Container is a great example. Here we have a game that essentially emulates the retail chain from manufacturing to consumer. At first glance it looks like ECON 101 but turns out to be one of the most surprisingly enjoyable games I've played.
Players compete to have the most money which is earned by producing, purchasing and reselling goods. You may build factories which produce crates of five different types of goods and purchase goods to put up for sale in warehouses, hoping to turn a profit. Then you may load your ship with goods from warehouses and send them to the island where they are sold for hopefully an even larger profit. Finally, your end-game score is the value of the crates you own on the island plus your cash in hand.
On paper Container sounds unbelievably dry. To my surprise the game turned out to be a lot of fun for a few reasons:
(image by Toynan @ BGG)
Limited actions per turn - Each player may only perform two actions per turn. This gives the delicious tension of not always having enough actions to do everything you'd like. On top of that you may purchase as many goods from a single player as you want for a single action. Maximizing actions is important so you may be willing to pay more for a good from another player if they have more available. As a seller, finding the sweet spot between profit margin and exploiting your opponents' needs is key.
Hidden end game goals - At the start of the game each player is dealt a card showing how much each color of good is worth to them at the end of the game. This represents the supply and demand for their consumers and is going to be different from all other players. In a twist you must try and get a little bit of each good but have the most of your lowest-valued good since you are forced to discard your most populous one (think of it as having saturated the market for that good, rendering it worthless). It ensures demand varies from player to player and if you can figure out what someone needs you can really cash in big.
(image by MikeBwithoutadot @ BGG)
Container really surprised me. I really thought it looked like it would be an incredibly dry economic game but it has good "gamey" elements while keeping control completely in the players' hands. You can go into each game with a general strategy and do well but you also need to be reactive to how the game plays out. There are a couple of small issues with the game, though:
Components - Bad components can really hurt an otherwise good game and Container suffers a bit. I like the ships and the container bits but the colors are atrocious. There is not enough contrast between the crates and it can be really difficult to tell them apart across the table. Even worse the player mats and ship colors don't even come close to matching, especially white and blue. It really takes away from an otherwise good looking game and constantly confusing colors can make for a frustrating gaming experience.
(image by Raid1280 @ BGG)
If you can deal with the color problems and incremental gameplay, Container has a lot to offer. The rules are incredibly simple and trying to work out your strategy, pricing and timing of purchases and sales is great fun. Container's player-driven economy is really what makes the game tick and gives it a different feel every time, forcing you to adapt. It does not generate the excitement and thrills other games deliver but is one of my favorite economic games.
No comments:
Post a Comment