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International Gamers Awards
Best Strategy Game Nominee
2000
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Deutscher SpielePreis
2nd place
1999
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Year:
2005
Players:
3
- 5
Time:
45
- 60
minutes
Ages:
12
and up
Weight:
1,223 grams
All-Time Sales Rank:
#134
Customer Favorites Rank:
#79
Language Requirements:
This is an international edition or domestic edition of an imported item.
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Lead your dynasty through 2000 years of history in ancient Egypt. Gather as much fame and honor as possible. Place the most pharaohs. Establish unequalled monuments and use the fertility of the Nile. But don't neglect your people and their culture. And pay homage to the gods -- lead by the sun god Ra -- otherwise the fame of your dynasty is quickly lost.
Back by popular demand, this is classic Reiner Knizia, and sure to be a game you play over and over again!
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John McCallion
Jan 01, 2001
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Nerves of steel, canny evaluation of what's for sale, and precise timing are demanded by this exquisitely tense bidding game. Players in turn randomly pick Tiles which gain winning Victory Points or neutralize severe penalties. Less wealthy players can impose frightful dilemmas on richer ones by calling auctions at the opportune moment, hoping to buy a collection cheaply and get a valuable coin in exchange to spend next round. Will they dare to use their best coins just to stop you? Rounds are of uncertain duration and, in their closing moments, fraught with anxiety; they can end abruptly to stop your current spending. Better luck--no, precision!--next time. Whatever you offer me for this superb game is simply not enough.
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John McCallion
Jan 01, 2000
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There's a breathless hush as the tiles are turned. A Civilization. A Pharaoh. A God. "RA!" cries the poorest player, starting an auction. If the others pass, he will win the tiles cheaply. Player A thinks: "Curses! My highest coin can win, but just to stop him from getting a bargain? Hmm..." Player B: "If I bid my last coin and win, no more spending for me this round. Is it wise to quit?" This subtle bidding game, the goal of which is to collect scoring sets of auctioned tiles, is full of seemingly unresolvable dilemmas. RA, represented by special tiles, crosses the firmament inexorably... There's his last tile: Discard everything on the Auction track. Player C. "Stupid! I should've bid!" A tightrope of bidding suspense that's far above the ordinary.
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Stuart Dagger
May 01, 1999
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After several years when they just concentrated on children's games,
Ravensburger are back with us and this time they are targeting not just the
"10-Adult" market but the "gamers' game" market as well, something they
haven't really done since the days of Metropolis fifteen years ago. What is
more, it is clear that they have put a lot of thought and effort into the
enterprise: a new brand name to act as a designer label; the teaming of a top
games designer with a top graphic artist; a theme which lends itself to strong
visual images; and an intelligent marketing strategy that would earn the
respect of the film producers, Miramax. Never, to my knowledge, has a game
been given as carefully orchestrated an entrance as this one, with a high
profile preview at Essen ensuring that both it and the label were going to be
grabbing the Nuremberg headlines well in advance of the event itself and while
the opposition had nothing to fight back with apart from lists of titles.
It is a clever way for a big firm to use its muscle and resources, clever
provided the product being marketed is worth the fanfares you are giving it.
Get it wrong and you have nowhere to hide. Fortunately, they haven't got it
wrong, because Ra is a very good game. It was clear from the playtesting
insights that Reiner gave us in the last issue that this was a game he sweated
blood over before finally getting the mechanisms that would make it all fit
together in the way that he hoped, but he has succeeded and the result is a
game with parts that mesh beautifully, that is both simple to learn and quick
to play and which gives you lots to think about.
The game to which Ra is closest in spirit is the same designer's [page scan/se=0172/sf=category/fi=stockall.asc/ml=20]Medici.
Both are games where you collect objects in various categories, where you
acquire the objects by bidding and where you are constantly having to balance
what a set of objects is worth to you against what they are worth to an
opponent. However, closeness of spirit is as far as the kinship goes. The
mechanics are very different, with the later game being much more intricately
wrought and having a more finely differentiated scoring system whose balances
present the players with a steady steam of hard decisions. I speak with some
ruefulness here, since I have yet to come close to getting this game right.
The board is a very simple one, showing nothing more than two shortish tracks
on which tiles will be placed, a central space for a wooden token and some
information at the edge about the scoring system and the tile distribution.
