Navegador: A four-sided game review

Navegador is a medium complexity board game for two to five players from designer Mac Gerdts that plays out in around two hours. You should be able to find it for around £30.

Typical of Gerdts’ games, players use a shared rondel mechanism (more on this below) to sail their ships from Lisbon to Nagasaki, buying and selling goods and expanding their business empires in the 15th/16th Century Portuguese colonies.

The game is awash with all the typical ‘euro’ stereotypes: a dour looking man on the cover, a washed-out brown board and a trading in the Age of Discovery theme. But as Navegador is most definitely a euro game, why shouldn’t it wear its credentials on its sleeve?

In fact I think the board itself is evocative of the theme and lovely to look at, while the rest of the game’s components (around 100 small wooden pieces, a few bag-fulls of cardboard money/chits and five sturdy player boards) are above average if not remarkable. And as always with Gerdts’ games, the eight-page rulebook is complimented by both a handy setup/action description reference sheet and a great little booklet full of historical facts about the famous Portuguese figures of the time that are represented in the game.

In terms of game play, Navegador is one part exploring, two parts empire building and three parts buying cheap and selling high. Exploring lets you set up colonies - and subsequently sell their goods. You can also buy shipyards, churches and factories to process these goods, with the player who can most successfully time and manage its investments the most likely to come out of Navegador on top.

Teaching

Navegador is a pretty easy game to teach, but a tough one for some players to get a handle on - especially if they’re not used to games with a commodities market.

The rulebook is a mere six pages of A4 with more examples and pictures than rules, while the game has no hidden information - making it simple to help players that are struggling.

Gameplay revolves around the board’s ‘rondel’ - a circle split into eight sections, each of which contains one of the game’s seven possible actions (the ‘market’ action appears twice on opposite sides of the rondel).

Players decide which action to take at the start of the game by placing their player piece on the appropriate rondel space. On subsequent turns a player will move their piece up to three spaces clockwise around the rondel, limiting their options dramatically. You can push further round the rondel, but only at the cost of one of your ships - which don’t come cheap. But if another player beats you to that spot, will it hurt even more…?

Most actions in and of themselves are straightforward: buying ships, privileges (for end game scoring), buildings, workers; sailing or founding colonies: but the market can be the tricky part to teach.

Each colony founded and factory purchased will trade one of the game’s three goods (sugar, gold and spices). When landing on a market action on the rondel a player may deal in each of these goods, but only in one direction - so if they choose to sell sugar from a colony they could not use any sugar factories they own.

Unfortunately the market on the board isn’t as clear as it could be for new players, with factories given a solitary column which has never failed to confuse at least one player if I’m teaching the game. But overall this is a very small barrier to entry and as mentioned earlier, it is easy to help new players with this action as all of their factories and colonies will be in full view of everyone.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: Gerdts’ games are renowned for their short, snappy yet agonising decisions and Navegador is no different. Despite having just one action per go, especially at higher player counts your best laid plans can be scuppered between turns, forcing you in a completely different direction. And the game is beautifully paced, arcing from an initial land-grab through consolidation to the final race to either end the game or get ahead before someone else does.
  • The thinker: While this isn’t my favourite Gerdts game (I’d go for Imperial 2030) there is a lot to like. To play well you need to be thinking about the long game from your very first move, with the limited end-game scoring tiles up for grabs at very specific moments. But then there are tactics required too, as the play of others can certainly force you to change tack anywhere up to the start of the game’s third and final movement. I’d prefer a little more depth and crunchiness, but enjoy my plays.
  • The trasher: Much like Gerdts’ Concordia, Navegador is a game I’d play at a (big) push but wouldn’t seek another play of. There is some competition for scoring tiles, colonies and cheap factories but its more of a race than having proper interaction and for me it all felt very dry and, well, brown - I’m the kind of player that can see a spreadsheet when others can see a game and I’m not here to work, I’m here to roll dice, get dirty and mess with your head!
  • The dabbler: I found this surprisingly enjoyable and the turns zip along super fast, meaning there is practically no down time. The theme isn’t great but the board is gorgeous, the rules simple and there are lots of ways to get points. You really have to keep an eye on what other people are doing, and we tend to find someone is always moaning about this or that or demanding we stop the perceived leader from getting a cheap colony or building. Just avoiding playing with AP people!

