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A review of Cyclades by Richard Martin. |
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A review of Cyclades by Richard Martin.
You can see the complete review here: Boardgamegeek, A review of Cyclades by Richard Martin.
Sometime in April, I was loitering around on BGG trying to figure out what my next game would be. At that point (and even now), Chaos in the Old World
was my favorite game, so I was looking for something along those lines.
So in one of those searches, I stumbled upon Cyclades. There weren't
that many reviews of the game and I couldn't get a good feel of the game
play from what information there was. I did however, learn how to
pronounce the name correctly
.Anyway,
there was something about that game that appealed to me. From what I
gathered, it was one of those "hybrid" games - with a mixture of
different mechanics and a solid theme - and that sounded great!!
Eventually, I took the plunge and bought it. Here is an overview of my
experience with the game so far, with some review comments added where
appropriate.

Components:
So
after the game arrived, I began the sacred ritual of "unboxing"
(oooooh). I thought the box looked really neat. It has some nice artwork
and gives you a good idea of the theme of the game. First out of the
box, was the rule book and summary sheet (more on that later). Then came
the game boards. These look really nice. The board is double sided and
modular, allowing you to have a different board depending on the number
of players.
I then got to punch out a bunch (hey, that rhymes!!)
of tokens. There are tokens to represent gold pieces, tokens for each
of 5 different types of buildings (fortress, port, temple, unversity and
metropolis), and tokens for 4 different gods which grant you various
actions through out the game.
Next were the player screens. There
is some really cool art on the backs of the screens, but the insides
are very, very cramped. They tried to put down almost ALL of the rules
of the game pictorially on these small screens and this resulted in them
being totally unusable as reference sheets IMO.
Moving on, we
have two decks of cards representing philosphers and priets. Nothing
special here. They are just regular cards with the same picture on
either side. There is another deck of cards to represent mythological
creatures. Each card has a drawing of the creature along with a picture
depicting their ability.
Finally, out came the miniatures. Each
player color has a set of figures to represent their troops and fleets.
The quality of these miniatures is about average I think, but the cool
part is that the figures for every color are different from each other.
So the yellow ships are different from the blue ships and the red
soldiers are different from the black ones. There are also four figures
to represent four mythological creatures that have slightly different
abilities than the rest of the creatures.
So overall the
components are of good quality and serve their purpose very well during
the game. However, I will say this - apart from the board, the rest of
the components are not as nice and shiny and exciting as some other
games that I've seen (for example, Chaos in the Old World or Runewars
etc).

Rulebook and Complexity:
OK,
So I've got the box open and a rule book just waiting to be read. Later
that evening, I got down to it. The rules of this game are relatively
simple and I was pleasantly surprised to see that I understood almost all the rules with one simple read-through.
We even played our first game without any mistakes (except for a couple
of minor things). The rulebook also contains initial setup scenarios
for each player (varies based on the number of players). The summary
sheet has an overview of a game turn, the actions each god can provide
and the abilities of each of the mythological creatures. Speaking of the
creatures, this can be a little confusing at first, since the cards
only have a pictorial representation of the ability and you have to
refer to the summary sheet to read the details. When playing with new
players, this sheet gets passed around a lot. If the reference screens
had been done better, it would have made things a lot easier.
Gameplay and Theme:
Once
I felt comfortable enough with the rules, I decided to try it out. My
first game was a 2 player game with my girlfriend. We got it setup
pretty quickly and I found the game easy to teach as well. In Cyclades,
each player represetnts a different civilization, vying for territory in
an ancient Greek archipelago called - you guessed it - Cyclades!!
Throughout the game, you will try to expand your civilation by building
different types of buildings and conquering other players' territory. This theme is present ALL through the game - from the components to the gameplay.
The
objective is the game is to build two metropolises (a type of building)
on islands that you control. The first player to do so at the end of a
round wins.
You gain a metropolis in one of three ways.
-
Any time you acquire at least one of each type of building (fortress,
port, temple and university), you immediately exchange all four for a
metropolis
- Any time you acquire four philosopher cards, you immediately exchange all four for a metropolis
- If you conquer an opponent’s island which contains a metropolis, you automatically gain that metropolis
So
how do you play? The game is basically a series of rounds, with each
round consisting of a set of actions. Without going into the details,
here is an overview
In each round, you do the following
1. Reveal cards from the mythological creatures deck to show what creatures are available to purchase this round
2.
Each player receives gold depending on the number of
revenue-generating-spaces on the board he controls. The number and
location of these spaces changes throughout the game.
3. The players collectively bid to win the favor of a certain god. The
bidding phase is not a straightforward auction. Each time you get
outbid, you immediately HAVE to move your bid to another god. If you
outbid someone else in the process, they immediately move somewhere
else. This goes on for a while until each player settles on different
gods. Because of your limited income, sometimes, auction rounds can be
pretty intense.
4. Perform the actions granted by your god in player order and summon mythological creatures, if desired.
5.
If two players ever land on the same space on the board, a battle
ensues, which is resolved by a relatively simple dice rolling mechanic.
There are 5 gods available. Each god grants you certain privileges
- Athena: acquire philosophers (no action) and build universities (no action)
- Zeus: manipulate the availability of creatures, acquire priests and build temples (reduces the cost of mythological creatures)
- Ares: manipulate troops and build fortresses (increases your defense in a land battle)
- Poseidon: manipulate fleets and build ports (increases your defense in a sea battle)
- Apollo: Does not allow any actions, but gives you free gold.

