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Failsafe for Killer Strategy?

Anthony Simons
United Kingdom
Royal Wootton Bassett
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Perhaps I worry too much; perhaps it's just not as big a deal as I am making it out to be; but I cannot help but feel rather dejected when a game I particularly like for its variety of approaches seems to buckle under the strain of one particular strategy.

I recently acquired a copy of Navegador, last year's rondel-based offering from the inimitable Mac Gerdts via Eggertspiele. I think it's a fantastic game; it does for me what I wanted Endeavor to do, and it's a great strategic experience. But one player in our group is starting to clock up consistent wins through a church-building strategy.

By the time the rest of us realise what she's doing, it's usually too late to easily prevent it, so on we go pursuing other approaches. Maybe I have missed something; Alexfrog's excellent strategy article would seem to point towards a couple of options, but the best I could come up with was trying to force the game end by exploration to reduce the church-builder's chances of putting their engine into overdrive (and forcing game end through building). The closest success I have had is a gap of eight points.

One hopes this is just a touch of initial panic on my part, and that the approach proves to be about as guaranteed as the corn strategy in Puerto Rico. I remember how folk first thought this was almost insurmountable, until they discovered the various choking points that could be used to quickly undermine it.

Still, regardless of whether or not it is a problem, I am rather concerned about the church-building strategy. If it truly cannot be beaten (even with some difficulty), then it would seem my first impressions of Navegador are wrong; the game is less about Portuguese exploration and more about - well - building churches. That bothers me; to the extent that I might as well be packing up the game at turn six, when one player has built their second church.

Of course, I'm not going to give up on the potential strategies just like that; for example, to date there has not been much rondel skipping. The probable reason is that it costs a ship for each extra space in this game; and ships are a valuable commodity for progression. There's only one thing for it; I am going to have to play this game much more. Yes, I think I'm gripped by it; compelled to find a way past the church-building. I must be missing something...
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Subscribe sub options Thu Mar 24, 2011 8:27 am
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John Farrell
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Last time I played there were two of us building churches, and we significantly interfered with each other. In the end the other guy beat me by one point. I think the art of the game is in being able to tell which strategy is being under-played at any given time, and go for that. Churches are hard because they require 5 dudes, and they're expensive. Also, to pay for them you need to have a secondary strategy, and by the time you get to 5 dudes that one's probably working pretty nicely anyway.
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  • Posted Thu Mar 24, 2011 10:29 am
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Anthony Simons
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By "significantly interfered", do you mean that both your games were screwed?

The problem I see with that scenario (and part of the reason I tend not to try to get into the same worker-church cycle) is that it would seem at best you drag yourself down while diluting the church-builder's effectiveness, at worst you're guaranteeing a loss for yourself.

I don't know, but it would seem that either way you are putting yourself behind the church-builder; for one, they've established a strong building base before you have; for another their average expenditure on churches is lower; finally they're probably in a better position to switch over to something else more lucrative (their secondary).

Still totally unsure about this; I'm even starting to suspect that regardless of whether or not the church-building approach is continued, getting the first one (and at least one of the associated privileges) is likely to empower a player towards a leading position (provided they never lose the lead in churches, of course).

I have to admit, I haven't given this too much analysis; to be fair, even if I knew this was the case, it wouldn't stop me from playing (yes, I think Navegador's that good).
 
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  • Posted Thu Mar 24, 2011 10:47 am
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Joe Pastuzyn
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I've played this game a number of times with different number of people and I have also seen the church building strategy as extremely strong. The only time I have lost was when another player followed the same strategy and we tied on churches, but she had more church privileges than I did. And this makes sense given the construct of the game. Churches give you more people (or allow you to buy them cheaper) and peole allow you to buy more buildings (multiple buys each time you hit that part of the rondel) or more privileges. During the aforementioned game, my son went heavy into ship building which, on the surface, looks like a way to get the same end of game value as churches. But extra ships don't let you buy privileges or extra buildings. They do allow you to scoot around the rondel quicker, but that's not going to get you a lot of points. So, when I teach the game, I emphasize the importance of churches and people. If all players get churches, then you have to find another way to get victory points and that brings balance to the game. If only one person gets churches, it's nearly a sure win.

I've only seen rondel skipping and wasting ships at the end of the game when it was advantageous to get a final privilege for more victory points. There is a variant posted on the forum that suggests placing each players King's Privilege in Goa and you have to sail there to pick it up (picking it up is an action). This would emphasize sailing more and it would also cause the Prince Henry card to move more quickly around the table. That's another issue. If you're into church-building, then you will hold onto that card for as long as you can, slowing down the sailors in the game.
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  • Posted Thu Mar 24, 2011 3:50 pm
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Neil Christiansen
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The church strategy is indeed quite strong.

Once someone gets a church and the first corresponding priviledge, the remaining group players in a 4 or 5 player game has to make sure they get some of each too. I am not saying one player needs to compete for as many as possible (although I have seen two church players do well, if everyone lets them split), but it requires being frugal with workers so one can compete. If they rest of the group is unaware they have to do this or does not heed your warning, it is hard to beat the church player.

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  • Posted Thu Mar 24, 2011 5:44 pm
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Anthony Simons
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Thanks for the responses, all of you.

I just had a game tonight and discovered first hand how easy it is to exploit the church strategy without competition.

I have been wondering if there is perhaps some way to render it less attractive?

The best I can come up with so far is to take players' starting churches from the cheap end of the line instead of the expensive end. I think this might address the problem to some extent, but am concerned it might cause other problems. I mean, if the first church is more expensive then the second is likely to be even more unattainable by others.

Any thoughts?
 
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  • Posted Fri Mar 25, 2011 12:24 am
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