Key observations

Criticisms - and there are plenty - should be taken in context of Navegador being in the top 100 games on Board Game Geek (as of April 2015). The game certainly doesn’t have universal appeal, but as a fan of euro games I could predict these from a mile off.

The majority of detractors say the game is ‘boring’ or ‘dry’; that it’s like filling out a spreadsheet or solving a puzzle - especially as there is no direct interaction. As always there are merits to these arguments and if you have tried and hated Gerdts games such as Concordia and Hamburgum, or generally don’t like euro games with little interaction, it is highly unlikely you will be a fan of Navegador.

A bigger concern is the accusation that the winner will be the player who simply follows the road less travelled; the old adage of ‘do what the other players aren’t doing’. Again there is truth in this, as this is a game with several paths to victory points and if the players let one of their number exploit one of these alone it is likely they will prosper. However, it really is the responsibility of the other players to spot and stop this and personally I don’t see it as a flaw in the design - but some will.

Conclusion

Having discovered and fallen in love with the rondel games of Mac Gerds through his earlier title Hamburgum, I’ve found Navegador to be a refreshing and fulfilling small step up in complexity and enjoyment.

The rondel works in a similar way in both games, but I find both the end game scoring and (admittedly abstracted) player interaction more enjoyable, while overall the game simply looks a hell of a lot better on the table.

If you enjoy euro games from designers such as Stefan Feld or Ted Alspach, or are looking for a step up in complexity from lighter weight games such as Ticket to Ride, Carcassonne and Catan, I’d highly recommend Navegador - with the caveats mentioned above around player interaction. for those seeking a more interactive experience, but are intrigued by the rondel idea, check out other Gerds classics Antike and Imperial 2013 which feature combat/area control and stocks/area control respectively.

Through the Ages: A four-sided game review

Through the Ages is a civilisation building card game by Vlaada Chvatil that takes players on an epic ride from antiquity to the present day.

While war plays a large and important part in the game* there is no actual map, or dice - interaction is instead played out through card play.

There are three versions of the game in the rulebook, ranging from simple through to full, but the first two are really just warming you up (in terms of understanding the rules) for the main event. Through the Ages is a serious time investment (four-plus hours, even two-player) but if you’re willing to give it a try you’ll find a hugely rewarding tactical and strategic gem waiting for you.

While it’s not the biggest game box in the world, there’s a ton of game packed into it: there are more than 340 small-sized cards, 300 small wooden counters and cubes, plus boards and reference cards. It will set you back £45+, but I think it’s a fair price both in terms of components and play value. The art is pretty poor, but the card stock is great and the graphic design efficient and simple to understand.

It’s not for the feint of heart, but nor is it a war game - you’ll draft leader, wonder, building, government, technology, military and action cards and manage your resources as you advance your civilisation; all the time trying to score points while keeping your opponents in check by staying close to them in the race for military domination. It’s an impossible balancing act, giving the game a marvellous ebb and flow.

Teaching

As mentioned earlier, the game has three versions which slowly introduce different rules and card types as you move forward. This makes it easy to teach experienced gamers, especially as the game concepts are pretty familiar.

Each round (after the first) players may use their political action to play a ‘future event’ for later, triggering a current event which will reward and/or punish players who are doing well/poorly in a particular way - for example the player with the strongest civilisation may get to produce extra goods. They can also use the political action to start an aggression or war, or offer a pact.

Players then use ‘civil’ actions to advance mining, science, farming and religion to increase building materials and technology (allowing building upgrades), population size and happiness (allowing population growth) and military might. Governments give extra actions, while leaders, technologies, ‘action’ cards and wonders give a variety of bonuses.