The tiles are the things that you collect and they come in seven sets of
different sizes, six of the seven being collectibles and the seventh a set of
"Ra tiles", which help drive the game clock and give the players a sense of
urgency.
There are 180 tiles, 30 of them Ra tiles, and on your turn you have two main
options: you can either declare an auction for the tiles currently sitting on
the collection track or you can draw a tile and add it to the board. If it
is not a Ra tile, it goes on the collection track; if it is, it goes on the Ra
track and an auction is held anyway. The epoch ends when either all players
have bought a certain number of sets of tiles -- the number being dependent
on the number of players -- or the Ra track is full. There are three
epochs and the players score points at the end of each of them -- much as
you do in Medici.
Not at all as in Medici is the way you pay for the sets of tiles. There it is
done by dipping into your store of victory points; here it is done using a
special set of wooden tokens known as "suns". There are sixteen of these,
numbered 1 to 16, though the last three are only used in the 5-player game.
At the start, the token numbered 1 is placed in the centre of the board and the
others are distributed in balanced sets to the players. Auctions, when they
are called, are "once round the table" affairs, ending with the person who
either called the auction or drew the Ra tile. Any player who wishes to bid
for the set of tiles on offer places one of their face-up sun tokens on to the
board and the highest numbered token wins. The successful player then collects
the tiles they have bought and places the token they have used as payment into
the centre of the board, taking in its stead the one that was already there.
This newly acquired token is placed face down in front of them, where it stays
until the end of the epoch, when it is again inverted ready for re-use. The
result of this is that each player always has the same number of tokens, but
the numbers on them are constantly changing. This is one of the things you
have to bear in mind when you are making your bid: it is not just the tiles
you are getting; it is also the sun token that is currently in the centre
and that will affect your ability to compete in the auctions of the next epoch.
The tiles that players collect fall into six groups -- pharaohs, bits of Nile,
civilization advances, monuments, money and divine favours -- and each is
scored differently. The first four are the important ones; the other two just
being there for spice. It is always difficult to rationalise what is basically
an abstract game, but the best approach here is to imagine that you are a noble
family playing the prestige game and doing so over a very long stretch of time.
Pharaoh tiles represent influence with a particular ruler. The prestige that
comes with this is cumulative and the tiles that you get from this group stay
with you until the end of the game (barring disaster tiles, of which there are a
couple in each of the four main groups). At the end of each epoch,
the player(s) with the most pharaoh tiles gain prestige points and those with
the least lose some. Nile tiles represent land and this is something that,
again barring disasters, also stays in the family. However, land in Egypt
is no use unless it has irrigation and so you only score points for this group
if your collection of Nile tiles includes at least one of the special flood
tiles. Nile tiles also score at the end of each epoch, but this time it is not
a matter of best/worst, but simply one of how many and although the basic land
tiles stay with you into the next epoch, the precious flood tiles are lost.
Civilization tiles represent family members who made special contributions in
these areas. Such fame is more transitory and so these are tiles that you
score at the end of the epoch and then lose. For a positive score from them
you need to have at least three of the five different types, but just to make
sure that this is not a category you can ignore, there is a fairly hefty
penalty if you have none. Finally, there are the monuments. These only score
at the end of the game, where it is a combination of number of different types
and sub-collections of three or more of a kind.
The sun tokens also come into the scoring at the end via a clever extra idea
that stops players having a "no tomorrow" approach to bidding in the last
epoch. What happens here is that each player adds up the numbers on the sun
tokens they finish the game with and there are then bonus points for the highest
total and a penalty for the lowest.
The first review of Ra that I saw appeared on the Net before the game had
even been released -- the writer having played it at a convention
to which Jay Tummelson of Rio Grande had taken a copy. He was a bit
disappointed with the game, feeling that it was repetitive and that players
were not given enough options on each turn. "All you do is turn over tiles
and bid" was the gist of his argument. He put his case well, but I feel that
he was missing the point. After all, you could also say of Poker that all
you do is turn over cards and bet, but that doesn't stop it being one of the
greatest and most skilful card games ever invented, because those two little
words "and bet" cover some subtle thinking in which the players have lots
of factors to take into account. The same is true here of "and bid".
