"The Fool Doth Think He Is Wise" - A Spirit Island Review
The Basics
The Specs
Player count: 2-6 (you need to play a variant with only 2 players, so this is usually a 3-6 player game)
Playing time: 120 minutes (fairly accurate, though the game is shorter when people know what they're doing)
Age: 12+
The Expansions
Gameplay
My Thoughts on Gameplay
Player order means the person leading the game has to bid on power plants first each time, as well as be the last to purchase resources and place generators. It's a decent little handicap that helps ensure everyone remains in the running. It also means that it often behooves a player to ensure they are not leading the pack throughout the game. In my mind, one of the most interesting parts of the game is determining when to leap into the lead and then sprint to the end of the game.
If you build too much too quickly, that allows other players to get the jump on you as to resources purchased, as well as the locations in which they build their generators. It doesn't make it impossible to win by any stretch, but it does mean you'll have to be more crafty and resourceful as to how you handle yourself in order to remain in the running. I really like trying to strike that particular balance, and I appreciate how the game accelerates once we hit the point where multiple players are now sprinting to the end by building multiple generators in a turn.
I've taught this game a bunch of times, and in a number of those instances, I've had to rely more on the rules than I'd like. But it's a sort of weird balance where the rules are really pretty simple and straightforward, but there's maybe a little too much elaboration in the rules? And so it feels like there's more to sift through in order to find what one is seeking, which tacks on a little extra time and confusion. It's not bad, just an observation of mine. Things are broken down pretty well on the back of the rule book, which I appreciate. But overall, I like the game play of Power Grid Deluxe, and I think it moves along decently well. The one place where it starts to slow down is in the last round or two of the game, because people are figuring out how to build 3-5 generators in a single turn so they can end the game before anyone else is ready. So it ends up being a game of math in which costs for expansion, resources to fuel the plants, and figuring out how to cut off competitors can be time-consuming while different calculations are made. I often joke about how in 5 Tribes, I'll try and circumvent an illegal move on the board by taking a different route, as though that will change the math (spoiler alert: it doesn't. But I still try this at least twice a game. Can't tell you why.). But in Power Grid Deluxe, even a slight change in the math really can make the difference. So it behooves players to have a calculator on hand (whether it's your cell phone or otherwise). It helps ensure that nobody screws up their math and either misses an opportunity, or inadvertently cheats by executing moves they could not afford.
Components
I really like the components in this version. It does get a little busy between the various resources and the plastic chits that are used for money, but I appreciate that they're solid and less prone to wear and tear. It also allows players to have a pretty good idea of not only what we have, but what other players have at a glance. This is important because it's not enough to place generators on the board: players need to be able to power enough of them to win the game. So being able to glance at an opponent's stash and quickly tabulate (approximately) what they are and are not capable of doing helps each player formulate their own plans. "How much do I need to rush?" "Can I afford to get into a bidding war over this power plant?" "Is that other player serious about buying up these resources before I get there, or do they not have the capacity?"
The fact that I can ask those questions and deduce answers more easily based on the components is, in my opinion, a very positive outcome of well-designed components. The board and power plants look appealing and are fairly well accessible, which I appreciate. I'll be honest: accessibility in games is becoming increasingly important to me, but I don't necessarily spend enough time thinking about the different ways a game can be more accessible. As an aspiring game designer, I really need to! I appreciate that this version of the game uses bigger fonts for numbers, uses color as well as symbols to define different power plants, and uses shapes as well as colors for resources.
Final Thoughts
I really enjoy this game and it's a staple in my collection. It's decently easy to teach and learn, it's fun to look at, and there's plenty to do. I mentioned earlier that I appreciate how it's sort of a purely economic game with an auction mechanic. A lot of the games I play mix and match more mechanics together, and so there's something satisfying about taking a step back to play a game like this. I enjoy that reading and anticipating the market (whether for resources, generators, or power plants) is simple enough that it doesn't take a ton of playtime to do, but it's still rewarding when you get it right.
This is not one of those games that I can play ad nauseam, exactly, but I rarely play it enough that I get tired of it.
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