Civil actions are also used to increase population, lay technology, wonder and leader cards, put your population to work or upgrade them. Military actions - you guessed it - do the same with your military units.

Everything to do with civil and military actions is done openly, so it’s simple to watch and help new players through their turns.

Through the Ages has relatively little hidden information, so its simple for the teacher to explain cards as they come up.

New cards are ‘bought’ (with actions) from a shared conveyor belt-style track, with newly added cards costing more actions (from one to three). Military cards do go straight into your hand blind, but aren’t terribly varied and can be roughly explained before you begin.

Game concepts fit well into the theme, while the central game board lets you keep information on your military strength, science (for advancing technologies) and culture (victory) points. Each player also has a player aid listing all of the actions available in each phase of each round.

Player boards are well set out, and the wording on the cards leads to very few grey areas. The only real problem area is the Territory cards, which tend to contain rather obscure icons which aren’t explained in the rulebook. However there is a good Excel doc available from Board Game Geek which explains them in plain English.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: Through the Ages is the board gaming equivalent of spinning plates; just as you get your science points going, you realise you’re running out of food - but by the time you have that back on track you’re falling behind on military - but getting that up to speed means you have to forgo a materials upgrade. It’s a delicious, epic and challenging balancing act that tells a different story every time.
  • The thinker: Its rare you find a game that has the perfect mix of tactics and strategy, but this is one of them. You’d think it impossible to create a ‘civ’ game without a board, but Vlada has managed it with aplomb. Specialise at your peril, but spread the wealth at your peril too - your long term plans are constantly being altered by both the actions of your competitors and the run of available cards.
  • The trasher: Through the Ages is a bit much for me, but is clearly a great game. I love the future events: you play cards, predicting the later game state and hoping you can be in the right position when they’re triggered. So satisfying when it works, but devastating when your own cards blow up in your face! But overall, the short game doesn’t offer enough military fun and the long game is simply too long for me.
  • The dabbler: no way! No no no. I tried it once - you can’t make me play it again! It has great flavour, carries the theme well, but I am not playing a game that takes longer than the entire games evening on its own!

Key observations

Of well over 3,000 Board Game Geek comments, Through the Ages has 500+ perfect 10 scores - which should be enough to convince you its a great game. Even by half way through the comments, people are still rating it 8. However, it’s certainly not for everyone. Not by a long chalk!

Game length is clearly an issue for many, but another problem is downtime - especially in a four-player game (which I wouldn’t attempt again). I enjoy a two-player game but three is definitely the sweet spot, which adds quite a bit to the play time. One plus side is the fantastic Through the Ages online version. Initially the layout looks troublesome and weak, but it actually plays really smoothly once you get to grips with it.

Another problem is the importance of the military aspect of the game*. Players who aren’t keen on confrontation need not apply, but its not just them: others think the military aspect is either tacked on as a balancing mechanism or is overpowered. It’s true that if someone falls behind on military and is picked on by the other players, it can be impossible for them to recover - particularly punishing in such a long game.

Finally, some describe Through the Ages as nothing more than a spread sheet rather than a game - a dry, themeless affair that is way too fiddly for its own good. The fiddly criticism is true, and there is a lot of bookkeeping, but this can be done by a player at the end of their turn while the next player gets on with theirs, so it’s not so bad. But again, if you don’t like fiddly bookkeeping games you may want to avoid it.

Conclusion

Through the Ages is the last game in my all-time top 10 that I’ve tackled for review and I’ve definitely been reluctant to do so.

It feels impossible to do such an epic game justice in 1,500 words - especially when you know many people simply won’t like it.

But if you like civ and/or engine building games - or more specifically ‘engine building and then maintaining aggh god I can’t do everything at once’ games - and are happy to be in for the long haul, this is a must-try.

I definitely lose more games of TtA than I win and I’m not sure I’ll ever be a good player. There’s so much to think about, so much to plan, so many options - and that’s before you’ve even started to think about what your opponents have planned for you. But even in defeat I tend to walk away from the table thoroughly gamed-out and satisfied.

