Knowing the duration of a game is critical. So often strategy games come down to various
players building plans that will peak at different points in the game and the
winner ends up being the person who manages to get the game to end just when
their strategy peaks. Puerto Rico is a
great example, where the builders want the game to end as fast as possible
because their strategy peaks right when their second big building finishes,
while the shippers peak right when the last shipping point leaves the pile. If the builders manage to finish the game
quickly they will win because their strategy peaks much sooner. Generally that means that in a game with
three people shipping and one building the builder loses because all three
shippers refuse to take actions that end the game and the shippers will help
each other lengthen the game to generate more points from the Harbour and
Wharf. Similarly a single shipper will
lose to three builders, with the winner almost always being the person who
builds the Guild Hall.
During my birthday party on Saturday this was on display
quite clearly. I didn't get my timing
perfectly right but on my last turn I completed my second Basement room and
also finished off my big purple room to rescore it for 9 points. I had thought the game would go one more turn
and if it had I would have done better but I can't complain because I did
manage to complete all of my major plans, albeit a bit awkwardly. I won the game by a big margin, which wasn't
a surprise because I was teaching all three of the other players the game.
Some of the other players asked what they had done wrong and
why they lost, and as usual the obvious errors were mostly the placement of the
best tiles on the 15k space. In an
auction game you don't want to let people get good stuff cheaply, but you can't
keep the good stuff out of their hands indefinitely so you really want to sell
it to them at a high price rather than having them buy something else for
cheap. The best tiles shouldn't be put
out of reach - the optimal placement for them is *just barely* within
reach. That is when you get paid, and
being rich gives you options, including the option to pay a ton for a tile if
you really want to.
However, I don't think their tile placements were the reason
I won by a lot. The main factor was that
I knew when the game was going to end. I
bought one big purple room and focused my game around bulking it up and
completing my other stuff opportunistically.
The other players bought multiple big purple rooms and aimed to complete
everything and they all ended up with a bunch of rooms incomplete.
There is nothing wrong with incomplete rooms in theory but
you have to pick which ones you will leave out.
Buying a cheap 4 point room for 1 or 2 coins and sticking it on to close
a door is a great play even if you make no attempt at all to finish it. Paying 6 coins for a 2 point room that has a
huge completion bonus and then never completing it is a disaster. It isn't always true that buying a second big
purple room to build around is a bad choice but you have to be really careful
that you don't bite off more than you can chew.
One of the key tricks is knowing when to take the money and
run. I bought the big purple room that
gives a 4 point bonus for each attached yellow room. I quickly slammed another tile onto it that
wasn't yellow because hoping to get a full 4 yellow rooms attached to it is
just too optimistic. You need to know
when to start closing doors and accepting that you won't get the maximum points
possible. You can spend the game
desperately trying to score 34 points from that room, but the likely result is
that the game ends and you get 9 instead.
Being willing to accept a lower payout that is much more likely to come
home is how you make 18 points like I did, and that is the more likely path to
victory.
Knowing when to start finishing up is a skill that takes
time to hone. If you give up too quickly
you won't score many points because you attach the wrong stuff, but if you wait
too long you don't finish your room. You
want to end the game with every major completion bonus done, but only just
barely. Too soon, and you miss
opportunities to max out. Too late, and
you get nothing.
It should not be taken that the people I played against were
bad. They played well, for first time
players. Castles is a game that is
extremely sensitive to the timing of game end and I think that skill is
actually one of the hardest ones to master when playing a new game. You need a full understanding of the way the
game flows before you can really make any decent decisions in that regard
anyway, so until you have played a number of times figuring out how to design
your plan to peak right at game end isn't really plausible.
For anyone looking for a best guess on how fast to finish up
your rooms, I would suggest assuming that you need twice the number of plays as
you have doors available. If your big
room has three open doors and there are about five turns left, start closing
them off with anything you can. If you
have eight turns left, chill and wait it out.
With brick rooms you can generally assume about the same since there are
more tiles that work and you don't get nearly as much from finishing it so you
really don't want to slam crappy things on there. Leaving a brick room incomplete isn't so bad
because you got most of your points when you dropped it, so you can afford to
be picky.
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