Showing posts with label Macao. Show all posts
Showing posts with label Macao. Show all posts

Saturday, 12 November 2016

Not the Anderida Weekend (12th November) Part 1 - Macao

In an effort to recreate the spirit of our Anderida weekends we decided to have a Saturday afternoon get together for games followed by the best fish and chips in the country.

First up was a chance to revisit an old game - Macao. The only previously recorded blog entry on this game ended with me noting that we must play it again soon. So three and a half years later we did. Unfortunately it's probably fair to say that the complexity of the game and the busy nature of the cards detracted from the really clever wind rose game mechanics. I have a feeling it may be several more years before it gets another outing.

Final score:

David 95
James 81
Andy 56
Stu 56 (on wall tie breaker)

Wednesday, 20 March 2013

Macao - 20 March 2013

Round at David's this week for a first play of Macao. This is one of the more difficult games to describe but here goes...

The game is based around spending different coloured cubes on a variety of actions. Cubes are gained in a novel way. Each turn dice are thrown (one for each colour cube) and the players can pick two of the colours. The clever bit is that the number rolled shows both the number of cubes you will get and how many turns you will have to wait before they arrive. So you are forced to make the choice between major gains 5 or 6 turns in the future and immediate availability of resources. When the game only lasts 12 turns, that's quite a lot to balance.

You use your cubes to buy cards which make up your entourage - people, buildings and offices. These enable you to develop your own private economy - providing free cubes, exchanging cubes for money (or vice versa) - or provide other special advantages. You can also buy city districts in Macao (in the process gaining you goods to trade with Europe), advance your counter along the city wall (deciding turn order) or move your ship towards European ports for trade.

The point of the game is to gain victory points. These can be won by selling goods from the city quarters via your ship, or by buying them at a random exchange rate each turn. At game end you also earn points for your longest chain of city districts and for a number of special "game end" cards you can purchase throughout the game.

It's really difficult to describe and very difficult to play well. Some cards appear to be very powerful, but require 4 different colour cubes and early in the game trying to get 4 colours aligned is extremely difficult. Each turn you have to pick a card to place in a staging area and if they build up too much you lose points. So you have to balance selecting cheap easy to buy cards with the game changing expensive and difficult to place cards. You have no built in way of generating cash, so if you want to make use of the exchange rate to earn points you have to build the economy yourself out of the cards you select.

We must play this again soon.

James 85
Kieron 70
David 61
Andy 51