Is downtime an issue? Sure, a bit. Is military overpowered? Probably. Are some combos simply too good to stop? Sometimes. Will this game be staying on my shelves for the foreseeable future, even if I only get to play once or twice a year and I lose every time?

Absolutely.

* There is a ‘peaceful’ variant of the game some people play, but personally I can’t see the point. It’s such a huge part of Through the Ages that to take it out seems ridiculous - if you don’t want any player conflict in your games, I’d highly advise you to look elsewhere.

Johari: A four-sided game review

Johari is a set collection card game with a jewellery market theme for two to four players, designed by Carlo Lavezzi. I consider it a gateway game suitable for any type of player, which plays out in the advertised running time of an hour.

The game contains 32 large and 120 small cards, 16 plastic gems, a small central board and four player boards and markers - good value for the sub-£20 price tag and packed into a nice compact box.

The instructions are simple and clear while the artwork and graphic design is really nice throughout, although the four player colours are less than inspiring (black, white, brown and grey). Overall, publisher Lookout has done a great job on the production although there will certainly be a bit too much grey on show for some. Nice, but there’s no ‘wow’ factor.

While you’re collecting sets to score points, the real game is in fighting for turn order and the simultaneous action selection. The game is played over 10 turns, with three actions per player in each, and with turn order reassessed after all players have taken an action. There are seven actions in total (one of which just duplicates your previous action). You play three cards each turn, then return to the full seven for the next round.

Teaching

The key aspect to get across to new players is how turn order affects the actions you choose to take.

A number of gem cards are placed into stores and markets at the start of each round, making the two buy actions desirable, but these actions have the biggest detrimental affect on your turn order position.

This is exacerbated if you use them right away, as you pay full price for the action you use first in each round (the second action has a reduced cost and the third is free). So a ‘purchase’ action played as your first move of a round will cost you 4 gold (or spaces on the turn track) - but if you do it third, it will cost you nothing.

Many gem cards are fakes, making them vulnerable to the inspector - who is triggered against every other player when you make a sale. So if you go big on a buy action and lose several turn order positions, and get some fake gems, another player may make a sale before you can - forcing you to lose a gem.

Alternatively you could play your bribe card first, protecting you against the inspector for the whole turn - but then you’re likely to lose out on the tastiest bargains in the markets. Timing, and assessing what your opponents are likely to do, are both crucial.

Players have two way to score gems: as a set of four different colours (scoring one of the gems) or by scoring all their gems of one colour.

You can only do the latter if you have more of the colour than anyone else: you score the difference between the number you sell and the largest amount another player has of the same colour (one other player has to have at least one of the colour, or you can’t score).

There are two other ways to score points. Some gem cards are simply worth 1-3 victory points, while in each turn a ‘noble’ is placed onto the board and will be available for players to hire (with gems). These nobles are worth end game points, while often also offering the player an ongoing ability.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends and their respective quirks and play styles.

  • The writer: Johari is going to appeal to a particular type of gamer - and I am that gamer. It’s a game about getting into your opponents’ heads while also trying to create the perfect point scoring engine around what they’re throwing at you and I revel in that challenge. While every action choice is important the game simply doesn’t have enough pizazz for some, but I hope it isn’t overlooked by players that like to get their poker face on.
  • The thinker: While I enjoy a good tactical game, for me Johari is a bit of a one-trick pony that starts to overstay its welcome. Even though it’s just an hour long I find myself starting to think I’m rinsing and repeating well before the end, as the game offers very little in the way of narrative arc. While the turn order manipulation is ingenious it feels as if there isn’t quite enough game attached to it to appeal long term; although it’s not a game I’d turn down if others were keen to play it.
  • The trasher: While the theme of Johari mostly makes sense it does feel a bit pasted on - and what is it with gem merchant games at the moment? It’s hardly a fascinating theme and its having to struggle for air against Istanbul and Splendor - not good! But I actually quite like it - reading your opponents is always fun and there’s a real sense of satisfaction if you pull off a plan no one saw coming. Not a go-to game for me, but certainly one I’m happy to have a game of every now and again.
  • The dabbler: I like Johari, as long as people aren’t playing too seriously and trying to work out every point everyone else has and taking ages on their choices! If the game drags, it gets old fast. But it can be quite dastardly and you can have some fun chat around the table, plus there are some cool tense moments when things are zipping along. It has some nice cute art (especially the elephants) and the plastic gems are a nice touch, while its easy to teach new players.

