This game had to fight quite an uphill battle against my unfavorable views on abstract games, but it certainly overcame them. I saw this game being played at a convention recently, and noted that although it sported great-looking bits, it seemed totally abstract. So without hesitation, I moved on. Then, while I was in-between activities, someone invited me into a four-player game, reassuring me that it took two minutes to learn and a half-hour to play. How could I say no to that?
I was certainly glad I relented. As they said, the rules took no time to learn. Basically, each player is dealt a secret hand of six double-hexagons. Each hexagon usually bears a different color although double colors regularly appear as well. On a turn, the player simply places a tile and then draws a new one. Each placement triggers immediate scoring. In essence, each part of the double tile is considered separately and scores for each hexagon of the same color that it can 'see' in any straight line. Each player has a scoreboard with stones to mark progress in each of the six colors. When a player reaches 18 points in any single color, the player gets to takes a second turn.
What makes the scoring interesting is that a player must move on all fronts because, at game's end, each player's worst category becomes their final score. I was thrilled to see this scoring rule imported from Tigris and Euphrates. I've always admired the rule, but am usually too daunted by the complexity of Tigris and Euphrates to actually play the game.
This one moves at a fast pace, and at least after the first few rounds, the tension begins to build as players are often forced into decisions between maximizing their own scores and keeping those bottom colors progressing (often at a cost of setting up a scoring bonanza for others) and blocking one's fellow players but sacrificing one's own scoring opportunities in the process. The fact that you can see each player's scoreboards throughout the game, coupled with the ability to choose from six tiles each turn, makes for a nice tactical game. The luck factor is reduced not only by the choice of six tiles each turn, but also by a rule allowing a player to dump an entire hand of tiles in the event that the player is left with none in his or her worst color.
All of my games have taken only 20 to 40 minutes to play, and the game was great fun with any number of players as well. It's only drawback to me seems to be its pricetag, but then again, now that I've splurged on it, I'm definitely enjoying the production values. The playtime this one will receive makes it all worthwhile anyhow. Highly recommended!!