Recommend
12 
 Thumb up
 Hide
4 Posts

Conquest of Paradise» Forums » Sessions

Subject: The Conquest of Raiatea rss

Your Tags: Add tags
Popular Tags: [View All]
James Lowry
United States
Sunnyvale
California
flag msg tools
Avatar
mbmbmbmbmb
This session report is cross-posted from my blog.

Had Mark, Patch, and Jason over again for gaming yesterday. This time it was Conquest of Paradise, a kind of simple civ-game set in Polynesia.

While we'd read the rules ahead of time, that was about it for preparation. So, none of us really knew what to expect and there was a certain amount of fumbling around. The four-player game has the two two-player positions next to each other and the third and fourth in slightly isolated positions but with weaker islands.

Mark had Hiva, the island furthest out, and also had the bad luck to draw a lot of open ocean while exploring, so he had a hard time getting anywhere in the rest of the game. I had Raiatea (the third player position), and did decently well. As we entered the mid-game, my victory points (which had been lagging because of the weaker home island) suddenly leapt from right above Mark, to just behind Jason and Patch.

Jason, with Tonga, was definitely the major threat most of the game. He got better tile draws than Patch (Samoa), and so tended to have an edge on victory points. Then, when most of the map was explored and the fighting started, he managed to take Patch's home island early on, and kept it for the rest of the game.

I ended up fighting a three-front war, and slowly loosing territory. The nature of combat is very random, and I just couldn't make some attacks work that looked pretty easy. On the other hand, I did have one where almost every roll was a '6' which wiped out the opposing forces (as opposed to merely letting them retreat and come back later).

We took a lot longer than the box time would indicate; some of that was just figuring out what was going on, and I think some of it was that the "known world" west of Samoa and Tonga wasn't exploited at all until very late in the game, lowering the pool of available victory points so that 22 took a bit of effort. Also, we figure we left buying the culture cards until later than we should have.

At any rate, Patch nearly pulled together a win with 21 points one turn. This meant that he got pounded the next turn, and Jason was a threat to win instead. Sadly, I couldn't really afford to do much, since I was feeling weak and didn't want to leave myself undefended either. Mark couldn't reach him, and Patch's attack failed, so Jason won with 26 points, Mark had 20 1/2, I had 20, and Patch had... 12 (part of his territory was detached from the main area and didn't count for points).

A fun time for everyone, and a game we'll be getting back to soon. The plan for next time is to give Soldier Kings another go.

http://rindis.livejournal.com/40641.html
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
simon thornton
United Kingdom
Liverpool
flag msg tools
badge
Avatar
mbmbmbmbmb
Quote:
Also, we figure we left buying the culture cards until later than we should have.


The Culture cards prevent the game stalemating so the sooner you buy them the better and the easier it is to win. They are expensive but as soon as you can afford them you need to start buying.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
James Lowry
United States
Sunnyvale
California
flag msg tools
Avatar
mbmbmbmbmb
Yeah, we were starting to figure that out.

The combat effects of some of them were quite a surprise as well. The 'double panic' effect ended up in the hands of three of us, and meant that small attacks were becoming less likely. I also got three movement point card (was still looking for a good place to surprise someone with it), and Patch was getting to ignore all '5's on defense.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.