Wednesday 27 May 2015

Bidmeadman's Besties: May

This month it's Power Grid (Rio Grande Games).


In Power Grid the object is to create a network of cities and power them using power plants. Each round you start by buying power plants, then you buy resources to fuel the power plants, then you build your power plants in cities on the game board. Once a player has reached a predetermined number of cities in their grid the game ends, and whoever can power the most cities with the plants and resources in front of them wins. Creating a network of powered cities costs money, but the more cities you can power the more money you can make. So how you balance your spendings and earnings is key to success.

The first step - buying power plants - is done through an auction. You have eight plants on display, each with a base price; the four cheapest are the "actual market", the four most expensive are the "future market". On your turn you have the opportunity to start the bidding on one of the power plants in the actual market. Then each other player is given the opportunity to out-bid the last in the hope to own the plant. Once a plant is purchased another is drawn from a face-down deck and placed within the market, readjusting so the four cheapest are the "actual market". So the future market acts as a way for the players to know what will be available to bid for soon.

Once power plants are purchased the next step is to buy resources to power them. Each plant needs fuel; coal, oil, garbage, uranium (except windfarms/solar plants). The resource market gets more expensive the less resources there are. So coal might cost two elektros (Power Grid's currency) per unit, but as players buy it it'll become three elektros per unit, then four, and so on. So if everybody's using coal-powered power plants it is going to become a pretty pricey way to power your cities. Resources are restocked at the end of each round, each one restocking at different rates. This means a fuel that is more expensive at the start of the game may become a more economical option later on.


The third step is building plants in cities. Each subsequent city you purchase has to connect to one you already own, creating a power grid. A connection fee must be paid when building in a new city, and connection fees vary. You must, therefore pick wisely when connecting cities, otherwise you may spend too much too soon.

Once every player has had a chance to do these three steps everyone can spend the resources they've bought to power their cities and earn money. Money is collected, the resource market is restocked, the auction is adjusted, and a new round starts.

Collecting your money once you're a few rounds in, and have acquired a good amount of cities and the plants to power them, is very satisfying.


There's a lot to keep track of in Power Grid; certain circumstances will cause the auction to be adjusted; fuel is replenished differently depending at what point in the game you are at; player order is changing all the time. A smooth and fair game relies on at least one person knowing the rules really well. It takes a good amount of concentration to hold it all together. However, when you've got a game going with players who know what they're doing Power Grid is a whole lot of fun. I mean, I REALLY enjoy it.

Each of the three steps is a pocket of excitement and tension. The auctioning of power plants is great fun, trying to secure the plant you want while trying to get your opponents to pay too much for theirs; bidding wars have been fun to partake in and to watch. Much satisfaction can be had buying up a resource first for a good price knowing someone else needs it and is going to have to pay through the nose.

You can only buy the fuels that the plants you own need.

Finding the best routes around the board to connect cities takes a lot of forward planning, as to start with each city can only have one player's power plant built within it. A carefully thought out power grid can save you money, but also cost your opponents, as they have to navigate more expensive connections to get past your cities to a vacant space. You have to be constantly aware of your opponents actions.

Player order is determined by the amount of cities each player owns. Whomever has the most cities goes first, the player with the second most goes second, and so on. At auction turns are taken in player order, with first place getting to choose which to bid on first. When purchasing fuel and paying for cities turns are taken in reverse player order. It's a clever way of balancing the advantages players have over each other; powering more cities than anyone else means more money than anyone else, but this also means paying more for fuel and potentially more for connections to cities. You're also less likely to pay the base price for the power plant that you pick.


All the elements of Power Grid come together to make a totally cohesive game. It's solid. It's about planning and taking chances. It's fun.

The one thing I have to say against Power Grid is, although it says 2-6 players, it doesn't really work as a two player game. The auction is made redundant with two players, as there is plenty to go around and never the need to fight over one particular plant. Plus there seems to always be enough space for you both on the board when buying cities, taking away the challenge. I believe there is an expansion available that addresses the issues that arise in two player, but I'd rather not spend additional cash to make the game playable.

Get three or more players together, however, and this game is a blast. Every element is unique and varied, but comes together to form a well balanced, exciting, challenging game.


If you have any thoughts on Power Grid share them with me here or on Twitter.


Wednesday 13 May 2015

ChrisCon 2015: part one

This year is a milestone year for me. My birthday is in November, and to celebrate I had the idea to host a week long gaming party, and call it "ChrisCon".

The early May bank holiday was coming up, so as a way to trial the idea with my family and friends (and as an opportunity to play some games, obviously) my wife and I put on "ChrisCon 2015: part one"; a gathering to take place from Sunday afternoon until the Monday night, where people could come and play lots of games. My thought was lets take this hobby seriously for a change.

So, we invited the people in our lives whom we felt would enjoy the opportunity, organised baby sitting (for the Sunday at least), cleared tables and floor space, got snacks in, and hoped for the best.














It seemed to go pretty well.

People came with enthusiasm and vigour.

Our close friends and gaming regulars, Sarah and Andy, brought with them every game from their collection that I didn't already have (which was most of their collection).

Adam, a man I don't get to game with anywhere near often enough, presented me with the gift of a print and play party game along the lines of Mafia or Werewolf. Unfortunately we never got around to playing it, but it is something I will definitely be trying out soon!

Lots of games were played. People revelled in classics, and fell in love with new ones. Playthroughs ranged from 15 minutes to 3 hours. There was elation, frustration and laughter.

And the consensus from most was that two days wasn't long enough.

It was a fantastic two days full a games. Something, as a parent and someone who works Saturdays and most bank holidays, is usually just a pipe dream. It was an experience that made me look back and wish I had gotten into board games a lot earlier. But we made it happen and it was fantastic.

So, ChrisCon 2015: part two - coming November.