Crystal Palace
About Crystal Palace
In Crystal Palace, players take on the role of a nation at the time of the first World Fair in London (1851), trying to create a buzz with spectacular inventions and the support of famous and powerful...Read More
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Reviews
A 5 round game about being a nation involved in organizing the first World's Fair.
Gameplay is based on typical worker placement games, but with a fairly unique twist; your "workers" are dice (yes we've seen this before) that you preset to particular values secretly, the higher values are obviously better but you have to pay for each pip (this mechanic is new) and this is a game where money is tight! There are several action boards (which are scaled for different numbers of players, and I can say that this game plays very well at lower counts, and is definitely a jerking affair with higher player counts), and when you place a die there is opportunity for you to lose your action and someone can come in after with a higher die potentially. The actions are varied and generally interesting, so that there are several things you want to do with limited actions: 1) acquire prototypes (these are actual inventions for the fair, which have a pretty steep building cost, but which give more points the earlier you build them and a one time bonus activation), 2) acquire ongoing technologies (these are nice to have as they are small income generators or one time bonuses that cover a negative points area on your player board), 3) acquire financing from the bank (you have an income track that is very challenging to keep under control, and the bank provides a large one time injection into your income, very important), 4) improve your social status (gives a one time bonus, but provides synergy with action space 5), 5) acquire social elitist cards, which have an immediate cost, pay out more points the earlier you build them, and can provide one time bonuses and/or ongoing income, but they need to be paid every round, this is where the social track is helpful, 6) rapid movement up the buzz track- each round there is a different condition to met, and the better you meet it, the more you move up the buzz track. The buzz track is a separate board, where you move your marker forward acquiring one time bonuses, getting the opportunity to get ongoing points generation and for which end game points are awarded for the furthest progression, 7) train station- a mishmash of powerful actions, first come first serve (get an extra die, get resources etc), 8) the wharf, similar to action 7, a mishmash of somewhat less powerful, but still useful actions mixed with resources.
Some actions require money to paid immediately (lower die actions), some require you to pay if you get "bumped" to a worse choice selection, some provide bonus income (newspapers, which are a separate currency you can use at any time to purchase benefits, buzz track movement, and money), and some provide an immediate assistant action opportunity (1) move your assistant on your personal board upward for end game points, if you meet the criteria, or 2) add or move an assistant to the black market, which requires a small amount of money for entry but provides ongoing quality income each round). At the end of the round, you go through a series of actions (opportunity to build prototypes, pay/get benefits from social elites, gain income, etc), and all phases of the game are well outlined at the bottom of each player board.
This is a pretty tight and snappy game at 5 rounds, with a lot of interesting choices and player interaction. The theme works, the art is very nice, the components are quality, and the gameplay is solid. A very impressive overall design, especially from a first time designer! Own the [boardgame=318981]promo cards[/boardgame] and the (homemade) [boardgame=326324]Newspaper Cards[/boardgame].
Too brutal for my tastes. I enjoyed the tightness of the economy, and the tension in the dice placement mechanism is excellent. However the penalty for missing out on actions is so punitive it drains the fun out of the game. Too often it felt out of my control, the result of player order or the chain reaction of other players being blocked from their actions.
A list of other elements I didn't like: the push-your-luck black market, take-that prototype rewards, paying for dice pips essentially being a blind bid, the randomness of the synergy points, turn-order binding. Yeah I guess this game is just not for me.
Rating based single play. Trending higher towards 9. Meaty for its rule set. High degree of interaction and determination of what players are working towards.
Dice worker placement Euro game by Feuerland Spiele (Gaia Project, Magastorm). Unlike other similar games, players can secretly set the dice to any side before placing them (instead of rolling). Higher values are more expensive.
Pros:
- Unique setting: "World's Fair 1851
- Numerous possibilities and options
- Very original and challenging dice mechanics
- Fun flavor texts
Neutrals:
Artwork is okay, dry.
May cause analysis paralysis
Very interactive
Cons:
- Very unforgivable, hardly any catch-up opportunities
Neutrals:
Quite punishing: tight economy / money
Some mean player interaction
骰子点数可以自己决定,但是每一点都要支付一块钱,非常有创意 布置骰子的时候也很容易被丧,好游戏
35€