Key observations

Johari has fallen way below the radar since its release at Essen 2014, despite having a decent footprint at the show: it only has 20ish players commenting and rating it on Board Game Geek six months after release.

Criticisms centre on game length and the fact the game is ‘all business’ and ‘dry’ - which is true. Johari is stripped to the essentials, which is definitely a problem in terms of it having much of a personality. But is this a problem with the game, or the gamers who have played it? I really feel Johari has failed to find its audience and theme may be an issue here.

Another criticism is that it brings nothing new to the table. This is at least partly true, but I find the way the key mechanisms interact with each other both new and satisfying.

Finally, the game length is criticised although I think this is only really a problem when played with four. With two or three players I feel you can plan more, the game zips along a little quicker and you feel a little more involved: I really enjoy it two-player and I’d certainly suggest trying it with less than four before making a final decision.

Conclusion

Johari is very much a tactical battle of wits which I enjoy immensely, despite being rubbish at it.

I currently rate it 8 out of 10 and with a little more action, arc or theme it may have even gone higher. But I can’t see it getting an expansion now.

It’s certainly isn’t for everyone, as I hope my review has demonstrated, but if it turns the head of at least a few gamers who like to spend their evening analysing their opponents and making clever, crafty moves for small but important gains then I’ve done my job. It’s a definite keeper for me.

*Apologies for the picture quality - my camera phone just didn’t want to focus on anything today!

Munchkin: A four-sided game review

Munchkin is a hugely successful comedic fantasy card game for three to six players, originally released in 2001 and still in print today. The base set gently but reverentially ribs the Dungeon & Dragons role-playing universe.

Designed by hobby gaming legend Steve Jackson (Car Wars, Ogre, Illuminati), games of Munchkin tend to last between one and two hours and have a strong take-that element, but while the game is all about combat people don’t get knocked out - you’ll all be in it until the end.

There have been many ‘expansions’ (sets of extra cards) released for the game, extending the original theme and adding a lot of variety for seasoned players, while other base sets have riffed on everything from sci-fi and superheroes to Lovecraft and zombies.

Munchkin has proved divisive in the board game community, being the pariah of ‘serious’ gamers in the same way boy bands and Transformers films upset music and film buffs. And similarly, despite purist objections and derision, it is available in more than 15 languages and has sold well over a million copies.

Teaching

While relatively simple, Munchkin is at its hardest at the outset as players are very much thrown in at the deep end.

To start, each player is given a hand of cards: half from each of the ‘dungeon’ and ‘treasure’ decks (you’ll have a hand of four or eight, depending on which edition you play). If a player is dealt any ‘race’, ‘class’ or ‘equipment’ cards (elf, wizard, sword etc) they can play them in front of themselves immediately, starting to create their character.

There is a lot of variety in the cards, so it’s best to encourage new players to have fun reading them and experiment in early rounds to get a feel for the game mechanisms.

In a round, players take turns to flip a ‘dungeon’ card from the top of a shared draw pile. These take various forms, but what move the game on are creature cards. When drawn the current player will try to overpower it, facing the consequences of defeat or claiming loot if they defeat it. Defeated monsters give treasure, but more importantly a ‘level’ . Players start at level one - the first player to level 10 wins.

These monster battles are the heart of the game. After a fight is declared other players can wade in either for or against you, or both. You and others can use equipment to help the cause, add extra monsters to make it harder, or offer your services to aid the fight - for a price, of course. The active player can choose to turn down the help of others, knowing they’ll probably have to give them treasure, or they may even get a level – but can they win without them?

