Revolution! is a fast paced influence/territory game with cruel bidding mechanism that achieves it's design to stymie the plans of your opponents. Set against a back drop of the American Revolution players are to use their influence tokens, a red fist for force, a black envelope for blackmail (geddit?) and gold coins for good old fashioned bribery to coerce 12 different upstanding members of the community to your cause. The public figures include people like, the captain, priest, merchant, general and err... spy and are all laid out in a grid in front of you complete with their varying support conditions i.e. the merchant allows you to win 3 support points (General score) 5 Gold pieces and influence the Market. On the brightly coloured playing board is a representation of a small town complete with dock, fortress, market etc. Each one of the venues has an influencer that allows you to put a marker in it. These have a finite amount of spaces and only the the clear winner in each wins the support score attached.
The clever bit of the game is how the tokens work. Using the VERY sturdy screens to hide your grid players are to choose which character they want to win over. The tokens work in an olympic medal table kind of way. Therefore force (Gold) will beat any amount of Blackmails (Silver) or Coins (Bronze) and combinations there of will always start biggest first and then down. Ties mean neither player win that characters benefits. Additionally gold coins can be used to influence any role but you are forbidden to place tokens on the same colours, so you can't force the captain or blackmail the magistrate... Ooer.
In the 3 player there was always spaces left over but often the case was players were competing for the same options. I came a cropper a few times with Paul either matching my choice or beating it therefore seeing my lovely tokens disappear to the supply piles.
|Have ever seen such sturdy screens?|
The game reminded me of a lighter version of El Grande and the association harmed neither game. Toward the end I began to fall behind on the score track and wasn't winning enough token for the next rounds and slipped out of contention. James, however, got to grips with the mechanic the best and edged away as the last spaces on the board where filled.
James - 205
Paul - 154
Chris - 86
Next up was another new game to the Wednesday night trio although not Paul and I in Modern Art. This early Knizia classic has its roots wedged in the brilliant game designer's economics past. Balancing out the right amount to pay for each range of paintings in the different types of auction requires a little bit of business nous. Which, unfortunately, I didn't have. Unlike Medici where bidding big can still bring in the goods in the art world buying low and selling high is the name of the game. Who'd of thunk it. Anyway I was completely bowled over by the figure James and Paul had managed to accumulate compared to my poor return. Paul rather charitably tried to cheer me up by saying the amount I had made would have been good for any company in real life, but really I sucked.
James - £520,000
Paul - £482,000
Chris - £342,000