It is not just a matter, as it usually is in collecting games, of deciding
what to concentrate on and not worrying too much about the rest. The penalty
points in this game are pitched at a level that, though not decisive, is still
enough to hurt and so you can't ignore categories. You might not have a chance
of first place in Pharaohs, but it is still worth trying to avoid being last.
Then there are the points that come for spread in some of the groups. These
can make a set of tiles very valuable for an opponent and mean that you don't
want him to have them. Is stopping him important enough to justify the
expenditure of one of your precious sun tokens? If so, how high are you
prepared to go? Is it likely that someone else will also have spotted the
danger and be willing to do the job for you? You also have to consider the
probable influence on people's thinking of the number on the sun token
currently in the centre of the board. How valuable is that to various people,
given the tokens they have face-up in front of them? Even what seems like
the straightforward matter of deciding how to use your high-numbered tokens
turns out to be more complicated in practice. If you have the highest face-up
token, you feel that it ought to be possible to wait until a large set of
useful tiles has built up on the board and then take it by force.
Unfortunately, the opposition soon learn how to stop the collection getting
too large and how to take the shine off your purchase by manoeuvring a
low-numbered sun into the centre. Meanwhile the number of tiles on the Ra
track is building up and the looming "end of epoch" threatens to leave you
empty-handed. With a less finely-tuned and subtly differentiated scoring
system, without the constantly shifting balance of the numbers on the sun
tokens and without the "time is pressing" mechanism of the Ra track, the
game could have been repetitive in the way that that first reviewer claimed,
but as things are it is not. The bidding rounds, like the betting
rounds in a game of Poker, each present you with a new set of circumstances
and the fact that you know exactly what each opponent's options would
be were a bidding round to be called means that you can create situations that
will present the opposition with decisions they won't like.
As you will have gathered, I like this game.
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     A Classic Auction Game from Knizia - A Must Buy...
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J. David Koch
Feb 17, 2006
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Look and Feel
Once you open the box you are struck with how nice the
components look. Quad-fold board that opens up to reveal some
beautiful artwork that certainly is evocative of the Egyptian
theme. This art style extends to every item in the game.
Included is the game board, 16 wooden auction tiles, 180
playing
tiles, 1 wooden Ra figure, money "tablets" for keeping score, a
black bag for holding the tiles, and the traditional plastic
insert.
The tiles are nice and thick and should bear up to multiple
playings over the years. The wooden auction tiles and Ra icon
piece are thick and solid and give a real sense of quality
to the
product. Kudos to Uberplay
for the work put into this game.
Piece of advice: Throw the insert away and then see if
you have
a bigger drawstring bag for holding the playing tiles. With the
insert in place it is hard to get everything to fit back
into the box
once opened and you just won't need it. Next, the black bag
that
comes with the game is functional, but probably not quite big
enough to hold the tiles and allow you to root around in the
bag
for your next draw.
As always, for games that call for a bag, I recommend a nice
Crown Royal bag if you can find one. If not, then see if you
can
sew up or obtain a bigger bag for the tiles. Some folks like
to set
up the tiles face down on the table and not use a bag at
all. If
that is your preference, go for it.
Gameplay
Game play is relatively straight forward. The only
confusion for
most folks is how the scoring mechanism works. Basically, it
is a
set collection game.
Each player is allocated a few numbered auction tiles
(depending
on players involved 3 or 4: These tiles are numbered somewhere
between 2 and 16. Players get some high numbers and some
low numbers so it is relatively even) and the number 1 tile is
placed on the center of the board. Across the top of the
playing
board is a number of open Ra spaces. These blanks are ready to
accept any red Ra tiles that are pulled out of the bag. On the
bottom of the board are 8 open spaces to place the tiles
that are
pulled out of the bag that are not red Ra tiles.
The game is played in 3 rounds (different Dynasties)
On a players turn, they have a option of one of three
choices.
1) Pull a tile from the bag
If it is not a red Ra tile, place it on the collection row.
If it is a Red
Ra tile, it is placed on the top Ra row and an auction starts
immediately for ALL the tiles in the collection row and for the
number tile that is on the center of the board (Yes the bidding
tile from the last auction is part of the bid.)
When the red Ra tiles spaces are all filled up, that Dynasty
comes
to an end.
or
2) Play a god tile.
