|
St. Petersburg
# 2 on my "Top Ten
'Overrated' Games" list
Well, the International Gamers
Awards for 2004 have just been announced, and St. Petersburg (Rio Grande
Games - 2004, Michael Tummelhofer) has won the general strategy award. As
usual, this award (as with all awards) has kicked up debate all over the
internet on the merits as to whether it should have won; who should have
won, etc. If one game award matches my pick for the year, I count myself
lucky; and this year Ticket to Ride won the Spiel des Jahres. My pick for
the IGA would have been Goa, but I do understand the immense popularity of
St. Petersburg. When I was Origins, people were playing it everywhere; I
see session reports for it all over the internet, and the praises ring out
loud.
I do believe, however, that the game is a “shooting star”,
much as Transamerica or other games that had huge bursts in popularity and
have now reduced to merely a “good” game. That’s not to detract too much
from St. Petersburg; it’s a fine game but not “great.” My biggest problem with it is that the strategy becomes all
too apparent, and one almost feels like a calculating AI of a computer,
mentally computing the best move to take at each point. I would have been a bigger detractor of the game, but after
a two-player game, I saw more value in it. I am more prone to enjoying
analytical games in a two-player setting; and as a math teacher, I enjoy
the mental math one has the option of doing in the game.
The theme
of the game involves players being involved in the building of the great
city of St. Petersburg. Four decks of cards (green workers, blue
buildings, orange aristocrats, and multi-color trading cards) are shuffled
and placed down in piles on their respective spots on the game board. Each
player takes two tokens of one color - one placed in front of themselves
to denote what color they are, and the other placed at the zero space on
the scoring track that winds it way around the board. Piles of ruble notes
are sorted into five denominations (1, 2, 5, 10, & 20), and
twenty-five are given to each player. (Money is kept secret in the game).
Four starting player cards are shuffled and dealt to the players (who may
get more than one card, depending on number of players), and revealed.
Each player discards the card and takes the token that is shown on the
card (chair, dome, profile, and square - or whatever they are). One player
places cards (amount determined by number of players) from the first deck
(the worker’s deck), and places them in top row (of two rows - each with
eight spaces.) The first round of the game then begins.
Each round
is composed of four phases, in the following order: (worker, building,
aristocrat, and trading card). Each phase is made up of three parts:
actions, scoring (except the trading card phase), and new cards. In the
action phase, the player who has the starting token that matches the one
shown on the back of the deck of cards goes first, and play proceeds
clockwise around the table. The player may do one of four things: -
Buy a card from the table for the price shown in the top left-hand corner
of the card. The card is then placed in front of that player in their play
area. If the player already has one or more of that card (for example,
they are buying a Author, and already have two Authors), they may deduct
one from the price for each card they already have but must always pay at
least one ruble. Some cards also lower the prices of buying future cards.
Trading cards are treated differently than other cards, as they replace
previous cards that the player has. Green trading cards (workers) can only
replace workers with a similar icon in their top left corner (there are
five different icons). Buildings and aristocrats can replace any card of
their type, except other trading cards. The cost to play a trading card is
the difference between the trading card’s cost and the card it is
replacing. If the difference is zero or negative, the player must still
pay at least one ruble. - Add a card to their hand from the table.
This costs nothing, and the player has a maximum hand limit of three
cards. - Play a card from their hand, paying the full price, and
placing it face up in their play area. - Pass. If all four players
pass in a row, this part of the round ends.
After all players have
passed, scoring occurs, but only the cards that match the current phase.
For example, workers only earn money during the worker phase, not the
aristocrat phase. Cards either give the player money, points, or both.
After all players have scored, the scoring markers have moved, and the
money has been distributed, new cards are added. The new cards come from
the next stack of cards and are added until there are eight total cards on
the board, placing them in the upper card row. After the trading card
phase, all cards in the top row are moved to the bottom row, and all cards
that are in the bottom row are discarded. Cards in the bottom row cost one
ruble less in the next round. Players also give their start marker(s) to
the player on their left, and the next round begins with the worker cards.
When one of the four decks is completely exhausted, the current round is
finished, and final scoring occurs. Each player gets one point for every
ten rubles they have, and points for the total amount of different
aristocrats they have (1-1, 2-3, 3-6, 4-10, 5-15, 6-21, 7-28, 8-36, 9-45,
10+-55). The player with the most points is the winner! There are a few
other rules, such as some of the cards having special abilities
(increasing hand size, trading rubles for points, etc.)
Some
comments on the game...
1.) Components: The game comes in a very
nicely done package. The cards are all of superb quality, are small, but
come in bright, cheerful colors. I especially liked the abundance of gold
ink on the cards; it was a nice touch that is rarely seen in games. The
artwork on the cards is okay, although the folks looked rather stilted,
lifeless, and ugly. I’m still not absolutely sure what the symbols stand
for, but they were certainly different enough that everyone knew who had
what. The money was decent quality paper, but I’m still a big fan of cards
or tokens being used for money. Everything fit snugly inside a fairly
small, sturdy box. The board looked very nice and clean cut - the scoring
track was 100 spaces even - which should be a requirement for all games.
2.) Rules: There are eight pages of rules, which were formatted
fairly well; although most things were mentioned only once and not
necessarily where you thought, so in our first game I had to read a good
portion of the rulebook to find the rules I needed. Still, the game is
easy to teach - at least the rules. A two-player game plays much
differently than a four-player game, and almost should be taught
differently.
3.) Theme: A quick comment on the theming of the game
- I thought that it was off in the aristocrat deck. Sure, the buildings
and the workers seemed liked the titles and pictures meshed with the
rewards and scoring, but I couldn’t figure out the aristocrats. A
secretary was worth more than a warehouse manager, who was worth more than
a chamber maid, who was worth more than the pope? This is a minor quibble,
but it just seemed quite odd.
4.) Required strategy: The rules
suggest a few tips which are frankly, not tips, but required to have a
viable chance to win the game - such as buying as many workers possible in
the beginning of the game, saving money for the excellent trading cards,
and not ignoring aristocrats cards. If new players don’t get these things
driven into their heads, they might not do them; and they WILL lose the
game as a result. The game definitely has a learning curve, albeit it’s a
quick one.
5.) Computer: I really think that a computer AI could
easily be programmed to play the game well. I found myself sitting there,
analyzing the cards, figuring out the ratio of cost vs. reward for each
card, the length of time left in the game, etc. This is fun for me to a
degree, but gives me the feeling that there is really only one correct
move to make at any given time. Since the options are not too great, the
ability to find this “perfect” move seems fairly feasible to find; and I
think the game may suffer from this in the long run.
6.) Minority
and Fun Factor: Some of the folk I played this with really enjoyed it, and
a huge factor on the internet also did. I myself didn’t dislike my
experiences playing it, and I’ll gladly play it again. But to call the
game great, when classics such as Maharaja and Goa are around does those
fantastic games a disservice. St. Petersburg is fun but doesn’t offer the
sweeping strategy choices I hoped for.
There are already a good
many articles on the internet detailing strategy for the game, and
although I normally try to avoid those kind of writings, I can imagine
that most of them are remarkably similar. St. Petersburg is a fun,
engaging game, especially two player game, as it scales remarkably well.
Many folk really enjoy the game, much more so than I. My question is,
“Will they like the game so much in a year or more?” I think not;
as St. Petersburg is good game, just not
excellent. P.S. Search the
internet for information on the game’s designer. If you know much about
the German board gaming scene, the results may amuse you
Tom Vasel "Real men play board games"
|