ELASUND: THE FIRST CITY (Kosmos/Mayfair Games, 2-4 players, ages 10 and up, 2 hours; $49)
I wasn’t too
enamored with Klaus Teuber's Candamir: The First Settlers,
so the release of Elasund: The First City, the
second in this new series, didn’t pique my interest much. A reading of the rules, however, began to kindle a flame of
interest, and my first playing ignited it.
I am pleased to report that this is a very good game with a highly
original feel. It has taken The
Settlers of Catan franchise in a different, fresh direction. 
This time, the
settlers of the now famous Catan seek to construct their first city:
Elasund. Players will
acquire building permits to construct the various buildings, including the
massive church. Planning, however,
seems haphazard, as ultimately larger buildings could be constructed over
smaller buildings, and most buildings are forced to give-way to the central
cathedral. Of course, walls and
towers are necessary to protect the town from possible hostile forces, so
townsfolk must also pay attention to their construction.
The player who is most successful at these tasks rises to a position of
prominence in the new city … and wins the game.
The large board
has an overview of the site of Elasund, which is nestled against the ocean on
the west. Superimposed over the town site is a 9 x 10 grid, upon which
the building tiles will be placed. The
playing area is reduced when playing with less than four players, which helps
cause the crowding needed to insure a tense game.
Players begin
the game with two buildings already in the city.
These help generate income, as do many other buildings once constructed.
Income is derived in a fashion similar to The
Settlers of Catan, with two dice being rolled at the beginning of each
player’s turn. A ship token is
moved to the appropriate column, and any buildings in the column matching the
dice roll will yield income in the form of gold or “influence” cards. Players will need a balance of these two resources in order
to place or move building permits and construct buildings.
Fortunately, there are other ways in which to secure these resources, so
one’s fate is not solely dependent upon the luck of dice rolls.
What happens
when that pesky, and all-too-common “7” is rolled?
Instead of Robbers, this triggers the arrival of the pirates.
The player who rolled the “7” can move the pirate ship two spaces,
either north or south. Any player
having a victory point cube resting on a building in that row must surrender one
influence or gold card for each cube he possesses in that row.
If the active player possesses a tower, he can take one of those
discarded cards for each tower he owns. This
isn’t nearly as devastating as the Robber in the original Settlers, so it is
not feared as greatly.
After rolling
dice and gathering resources (if any), the player has the opportunity to
construct one or two buildings. Of
course, gold is required to construct buildings, as are building permits.
The number of permits required is listed on the building tile, and is
generally greater the larger the building.
The permits must be located on the physical location where the building
is constructed. It is permissible
to use permits of other players, but the value of your permits, which range from
1 – 4, must be greater than the value of your opponent’s permits.
Further, the player must pay those players gold equal to the value of
their permits used in the construction. Permits
are removed and returned to their owners, and replaced by the newly constructed
building.
The neutral
(non-player) buildings allow the player to place one or two of his ten victory
point cubes onto it. Victory goes to the player who is the first to place his ten
victory point cubes, so constructing buildings is essential to this goal.
Most buildings also will produce resources, based on the dice-rolling
method described above.
It is important to remember that larger buildings may be constructed over smaller buildings, displacing them. This, of course, could result in the loss of victory points for the owner of that building, as the affected building is removed. It also reduces that player’s chances of receiving resources in the future. So, smaller buildings are constantly at risk of being torn down in the name of progress. Sure sounds like big-city life to me!
A player may
also replace a building of the same size, a particularly insidious maneuver, but
must pay three influence cards of the same color.
This is one reason why influence cards are important.
So, few buildings are really safe until space in the city becomes scarce.
The centerpiece of the town is, of course, the church. Players may opt to construct a section of the church for a cost of seven gold. A player places a victory point cube on each piece he constructs. The nine sections of the church are represented by tiles, which are mixed and drawn face-down from a stack. The first player to construct a section gets to peak at the top two tiles before deciding which one to place. This is important as the first tile is placed on a pre-designated location on the board. The remaining sections of the church, when constructed, must be placed in the precise order as indicated on the graphic printed on the board margin. Since the church will over-build any buildings standing in its path, this ability to place the first tile can be very important.
Several locations along the town wall are marked with a windmill symbol. When a player constructs a building that overlaps one of these “trade fields”, he may move his marker up on the trade track. When certain locations are reached on the track, the player may place a victory point cube. These spaces can only accommodate cubes from a limited number of players, so the competition to construct on these trade fields can be intense.
As
opposed to buildings, players may construct sections of the wall that will
ultimately surround the city. Each player has nine wall tiles, which are placed in
numerical order. The benefits of
constructing wall segments tend to increase, with early tiles granting influence
cards, and later segments allowing the player to place victory point cubes.
Further, some segments contain towers, which allow the player to
confiscate resource cards from his opponents when the pirates arrive.
Wall segments
constructed along the north and south sections of the town cost two gold to
erect, while the more exposed east wall is more costly:
4 gold per segment. So, as
in the trade field segments, there is often a race to construct these tiles and
grab the inexpensive slots first.
After
construction, a player may place one of his building permits onto an empty space
in the column where the ship is located. If
this row if filled, a space in an adjacent row can be selected.
Alternatively, the player may pay 2 matching influence cards and place
the permit on any vacant space of his choice.
The idea here is to arrange your permits in a pattern which allows you to
construct the building of your choice on a subsequent turn.
Of course, permits can also be placed to block or hinder your
opponents’ construction plans, or at least to profit from their construction
as they are forced to pay you for using your permit.
Sneaky, but clever. If a
player does not wish to place a permit, or is short on cash, he may take two
gold cards instead.
A player
completes his turn by performing one special action.
These can include moving or upgrading one of his existing permits, or
placing a new one on the board. Alternatively,
the player may take two gold cards. All
of these actions require the expenditure of influence cards, once again
highlighting their importance.
As in Candamir,
the game ends the moment one player places his tenth and final victory point
cube. Of course, he is victorious.
While the rules
are fairly easy to grasp, there is a lot going on here.
Players must carefully balance their income of gold and influence, and
make proper plans as to the buildings and walls they will construct.
At first, placing permits seems to be easy, but as the game progresses,
the location of their placement becomes more and more critical and difficult.
Often, one’s building plans are foiled by an opponent who preempts your
plans by constructing a building which utilizes one or more of your permits.
While this may bring in a gold card or two, it in no way compensates for
the loss of a prime building location, or the victory points it would have
earned.
Deciding which
buildings to construct can also be tough. While
the buildings aren’t as diverse as those found in Puerto
Rico, their size and benefits granted are important considerations.
Some reward the player with gold, others influence, and still others
allow the placement of victory point cubes.
Some overlap several columns, thereby increasing one’s chances of
obtaining resources, while others are linear and fit snuggly in just one column. These latter buildings, however, tend to produce greater
resources. Plus, one must always
consider the location, and possibility of the building being mowed-over when
more attractive, larger buildings are erected.
This
“building-over” aspect gives the game a nasty edge.
One can be in a good position, having numerous cubes and
resource-producing buildings in place, only to see one or more of them bumped by
an opponent who has something larger and better to offer the city planners.
There is considerable jostling for position, as well as a persistent “I’ve
got to get there first” feel. This
makes for a tense, exciting game, wherein no lead appears to be safe.
It seems that these seemingly innocuous settlers have a biting
entrepreneurial spirit, as well as the typical politician’s “What’s in it for me?” attitude. While
this combination might not be ideal for a peaceful village, it sure makes for an
exciting and entertaining game. - Greg J. Schloesser
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