Adam Slape
United States Collinsville Illinois
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All Aboard!
If you're a fan of economic games like I am, then the first time you saw images of Shipyard you probably felt your heart race. All those ship parts, the train cars, the little workers, that drab color scheme that brings to mind so many other economic gems like Brass and Indonesia...it all seemed to scream "Just buy me!"
But "Not so fast!" says the other voice, "Wait for some more reviews, get some alternate opinions first." Oh, how I hate that other voice, but sometimes it has a point.
I Like The Cut Of Your Jib
And I do have to say, now that I have seen the thing in person, it does not disappoint. Everything about the artwork is first rate and as it was unloaded I couldn't help but repeatedly comment on how incredible it looked. The ship components, canals, and other tiles are a nice thickness, as well as the government contracts. The player mats in particular have some gorgeous art, and although they are thinner sheets this is only a minor complaint in what is otherwise a very good quality production.
I understand this aesthetic might not be for everyone. Many would prefer their games to be bright and cheerful, and that certainly has its place as well, but something about this industrial look always puts me in the mood for doing business. It lets you know this is a serious game for serious gamers (or so I presumed).
Learning The Ropes
The goal of the game is (surprise!) victory by points. You gain these each time you complete a boat, as well as at game end for fulfilling government contracts dealt randomly at the start. Most of the contracts give rewards repeatedly; one of mine for instance gave an extra three points for every ship I built with at least two smokestacks, while the other gave seven points for every ship I constructed that was exactly five segments in length.
A player's turn is conducted very simply in Shipyard. You select one of seven possible action spaces with your pawn (well, 8 if you are playing with more people, the additional one being "take 2 coins") and perform the related activity wherever it is located on the main board. Four of these actions activate rondels, and the other three allow you to select from rows of tiles which are then refilled by shuffled stacks. You may then pay an six coins if you'd like to take one additional action (and only one).
If you have never played a game which employed a rondel before, the concept is fairly simple. A circle on the gameboard is divided into multiple sections, each section containing a different icon. When you choose a rondel, you move the rondel marker from the space it is on currently to the next space in a clockwise direction, and then perform the action shown. If you'd like, you may instead pay additional coins to move the marker further along, one coin per space.
The rondels in this game allow you to do the following: manufacture equipment (these add speed and/or bonus points), recruit crew (you need at least one captain, all other crew are for points only), hire employees (these can give perks when you select certain actions), and sell/exchange commodities (the prices fluctuate slightly around the rondel, so sometimes it's better to sell and sometimes it's better to trade). The tile rows are for picking up commodities (for sale/trade), ship parts (bows, middles, and sterns), and canal pieces (these are necessary to complete a ship, but can also give bonus points depending on what accessories and crew your ship is carrying).
To Davey Jones' Locker
So, now that I've done the obligatory game explanation, let's get on with the actual review portion...what did I think of Shipyard?
First and foremost, (and this is the primary reason I was driven to post a review) this is not an economic game! You do not receive income, there are no production facilities, no resource collection, no fluctuating market based on supply and demand...every action in the game is virtually free unless you need to pay to move a rondel marker an extra space or buy a ship part that's not at the bottom of the tile row (well, some of the employees cost one coin, but it's hardly worth noting).
Second, the game has far too many parts that do exactly the same thing. Every passenger on your ship gives one point when it sails, but other than the first captain (who is mandatory) the various crew members do absolutely nothing. There is also no real game difference between a cannon and a crane or a businessman and a soldier or a lifeboat and a lifebuoy...if there's a little picture of one of these things in the canal and you run over it you get one bonus point per item, that's all they do. It's just point optimization and not very creative at that.
Third, the game design just seems lazy. Part of this is what I mentioned above, where everything comes down to a very simple point system. And then there are also the rondels...which can be elegant when a game uses one to good effect, but when overused they start to feel like a crutch.
I guess in the end my opinion may have come down to the difference between what I was expecting and what I ended up getting. Maybe I assumed too much about what kind of game this was going to be, but it seems like such a missed opportunity. I don't mind point optimization if it's done well and with some variety, but there are too many other tactical games out there that do it better.
...once again though, it does look very nice.
6/10
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Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium Gijzegem
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Wow, 6/10 seems really low to me, I absolutely loved this when I first played it!
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Jennifer Schlickbernd
United States Pasadena California
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What other optimization games are better in your opinion?
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Steve Duff
Canada Ottawa Ontario
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Ciaran wrote: A player's turn is conducted very simply in Shipyard. You select one of seven possible action spaces with your pawn (well, 8 if you are playing with more people, the additional one being "take 2 coins") and perform the related activity wherever it is located on the main board.
