra has a high degree of interaction. But I am saying that anyone who dismisses the interaction (or says it has no interaction) is not describing the game accurately.
The game cannot dictate game style - if the group chooses not to build the 2nd Obelisk that you were collecting cards for, or doesn't grab the Mosaic you had planned for, or doesn't play the interactive character cards, then that is on your group's playing style.
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Stephen Schaefer
United States Columbus Ohio
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Given that you have to take the top mosaic in the pile every time, and given that a fair amount of the hand information is hidden, how exactly does one "plan for" a Mosaic, in such a way that you would know that's what they were doing and try to thwart them?
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John W
United States Sacramento California
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The Schaef wrote: Given that you have to take the top mosaic in the pile every time, and given that a fair amount of the hand information is hidden, how exactly does one "plan for" a Mosaic, in such a way that you would know that's what they were doing and try to thwart them? I believe that we discussed that the Mosaic sub-game has more interaction in it, not more planning than the rest of the game. (since each player is partially dependant on the others' placed mosaics to make a significant enclosure)
But there are 2 major ways that mosaics can be planned for:
1) There is a character card that allows you to choose any of the mosaic tiles, not just the top one. This is used often to create the largest of enclosures, especially combining with:
2) You may buy two mosaic tiles at once, and place them in any order. This maneuver (and the specific cards that are required to pull it off) involves timing, spatial relationships and, yes.... planning.
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**PUNKLE JOSH** [Here to have fun!]
Canada Cambridge Ontario
"The next best thing to playing and winning is playing and losing." --A. Alvarez
“My opinion is that a game has its own life when published, and is really alive when players want to add their own house rules!” --Bruno Cathala
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Your comment that "true beauty is more than just skin deep" is rather funny when seen next to your avatar...

Oh, and good review!
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Stephen Schaefer
United States Columbus Ohio
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reapersaurus wrote: This maneuver (and the specific cards that are required to pull it off) involves timing, spatial relationships and, yes.... planning.
Yes, but how do I determine, hey, he is going for mosaics, and I must do this action to thwart his plans? Or for that matter, how I might know he has the specific card you mentioned, when a fair amount of deck/hand information is secret (the only reason it's not entirely hidden information is because of the half-and-half mechanic on face-up cards).
You can argue about whether you are discussing interaction or planning or what have you, but after the smoke clears, it was you who said that if I don't grab the mosaic you were planning for, then it is my (group's) fault, and not a part of the game's design (be that a good or poor thing in one's eyes).
Let's be clear, I love Cleopatra, and I do not view every game in which I manage my portion to the quasi-exclusion of everyone else's as "multiplayer solitaire." Heck, I just got finished defending the amount of player interaction in Race for the Galaxy. I just don't understand how one goes about accomplishing what you've suggested here.
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John W
United States Sacramento California
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wow!
I see what line you are referring to now - (quoting helps when responding to one particular point out of many).
It is interesting to me that you only remarked on one out of more than 30 points I made, and you are absolutely correct - they can not plan to deny you a Mosaic you were planning for.
I mis-typed when I said they could (plan to) grab a Mosaic you were planning for. I meant closing out a Sphinx building, or a Throne/Pedastal.
Good catch.
Now if you would respond to the 29 other points I made, or acknowledge that there IS planning, as well as interaction in the game, that would be refreshing.
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Stephen Schaefer
United States Columbus Ohio
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My post immediately followed your post, the last paragraph of which was about grabbing and denying mosaics, and of which the entire thrust of my post was questioning how one goes about thwarting plans to grab a mosaic. I thought that direct reference immediately following would have been enough of a connection between the two, and I am sorry if this was not the case.
I do not understand why I have to agree or disagree with your overall position on a subject, in order to ask a question about one aspect that I do not understand.
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Tom Hancock
United States Charleston West Virginia
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Ah, so many BGG classic arguments here.
If you don't like the game I like, you must not understand how to play.
There is tons of interaction in this game, if you define interaction as.....
So funny, even when they are legitimate, because they come up so often!
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Boris
United States
New Jersey
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Hate to revive a dead horse, but one major player interaction element has not been mentioned yet. That is, when a player takes a stack of cards from the market, he then draws the next three cards and places one on top of each of the three market stacks. This gives the player a very big opportunity for some screw-you-action, as he can put any good cards in stacks that are full of corruption, or corrupt stacks that have otherwise appealing cards in them. The way we play, you are not allowed to look through any of the stacks before you take them, which means that everyone is focusing on those stacks and trying to memorize what's in 'em.
Hard to do that from the other side of the room.
I like this game and give it an 8/10. It definitely shares some mechanics with T2R, and even reminds me of a much lighter, less tactical Puerto Rico, as far as making sure to purchase the right buildings at the right time.
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