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I’d be lying if I said I didn’t enjoy my first game of Munchkin, but I can also say I turn down any chance to play it now. The art and text is very well done, evoking the theme perfectly, while the rules and card layout are well conceived. But you only have to play a few slightly better designed card games to realise the gameplay harkens back to the bad old days of 80s gaming rather than the revolution of modern design this game was released at the height of.
  • The thinker: Unfortunately this game suffers from two gaming conventions no serious strategist can abide: bash the leader and king-making. If I play well and get near level 10, others will use all the cards they’ve held back to scupper me; often letting someone else past to win. Why play a game for more than 20 minutes where success is rewarded with being dragged back into the mundane pack? I like a long game, but it must have substance to get that table time. This doesn’t come close.
  • The trasher: For a long time I loved Munchkin; nothing beat throwing your mates under the bus and the to-and-fro of playing cards into epic battles. I’d still play now, especially with the right old group of friends, but do realise that this is a party game that simply goes on too long: there are so many better, shorter games available out there such as Coup, Dice Masters, The Resistance, Lost Legacy, Dungeon of Mandom, Epic Spell Wars….
  • The dabbler: There is something to be said for the charming card art and funny puns, and this has been a gateway game for quite a lot of people we know into the wider world of gaming, so at about £20 how can it be a bad thing? I’ve never been a role-player so don’t see the appeal, but for those growing up on RPGs its clearly got its charms. The rules are quick to pick up and it shows a clear path between two hobbies, helping draw new blood into the world of modern board games. Win win!

Key observations

Having already touched upon Munchkin’s game length, king-making issues and the inherent bash-the-leader problem, I think I’ve covered the three main gripes - and they are serious gripes.

So let’s instead look at positive reviews: scanning through comments by fans of the game, you’ll find it described as hilarious, cut-throat, fun, satirical, mean, easy and cheesy.

With almost 20,000 ratings at board game Geek, Munchkin sits with an average rating just above 6: perfectly respectable, especially when you consider Monopoly has less than 4.5 and risk just over 5.5. Whatever you may think of its merits, or lack thereof, Munchkin is miles from being universally hated - as some often rather snooty gamers may have you believe.

What Munchkin really lacks, for a board gamer, is staying power. The rewards of the humour and artwork are fleeting, while the problems of the gameplay come to the fore in the first plays. But these may well not be problems for very casual gamers: this will be a game most often enjoyed by people with very few other games on their shelves, and there is absolutely no harm in that.

Conclusion

With my game evangelist hat on, I applaud the job Steve Jackson Games has done in creating a gateway between RPG and hobby gamers that has lasted two decades: historically Munchkin should be talked of alongside Settlers of Catan and Ticket to Ride in the top division of introductory games into our hobby.

But with my gamer hat on, unlike those other titles, I won’t touch it with a barge poll. In fact I’d rather sink £100 into Magic: The Gathering than £10 into Munchkin, even though I have no great desire to play Magic nowadays either. If you’re looking for a gift for someone already into the kinds of games I mentioned in the previous paragraph, this would be a pretty terrible choice.

That said, the important thing to remember is that unlike some genuinely worthless games, Munchkin has its place. It is fun if you like D&D and aren’t interested in playing other card and board games; it is a good gift for younger fans who may be fans of the fantasy genre, possibly through Lord of the Rings or Harry Potter; and it can be fun for non-gamers who are very much into other geeky pastimes.

For Sale: A four-sided game review

For Sale is a light family card game designer by Stefan Dorra. It takes 20-30 minutes to play, accommodates three to six players well and can be picked up for well under £20.

As the name and box suggest this a game about buying and selling properties but don’t worry - there’s nothing to be scared of here, even if you don’t usually like auction/bidding games. As the game length suggests it’s not a brain burner: instead it’s light, fun and fast.

Inside the box you’ll find two decks of cards (properties and cash) and a set of coin tokens. Everything is high quality, the cards linen-finish and the tokens chunky, while the cartoon art on the property cards is really charming.