There are 8 yellow god tiles that can be used by a player to
exchange one to one for any tiles on the collection board that
they want in their set.
or
3) Call Ra and start an auction.
When someone calls Ra! an auction starts immediately. Starting
with the player to the left of the caller, each player may
suggest
a single bid or pass. If they bid, they move their bidding
tile so it
touches the board to show what they are bidding. The next
player can bid higher, or pass. Last player to bid is the
player
that called Ra. When all have had the chance to bid once, the
high bidder gets ALL of the tiles on the collection track
AND the
bid number in the center. They tile that won the bid is
placed in
the center of the board and becomes part of the next auction.
The bid tile you took in the auction is turned face down on
your
board and can not be used again until the next dynasty rolls
around. So you see, you have to be very careful how and what
you bid. It is light enough to not be brain burning, but you
have
to watch all the players and what they are acquiring.
As you can see there is a definite time crunch applied as
the
game goes on. You only have the opportunity to get tiles you
want (or want to keep out of your opponents hands)until the
Dynasty ends. Once it does, you score for that Dynasty and many
of the tiles are returned to the box and you start again.
Some of
the tiles (like Pharaohs and Monuments) remain on your game
board and add up through out the game to be scored at the end
of each Dynasty or at the end of the game.
That is a very simplistic overview, but I hope it gives
you enough
of the flavor to see how the game would progress. You are
constantly on the look out for tiles that help you with a
maximum
score while trying to keep other tiles away from your
opponents.
The beauty of this design is that the tiles that are up
for auction
are worth more of less to different folks, so you really
have to
stay on your toes.
Who Would Like this Game?
At my board gaming group we have a nice cross section of
heavy
gamers, Medium weight Euro gamers, and some relative new
comers to the genre. Although this is not everyone's
favorite. It
is a game that gets a lot of play across all types of
players. And
since the playing time is relatively short, I expect this
one to hit
the tables quite often. Even my wife who does not care for
auction games at all, likes Ra and asks for it on occasion.
So it
really a game that once explained will appeal to a number of
different types of folks.
Parting Thoughts
This game is just fun! Everyone is involved on every turn
so the
down time is minimum. It is easy enough that even the younger
ones in the family can play, yet deep enough that hard core
gamers will not be bored while playing. It plays quickly enough
that if you play one practice game to teach the game, there
will
be plenty of time for a couple more games that evening.
Final Rating: Solid "A" (Two thumbs up)
Even if you have other "auction" games in your
collection, you
might want to make room for Ra if you have even a passing
interest in this type of game.
As you can tell, I really like this one and if I am not
mistaken, you
will too.
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     A typical Knizia game (which isn't bad at all)
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Fridrik Skulason
Sep 12, 2003
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Too many things to do - too little time to do them - sounds familiar?
A feature of many games by Knizia is that it is hard to decide on a long-term strategy and follow that throughout the game - you constantly have to re-evaluate your options every round - how the possible courses of action would effect you and the other players.
Games of this type are not for everyone - which is why I normally would only have given this game 4 out of 5. Hoever - I love the Egyptian theme - I have always been interested in ancient Egypt, and that earns the game its 5th star as far as I am concerned.
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     Ra - it grows (and grows and grows) on you...
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Mark Edwards
Nov 01, 2002
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The first few times I played Ra I came away with an 'Eh' sorta feeling. There's so many ways to score, the strategy wasn't clear, and the theme seemed pasted on.
But I remained intrigued, both by the game and by the praise it's received. So I played it a few more times and I must say I'm incredibly glad I did. It's grown into one of my all time favorite games.
In my opinion this is a true classic, easy to teach (if not incredibly easy to grasp at first), lots of tension ('No Whammy!'), and a good mix of luck and skill. It plays well with 3-5 (one of the few games that really shines with 3) and it can be played almost as a filler (we call it 'Speed Ra') as well as a full meal of a game.
Although I've always struggled fitting the theme to the game the production quality and especially the artwork is excellent.
Of Knizia's bidding games (and I love them all) this ranks near the top, mostly because of the versatility I mentioned earlier.
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See all Ra reviews
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Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.
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The Luding Database is a game database that contains several thousand games, authors and publishers. There are also links to discussion of games at more than 60 sites around the WWW.
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The Game Cabinet is the original online game resource. While it has not been updated in several years, it remains a valuable archive of information about older games.
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