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Subject: Something like Power Grid, but tighter? rss

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Keith Burgun
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My friends and I played Power Grid a few times. We liked it, but we found that it was a bit slow and fiddly for what it was. I have no doubt that if I were to just get over that and go into it gung ho, I would have a BLAST playing the game. However, my time is limited so I'm looking for something a little tighter with similar mechanisms.

My favorite thing about Power Grid was the resource track, how things would get cheaper and more expensive based on how people were using them. I think that I would like a game that focused, perhaps, more on this mechanism?

Oh! I also REALLY STRONGLY DISLIKE how much arithmetic the game requires that you do to play well. There were several times where I was like, "okay, in order to make a good next move, I have to do a bunch of math." I'd rather just NOT do that math and make a crappy move, that's how little I enjoy doing math during a boardgame. So yeah, something without that would be great.

So in short: Something with a variable resource track that's played in an hour or less. And no dice rolling! Preferably very little variance.
 
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Andrew
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Navegador uses price tracks affected by supply and demand but is still 90 minutes.

Glen More has a market for goods where prices go up and down based on sales/purchases. It's a 60 minute game, and doesn't contain anywhere near as much arithmetic but there's variance in the tile-drawing.
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Scott Nelson
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check out the new PG "first sparks" at Essen. Supposed to be streamlined PG. Check out Friedman's company 2F-Spiele.

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Lacombe
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Well, Medieval Merchant is the other half of Power Grid [money management and city expansion] tightened up.

You might like it, but it won't give you the resource management / buying-and-selling feel.

Cuba has a similar market mechanic, but it's not a big part of the game.
 
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Charles Bone
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Haven't played either, but can't help thinking that Martin Wallace's Great Western looks like a sort of simplified PG. Let the experts' rants...begin!
 
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MURRUMBEENA
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Check out Toscana as well. It has supply/demand cost mechanisms built into the wine market. I have not yet played it, but it certainly should be quicker than PG, and I think it will be lighter.
 
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Scott Nelson
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Oh Planet Steam, I forgot about that game; it feels like PG.
 
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Robert Washington

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I'd 2nd CUBA - as mentioned, the prices aren't as critical as in PG, but it's a reasonably important aspect of the game, and it has that 'intense/little competition over a particular resource or victory path results in growing costs and diminishing returns/lower costs and easy victory points for those in the 'off' markets'.

I'd also recommend Ys, another low-math game with such a mechanic, but YS has players directly manipulating the victory point value of the various different types of gems you're collecting, a bit more critical than either CUBA or PG.
 
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