True, but I think it's important to note that almost half the spaces are unavailable to you each turn, because they're already occupied by the other players.
This is different than most rondel systems, and is a fantastic source of anguish and tension in the game.
Ciaran wrote: Every passenger on your ship gives one point when it sails, but other than the first captain (who is mandatory) the various crew members do absolutely nothing. There is also no real game difference between a cannon and a crane or a businessman and a soldier or a lifeboat and a lifebuoy...if there's a little picture of one of these things in the canal and you run over it you get one bonus point per item, that's all they do.
This makes it sound like there's no difference to a player if they take a cannon or a crane, a businessman or a soldier.
In fact, it makes a huge difference. At any given time, some of those items will give points to the player, some will give huge points to the player, and some will score nothing.
It's the player who manages to best get those items that match his current situation that will do well. Again, this is another source of tension in the game.
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Adam Slape
United States Collinsville Illinois
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Surya wrote: Wow, 6/10 seems really low to me, I absolutely loved this when I first played it! I'm actually very surprised at this, given how similar our top games are...it didn't bother you at all that you could put together an entire ship for free? 
Quote: What other optimization games are better in your opinion? Hmm, just going down my list of ratings, I guess I don't care much for point optimization in general, but there are a few that stand out:
For starters, let's look at Ra, which is more of an auction/press your luck game, but Knizia really puts some thought into how the point scoring tiles work together...the floods only work if you also have a river tile, the monuments give you points for having a variety or matching, some give negative points if you don't have any or a bonus if you have the most...if this game was Shipyard, every tile would simply give you one or two points whether they looked the same or not.
Moving on, we have Notre Dame, which is much closer in the family of point optimization games. I guess the difference here lies in the interesting mechanics (card drafting and rat infestation) and variety of options...no two actions in Notre Dame do exactly the same thing.
And then there's Vikings, which even has something like a rondel, but has so many more interlocking parts. The workers you pick up all score differently depending on the layout of your board, and where the other workers/tiles are placed.
Saint Petersburg and Stone Age are also very good point optimization excercises, although I don't think they share much else in common with Shipyard.
I guess my point is this: why couldn't there be more to the game? Cranes and businessmen could give you more money when you use the resource rondel to sell goods, soldiers and cannons could give you extra points if you had more guns than the other players, smokestacks could actually produce more speed than sails, ship pieces could cost different amounts depending on how many attachments/items they have rather than all being the same. Instead, everything's the same and nothing interlocks...you just pick up the canal with the pictures that match your tiles.
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Adam Slape
United States Collinsville Illinois
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UnknownParkerBrother wrote: Ciaran wrote: A player's turn is conducted very simply in Shipyard. You select one of seven possible action spaces with your pawn (well, 8 if you are playing with more people, the additional one being "take 2 coins") and perform the related activity wherever it is located on the main board. True, but I think it's important to note that almost half the spaces are unavailable to you each turn, because they're already occupied by the other players. This is different than most rondel systems, and is a fantastic source of anguish and tension in the game. I don't know if I'd call it a fantastic source of tension; it certainly speeds the game up by limiting your options but there was always another useful action available. The only time I felt tension was in the last couple turns when I was trying to squeeze in that final contract build before time ran out. Admittedly, we were only playing with 3 so maybe this becomes a bigger deal with more people.
Quote: Ciaran wrote: Every passenger on your ship gives one point when it sails, but other than the first captain (who is mandatory) the various crew members do absolutely nothing. There is also no real game difference between a cannon and a crane or a businessman and a soldier or a lifeboat and a lifebuoy...if there's a little picture of one of these things in the canal and you run over it you get one bonus point per item, that's all they do. This makes it sound like there's no difference to a player if they take a cannon or a crane, a businessman or a soldier. In fact, it makes a huge difference. At any given time, some of those items will give points to the player, some will give huge points to the player, and some will score nothing. It's the player who manages to best get those items that match his current situation that will do well. Again, this is another source of tension in the game. Yes, but the situations are all so similar. There are contracts that give you extra points for having a soldier/cannon combo, but since the point values are nearly the same for everything there's almost no competition for the workers and items you need.
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Stephen Shaw
United States Cleveland Ohio
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Quote: I guess my point is this: why couldn't there be more to the game? Cranes and businessmen could give you more money when you use the resource rondel to sell goods, soldiers and cannons could give you extra points if you had more guns than the other players, smokestacks could actually produce more speed than sails, ship pieces could cost different amounts depending on how many attachments/items they have rather than all being the same. Instead, everything's the same and nothing interlocks...you just pick up the canal with the pictures that match your tiles.
