Jaipur review by W. Eric Martin
Sébastien Pauchon’s Jaipur is the first title from GameWorks
that isn’t a commissioned design, instead marking the growth of
GameWorks – co-owned by Pauchon and Malcolm Braff – into the larger
world of small, independent publishers.
The theme of Jaipur – merchants trading and selling goods
to earn the most money – isn’t going to excite anyone familiar with
modern games. It’s a comforting gloss along the lines of the story in
James Cameron’s Avatar, the soft chair of familiarity that you sink into without really thinking about it so that you can get to the good stuff.
And the game play is good, akin to Reiner Knizia’s Lost Cities
in the way that luck and skill blur across one another. You roll with
the punches of which cards turn up when, while having a larger degree
of control over what happens that you initially realize. After five
games, I’m getting a better sense of when to cash in goods, when to
shoot for large hauls, and when to play for the end of the round – and
I feel like there’s more hill to climb in the future.
The card deck in Jaipur contains six types of goods and
camels. Players start with five cards in hand, and a display of three
camels and two other cards. On a turn you can:
- Pick up a goods card and add it to your hand.
- Take all the camels on display, placing them in your herd on the table.
- Trade cards from your herd and hand for goods on display, adding them to your hand.
- Cash in goods of one type for scoring tokens, taking as many tokens as the number of cards you discard.
In many ways Jaipur
is a model for game designer wannabes, a game that’s so simple you can
see the moving parts and identify the two key elements of why the game
works:
- The most valuable scoring tokens are claimed first, while bonus
tokens are available if you cash in three, four or five cards at once.
You want to hold out for that five-card wallop, yet by doing so the
opponent might claim the more valuable scoring tokens first, shaving
off the margin you hoped to gain.
- You have a hand limit of seven cards, and you bounce
against that ceiling all game. You want more in hand to sell in the
future, but you can’t take it all – and the more you wait, the more
likely your opponent is to beat you to the punch.
These two
elements mesh to create tension throughout the game. Sure, you could
empty your hand by selling off everything and not getting close to the
seven-card limit, but (1) you’re probably settling for less than you
could have gained and (2) every card after your initial hand is open;
by holding back, you can keep information concealed from the opponent
so that she doesn’t know everything that you could possibly do.
In short, while the randomness of the card draw can strike like a loose power line, there’s more going on in Jaipur than is apparent upon the first play, which is another reason not to judge Rattus just yet.
To see the complete report follow the link:
Jaipur review on Boardgamenews.