(c) Z-man Games Used by permission |
We finally got it to the table during one of our few cocktail hours this week, in the backyard on a beautiful spring afternoon. (She had a French 75; I had a Margarita.) We discovered that Perry R. sets up very comfortably on our little outdoor table - a sun with a spiral scoring track, a row of six planets, and five goods cards alongside each planet. The game is compact, visually very appealing, and relatively quick to set up. We both picked up the rules fairly quickly. Money and victory points are equivalent; the first player to reach 70 currency units wins the game. (The names of the planets, the races, and even the unit of currency are ridiculous and nearly unpronounceable, so I won't bother to look them up and repeat them here.)
Agent Infiltration intervention card Image uploaded to boardgamegeek.com by David Gerrard |
Some interventions are innocuous, but others have a "take that" flavor, such as switching locations with your opponent or switching contents of containers. Kathy seemed to get the knack of the game first, but I found my groove and caught up to her after a few turns. The lead traded hands a few times before we had to stop the game prematurely for dinner. (We had a late start from having to learn the rules - not uncommon when we pick up a game for the first time).
So we came away with a very favorable impression of PR:TCL as a light, compact, fun game with quite a bit of nuance and tactics to keep it interesting. I think card luck might turn out to be a significant factor as we play it more, but tactical decision-making still seems to count heavily on the game progress. We look forward to trying it again.
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