Youre not operating the ships -- youre a ship-builder -- you only take them out for a test-cruise. Having ships with cannons/cranes/merchants give you stuff doesnt make sense.
This is also an era where, only slowly, steam took over the clipper ship. And smokestacks do produce more speed in the presence of a propeller. Even into the early 20th century, clipper ships were still inuse over the long windy voyage to the far eastern islands. And at the end of the 19th, they were still faster than steam during that journey.
You ask why there couldnt be more to this game? That really surprises me -- this game is chock full of multiple facets and engines, including available emplyees, a market for raw goods and shipmates, ability to obtain raw goods, with a great deal of variability in how you build ships and fulfill your contracts. In fact, if they added more complexity, there would be loud cries of fiddliness in an already fiddly game. This is one of the best point-optimization games I have seen! To each his own, though!
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Steve Duff
Canada Ottawa Ontario
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Ciaran wrote: I don't know if I'd call it a fantastic source of tension; it certainly speeds the game up by limiting your options but there was always another useful action available. The only time I felt tension was in the last couple turns when I was trying to squeeze in that final contract build before time ran out. Admittedly, we were only playing with 3 so maybe this becomes a bigger deal with more people.
That's nothing like our game. In our game, it was: "I need a propeller, a ship bow and stern to mount it on, and a cannon."
turn 1: crap, those 3 spaces are filled. Guess I'll take a railroad car. turn 2: crap, two of them are still filled, but the last guy on the brown rondel took a smokestack, and I can't afford to pay to move it to the cannon. turn 3: ok, the green rondel is available, I can pay extra to get my propellor now. turn 4: crap, now the ship parts are available, but there aren't any sterns with mounts available for cheap. And so on...
It might take you 7 or 8 turns just to get the 3 items you had to have to launch to meet your contract. Pretty much every single time it came back to your turn, there was a "crap" moment, not enough money, spaces blocked, wrong pieces up for purchase, etc.
Quote: Yes, but the situations are all so similar. There are contracts that give you extra points for having a soldier/cannon combo, but since the point values are nearly the same for everything there's almost no competition for the workers and items you need.
Wow, I really disagree on that "no competition" part. There are overlaps in the contracts (four bonus contracts involve soldiers for example), and even if there isn't direct conflict, an overlap on the same rondel (I want cannons, you want sails) can still cause large competition.
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Adam Slape
United States Collinsville Illinois
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sshawmd wrote: Youre not operating the ships -- youre a ship-builder -- you only take them out for a test-cruise. Having ships with cannons/cranes/merchants give you stuff doesnt make sense. True, but building ships for free and then not getting paid for building them doesn't make any sense either. I don't think my ideas were good ones, and I'm certainly not a game designer; my point is that I wish the various parts overlapped in more interesting ways.
Quote: And smokestacks do produce more speed in the presence of a propeller. I'm glad you mentioned this because it is one of only a couple mechanics in the game that help to invoke the theme. If you have a propeller & a smokestack you do gain a speed bonus, but after that first boost smokestacks and sails become equivalent. If it wasn't for this mechanic I probably would have given the game a 5/10 instead.
Quote: a market for raw goods and shipmates The raw goods "market" is something of an illusion to give the impression of an economy that doesn't exist...you get to select a tile from a row of randomly drawn ones that each have pictures of 3 random train cars (with either coal, iron, or wheat on each)...then you get to turn one tile in using the restrictions of a rondel to determine prices for each. I actually didn't mind the resource rondel and thought it was one of the more interesting parts of the game (do I want a couple guilders or another ship piece for this material?) but you're not selling/exchanging resources, you're just trading in a semi-random tile for points.
I realize any game can be broken down into a point system if you analyze it enough, even the heaviest economic games, but there just isn't enough here to disguise what's going on. I always knew how many points I was getting for every decision I made. This review was written for those who, by the appearance of the game, might be mislead into thinking it's something other than a point accumulation game.
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Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium Gijzegem
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Ciaran wrote: Surya wrote: Wow, 6/10 seems really low to me, I absolutely loved this when I first played it! I'm actually very surprised at this, given how similar our top games are...it didn't bother you at all that you could put together an entire ship for free?  Nope, as I felt there where enough other things that required the right timing and keeping an eye on the other players.
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Jorg Zoetebier
Netherlands Amsterdam
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I totally agree with the review. It's very much a multi-player solitaire game and interacting with others is difficult/not effective. It's a bit like Stone Age and Agricola, you only take what you need for yourself. Why? Because when you want to irritate someone by taking (for example) an action he needs, you normally get something not optimal for yourself, and by that you'll likely only give a big advantage to the third person.
