Tuesday 17 May 2011

Trial by Troyes

Having convinced Sam he should buy Troyes (rather than Shipyard — I was going by the BGG ratings: Troyes 35 — Shipyard 126), I felt it only right that I offer to learn the rules. I relish learning the rules to a new game — as long as it's on my own time. I take very little pleasure in trying to get up to speed on the rules to a game which everybody already knows, whilst playing, but sitting down with the game and rulebook, and keeping the BGG forums handy to answer questions, is a lovely way to spend an hour or so. At least I think so.

Troyes, like so many of these games we love, has a relatively poorly-written rulebook.
But boiled down to its essence, the game is pretty straightforward; there are three areas in the city; the palace, the bishopric and the city hall, in which you can place meeples. These meeples represent your influence in the military (red), religious (white) and mercantile (yellow) areas, and determine how many of each coloured dice you get to roll.
These dice are your actions for the turn, though you can also buy dice from other players.
The dice are used to activate activity cards , combat events that threaten the city, construct the cathedral, and add meeples to the three areas, increasing your share of the dice in subsequent turns. So far so euro-by-numbers (apart from the dice).
Added to this are a couple of interesting features:

The influence track — this is a point track that you can use to affect your dice rolls; one influence will allow you to re-roll a dice, and four points will allow you to turn up to three of your dice to their reverse side (great if you roll a bunch of ones or twos). Influence is relatively easy to come by, and your spcae on the track will tend to ebb and flow during the game.

The other interesting thing is the 6 special characters — each player at the start of the game gets one of these and keeps it secret. Each of them gives points at the end of the game for various things — 5, 10 or 15 points on the influence track, for instance. The thing with these is that all players will receive these points, not just the person holding the card, so while each player has a secret objective, if you can deduce it correctly you can make sure you too collect influence and reap the rewards.

After several aborted attempts to wrap our heads round it, on the third try it seemed to stick, and Sam and I managed a two-player game during teatime the other day.
It's very thinky — there's a smattering of maths involved; the various activity cards that come up have what amounts to a quadratic equation on them; 1 to 3 red dice divided by n, gives you x attempts at y. It seems an odd layer of complication or obfuscation, and neither of us is sure it is entirely neccessary. But at the end of the game, I felt it was a satisfying experience, and want to delve back in to better understand what's possible.

It's almost like an evolved euro — one where there really are many many options of different kinds, and if you can wrap your head around them there are some very creative ways to score points. And it's pretty. At least I think so.

7 comments:

  1. Agreed, it is pretty, but the most sense I ever made of it was reading your description here Joe.

    Playing it was like having almost as many options as Agricola - but each option came with it's own little equation, each of which you had to work out, and remember, before deciding which was the best one for you in that particular instance.

    Not only that, we realized - as you can enforce-buy dice from each other - that really you need to work out what your opponent's next move is too, hence another set of equations.

    Uncannily and cleverly designed, but for me, just too much work and not enough fun.

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  2. Thanks for learning the rules though!

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  3. Oh, and for the record Joe won - 46 to 40!

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  4. There's an ancient chinese saying with regard to things which take a little time to really show their true colours, which roughly translates as 'fun comes later'.

    Ok there isn't, but if there were, it might apply to Troyes. There's an investment in learning its intricacies, but one that I think might pay off in the long run - four players who really knew how to exploit the opportunities on offer here would make for an awful lot of game crammed into to a relatively small time-frame.

    I say might — I'm not as put off as Sam by it, but I'm not totally sold yet. I do think being able to buy other peoples dice really opens up the opportunities available during a turn, and those do dwindle, so the myriad options at the turn start will gradually dwindle until the payoff isn't worth the purchase of dice. And then the round is over.
    But as I mentioned briefly in the post, this is one of a few recent games which seem to have a very wide playing area, by which I mean there are many subtle ways in which to manipulate things — Brass is another of these. And they do reveal themselves gradually.

    But for me, discovering those intricacies through playing, even by being on the receiving end of someone's inventively shitty move, is part of the fun, so I don't feel totally daunted by it (not that I'm suggesting that's how you feel Sam — I do share your reservations).

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  5. Hey! No fair practising without us!

    I do like the sound of equations within the game though...

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  6. Maybe it depends on how you define fun. I think no matter how much I played it it would still feel like maths revision to me - too many numbers for my maximum-of-two-tasks brain.

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  7. and yes, you'd be good at it Adam!

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