Teaching

For Sale is a game of two halves, but both are simple to teach and learn. Even better you can teach each half when you get to it, giving players less to process and remember.

Everyone starts with a handful of coins and during round one these are spent to buy properties. Once all properties have been bought (every one will finish with the same amount) they’re sold for money in round two. The aim is to finish with as much money as possible.

Before each turn of round one a number of properties equal to the number of players is placed face up on the table. From their secret stash of coins players choose in turn to either up the current bid or take the lowest value card on show (and taking back half of any coins they’d bid so far). The ‘winning’ bid pays full price, but gets the best card.

Once all properties are bought, round two begins. This time a number of money cards equal to the number of players is placed face up on the table; players bid for them with the properties bought in round one. There is an identical number of property and money cards; each round players bid one of their properties and everyone flips them over at once (called a ‘blind bid’). You take a money card in ascending order, the best property taking the highest value money card.

The system is extremely elegant. All the property cards are valued differently (1-30) and there are two of each money card (two of each valued $0-15), meaning there is never any confusion over bids - while all the players get something each round. When all the properties are spent, you add up your money cards and see who won.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While this may look like an overly simplistic game with an uninspiring theme (pretending to be an estate agent isn’t my idea of fun), For Sale is actually one of the best ‘filler’ games I’ve played. It ticks all the boxes: good player range, easy to teach, plays fast and keeps everyone involved throughout.
  • The thinker: I’m not prone to enjoying filler games as by their nature they tend to lack depth and strategy. If it were my choice I’d play something a more challenging, such as Hive or Blokus, but there’s no escaping the fact this is a well designed game and I’m happy to play when the occasion arises.
  • The trasher: You mean I get to buy and sell houses?! Goodie! But seriously there is some fun to be had with For Sale, as any bidding game is an opportunity for table talk. You can also try and psyche people out a bit in the second half and I’ve seen some real silly card-slapping-the-table action when the mood is good.
  • The dabbler: While I don’t like auction games, I do quite like this one as it has a few things going for it. First it’s great that you get something every round so never feel out of it or under pressure. Also the art is cute and for a game that plays ages 8+ that’s important - they’ve even gone the extra mile adding a different animal to each card for the younger ones (and the young at heart!) to find and talk about as you go.

Key observations

The most important thing to note is this is an extremely highly regarded game. With more than 3,300 players giving this a comment and an ‘out of 10′ rating on Board Game Geek you have to get past 3,150 before you find rankings below 6.

Criticisms from those who really don’t like it label For Sale as “too simple” or “uninteresting” with “no hard decisions”; “too light”, or as just a “simple auction game”. To the wrong player For Sale will be all of these things, but as the numbers above show these people are the minority. I’d suggest avoiding this game only if you have a very severe reaction to one of these gaming ailments!

My only real issue, and it’s a small one, is price. The current edition is well produced and nicely packaged, but at 60 cards and 72 cardboard coins the price tag seems a little steep. It has been put in quite a large box to fit into Gryphon Games’ ‘Bookshelf Series’ but could live in a box half the size (and has previously). However similar games (such as recent release Diamonds) have a similar price point and I don’t see it as a barrier to entry.

Conclusion

I was introduced to For Sale at a London on Board gaming meetup and fell for it on my first play. It went into my collection soon after and had regular plays for a long time after.

But in 2013 it didn’t see a single play, as my regular gaming groups didn’t really do old fillers; then in 2014 it returned to the table with a bang when I got involved in a local group which includes a lot of less rabid gamers. It has gone down a storm with gamers and newbies alike, rekindling my own enthusiasm for the game.

No game is truly a ‘must have’, as opinions and tastes vary so much, but For Sale would certainly be a contender for a top 10 ‘Swiss army knife’ of titles that would meet all your gaming needs. I’ve played a lot of fillers before and after, but very few have the staying power of this classic.

For more filler and family games check out my board game ‘Where to start‘ guide.