My next problem is the "economic" side. The random distribution of the supplies, canals and ships adds luck and doesn't seem to make much sense to me. Speaking of which, my other problem with this game is one i rarely have with a game: it's totally not realistic. I mean look at these ship, with sails and smokestacks next to each other? And what do the freight trains actually represent? Why would a shipyard get free freight? And you can buy it for 0,1 or 2 even though it might be worth double that on the exchange market at the same time?? Should i even get started about the canals? Apparentely in the past you could "buy" (very curved) canals (which also disappear after you set sail through them once) for your shipyard... and bribe officials to stand on a given place on the canal.
The game also gives you the idea there's an enormous amount of options but in reality there isn't. You need to have (at least) 3 parts of the ship, you need the canal, you need the captain and you need something to speed it up (most of the time). And what is it with those randomly added lifebuoys, lamps and lifeboats that cost nothing but score points? The only real choice to make is to match (as much as possible) the ships with your government contracts and canals. Really difficult math? No.
And to end it all, I don't feel like i'm in charge of a shipyard. The theme falls flat. I just don't find the idea of a bunch of government officials checking the amount of lifebuoys on my ship very exciting, YMMV. I might just miss the real economic element. I mean i can employ multiple crew members and they can just sit in my shipyard for as long as i want without any cost? To me it's more like carcassone with some ships instead of a real shipyard.
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William Springer
United States Brooklyn Wisconsin
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I've played this game twice now, and I went in without knowing anything about it. What's funny is that it reminds me of nothing more than Le Havre, which I see you rate a 10!
Right now I'm tentatively giving Shipyard an 8, although that could drop with more plays. It gives me the same feeling as in Le Havre of always having more things you need to do than actions available and always having the guy before you snapping up the spaces you need. So far our games have been determined by who does the best job fulfilling government contracts; I'm not sure how much of a luck element those are going to add to the game, since some can give a lot more points than others.
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Russ Williams
Poland Wrocław Dolny Śląsk
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Jorg1980 wrote: I totally agree with the review. It's very much a multi-player solitaire game and interacting with others is difficult/not effective. It's a bit like Stone Age and Agricola, you only take what you need for yourself. Why? Because when you want to irritate someone by taking (for example) an action he needs, you normally get something not optimal for yourself, and by that you'll likely only give a big advantage to the third person.
1. I don't see helping myself and hurting an opponent as mutually exclusive. Often (in any multiplayer game, whether allegedly "multiplayer solitaire" or otherwise) you have several reasonable choices in terms of what helps you directly, and in such cases, you can look to see which ones also hurt opponent(s). I saw multiple such opportunities in the one game I've played so far of Shipyard... e.g. paying to take a ship stern that could mount a smokestack, which my opponent really really wanted, and which also happened to be very useful for me.
2. The whole argument disappears when playing 2-player in any case: hurting one opponent doesn't help other (nonexistent) opponents. 
But about the later point; I agree the rondel system of economic fluctuations seems rather simplistic/unrealistic.
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Russ Meyer
United States Elkhart Indiana
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I'm in agreement with posters complaints on the theme. That was my biggest gripe with this game, in that I was completely bored while playing, despite, IMHO there being quite a bit to do in the game. There really could not have been a worse time period to set this game in, which is some strange transitional period where we're going from iron-masted Windjammers to an ugly fantastical hybrid sailing steam ship that may or may not have a propeller on it. WTF??
The game could have held my interest more with a better setting. Heck, let's travel 30 years forward and let me build Dreadnoughts. I don't know, but the game needs something in the mechanics, other than smokestacks and propellers giving a speed boost, to be a little more exciting. I just found the whole experience so drab and dull, and even though the game itself is OK, I don't want to sit through another game of this, nor spend 20 minutes setting up such a fiddly mess.
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Peter Lines
Australia Narembeen Western Australia
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Quote: There really could not have been a worse time period to set this game in, which is some strange transitional period where we're going from iron-masted Windjammers to an ugly fantastical hybrid sailing steam ship that may or may not have a propeller on it. WTF??
http://www.hmswarrior.org/ is about an amazing type of ship which was the most effective deterrent to the French preventing them from having any thoughts of naval aggression against the English.
http://www.treehugger.com/files/2010/12/carbon-neutral-sail-... confirms that history repeats itself, and that "plus ça change, plus c'est la même chose" (the more things change, the closer they come back to the original)
FWIW
Peter
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