So
what happened in our first game? Well, things were going pretty
smoothly for both of us. We were building our troops and fleets, moving
to empty spaces and gaining revenue and buildings. My girlfriend had
built her first metropolis and was pretty pleased with the situation as
it seemed like I was lagging far behind. At that point, I decided it was
time to attack! So I gathered up my troops and moved to an island
occupied by my girlfriend. A few lucky dice rolls later, I had wiped out
more than 3/4th of her troops on the board AND captured her
metropolis!! Boy, was she mad
!! She almost walked away from the game! I myself did not realize that I could do that much damage in one turn
.
So
that’s how I came to realize that this game is VERY confrontational. If
you're going to be all gung-ho about getting your metropolises built,
you better be well prepared with your defenses because sooner or later,
someone WILL attack! Some people (myself included) really like this
style of play, while others don't, so choose your players accordingly.
And by the way, we eventually did resume the game and what do you know, she ended up winning!!
Scalability:
Since then, I've had the opportunity to play it a number of times and with different numbers of players. The
game supports 2 to 5 players and I found that it scales really well for
all numbers in that range. The 2 player version is definitely more
cut-throat since there is only one person to attack. With more players,
you need to consistently keep an eye on the other players and keep track
of how close they are to winning. Again, this is another aspect that
some people really like and others don't.
A couple of session reports:
A
couple of games I've played have really highlighted different features
of the gameplay, which is why I feel that adding some brief sessions
reports might help illustrate my opinions about the game.
Session I:
In
one 5 player game, everyone was really close. All of the players except
for one had built one metropolis and 3 people were on the verge of
building their second. What followed was one of the most fun gaming
experiences I've had recent memory.
It was what turned out to be
the final round of the game. In the auction phase, each player had a
good idea of what the other players needed to do to win the game.
Because of this, everyone was trying to outbid each other. Finally,
after a pretty intense auction phase we all seemed to have gotten the
god of our choice, but we all paid a high price for it.
Player 1
(me) began the round first with Poseidon. I had my first metropolis and
all buildings except for a university and figured I had an excellent
chance of winning. I bought a second port with Poseidon and then
summoned a creature which allowed me to exchange one building for
another (other players failed to notice this creature come up). I
exchanged my second port for a university and built my second
metropolis. With that, I thought I won! 
Player
2 started his turn next with Ares. At this point he did not have a
single metropolis!! But he had some money left over. He built a fortress
and acquired his first metropolis (he had the other buildings already).
He then built a sizeable army, moved halfway across the board to my
island, defeated me in an epic battle and captured his second
metropolis!!
We all thought HE had now won the game.
Player 3 had Athena and couldn’t do much.
Player
4 then came in with Zeus. He spent most of his previous turns
collecting gold and stashed quite a bit. He paid some gold to manipulate
the creatures track and summoned a Chimera - who has the ability to go
through previously discarded creatures and use them. He performed this
action and got the Pegasus. The pegasus is the only way to move your
troops to any other island without using the powers of Ares. So he
gathered a few troops and swooped down on to a weaker opponents island
won the battle (and a second metropolis) and literally snatched victory
from Player 2!! 
Session II:Another
session that I would like to mention here went quite the opposite way.
There were 4 players and again things were going pretty well for
everyone after the first few rounds. Each player was focusing on their
own armies and buildings and auctions and battles were being performed
with relatively less tension and interaction between us.
One
player (my sneaky girlfriend again!!) kept avoiding battle, by going to
apollo and was quite rich!! She was the last person to build her first
metropolis, well after everyone else. Suddenly, out of nowhere, she
grabs athena for a very low price, buys two philosophers in a single
turn, builds her second metropolis and its all over!
Observations:
The first session shows that there
are multiple paths to victory and even though it seems that someone
might be leading, there are always ways to shake things up and turn the
game around. In a single turn, the leader changed 3 times and the
whole momentum shifted. This, in my opinion, is one of the best features
of the game.
On the other hand, the session also showed how the
randomness of drawing the creature cards affects the game. In this
example, drawing the chimera and being able to use it with pegasus was
pure luck and that enabled one player to win the game. Overall, I don't
think this randomness causes any problems (in fact I like it!), but in
some instances it makes the game too chaotic and I can see it turning
some people off.
The second session shows that the game can
sometimes be anti-climactic. You spend a bunch of rounds gathering your
troops and fleets, battling opponents, building a metropolis and yet
once in a while, the end of the game creeps up on you really quick and
the game is over before you really got a chance to settle in.
Potential Improvements (In my opinion, of course):
If I were to add some elements to the game, they would be as follows
-
Add some new gods to give players more variety. Each game could have a
different set of gods available. Similarly new creatures can be added
too, but I think new gods will add more value.
- Add some new
'goals' that could affect victory besides having 2 metropolises. That
would help in situations where the game end comes up too quickly. Plus
it would give players additional options during the game
Summary:
So
to wrap things up, this is a game I really enjoy a lot. Sometimes (very
rarely, but it does happen), the game doesn't quite come together, but I
guess that is true of any game! Either way, I would almost always agree
to play this game and in the end I am glad I purchased it!
Theme: Great theme, well incorporated into the components and gameplay (9/10)
Components: Good quality components, but I've seen better in other games. Reference sheets not very helpful (8/10)
Complexity of rules and rulebook: Easy to learn, play and teach. Rulebook is good too (9/10)
Gameplay: Fun and exciting most of the time. Once in a while, can feel too chaotic (9/10)
Interaction: Lots of player interaction (battles/auction). Players need to constantly be aware of the other players' strategies (9/10)
Overall rating: 9/10