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SantiagoEnglish language editionList Price: $39.95
from 3 customer reviews
Product Awards:
Games Magazine Awards
Family Strategy Game Nominee, 2005
International Gamers Awards
Best Strategy Game Nominee, 2004
Designer(s):
Manufacturer(s):
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Some kilometers west of the African mainland lies the Cape Verde Island of Santiago. The climate is hot, and every drop of water is precious.
Every player buys at auction certain plantations (potatoes, beans, paprika, bananas, and sugar cane) and tries to connect these to others in order to unite and enlarge their holdings. Plantations must quickly be connected to the canal irrigation system so that they do not dry up completely and fail to produce any yield. Bribes to the Canal Overseer are necessary, in order to insure that the canal system connects to your own plantations. The sooner that a plantation is irrigated and is connected to other plantations of the same type, the more yield -- and thus the more money -- will be gained at the end of the game.
The one who wins will be the one who most skillfully acquires plantations, irrigates them, and connects them to lucrative plantations of the same type.
Santiago, with five players (3-5 players), presents one of the best interaction game I have witnessed. Perhaps, it was the players; I think it was the game design as well.
You have four even stacks of tiles. You are asked to match up two colors or place another farm tile. Two farm tiles are already placed on the board at the beginning of the game. The game mechanics looked so easy in the beginning. The four stacks of tiles are revealed with four tiles to bid on.
You start by bidding on who will draw and place the first tile. Ten Escudos or dollars are given to each player at the beginning. You may conserve your Escudos or bid wildly for those first tile placements. At the end of each round, the player is given three dollars to refresh the resources on hand.
The name of the game is irrigation. Each player has four irrigation sticks or canals. The one in your color represents the one placement you can use to keep your farms going. The blue stick represents a freebie that you can place to head off someone else not keeping your farms irrigated. You need to keep your colored canal stick for a time when farms will be lost without irrigation. Sticks placed between farm or crop tiles do not necessarily water the crops you want watered.
As individuals are deciding on their bids, one player may stay out of the bidding. He or she automatically becomes the ditchdigger for the lowest bid or staying out of the bidding. The Canal Builder or ditchdigger becomes a powerful person who decides which additional bid will be accepted and where the life-giving water stick will be laid.
The last step in the turn involves laying one of your blue tiles to keep that farm going. If no water stick is located near your farm tile, your farm tile is turned and the farm is lost. The farm becomes a desert.
At the beginning, two of the players placed tiles that gave them two farms or crop little blocks. On the farm tiles it shows how many little blocks of your color can be placed. Two tiles were immediately lost without irrigation, and the game begin to look like a stalement.
Then, the players got smart. They started holding back bids to become the Canal Builder and accept bids. They, then, built more carefully to conserve their water resources. It became a contest to guess who would become the Canal Builder. I ended up building only one farm for many turns, but the farms were at least receiving water from the other players.
Deals continued to be made in the game to save precious water irrigation sticks and team with other players' farms. That made the game highly interactive. Some players started new farms away from other people's tiles. The middle of the board became filled with one- and two-farm tiles. The players vied for conserving their water sticks. The Canal Builder was making a killing.
Money is earned at the end of the game by the number of crop stones on a farm tile times the size of the area involved. Money on hand is also counted. The final scores were unbelievably rich: 86, 67, two 52s, and 43. All in all, players commented they liked the game and would play it again.
From the furor generated by trying to convince the Canal Builder with bids and the spirited bidding for initial placement of tiles, this game is a winner. It has all the elements of stabbing your neighbor in the back and acquiring more water.
I first saw Santiago (Z-man Games, 2005 -- Claudia Heley and Roman Pelek) in GAMES magazine and was vaguely interested -- mostly because the cube colors (purple, white, tan, gray, and black), weren't your typical colors in a games such as this. The description didn't really catch my attention, though, so I didn't think much more about it. Then, I started hearing word about what an excellent game it was when scanning the 'net; but since the game was only released in Germany, I didn't think that I would get a chance to play it. I was therefore pleased and delighted to hear that Santiago had been picked up by Z-man games and looked forward to playing it.
The theme of the game, building plantations and digging canals, didn't really interest me that much, neither did my initial rules reading. But after my first playing I was hooked. The entire game comes down to knowing which plantation to pick, where to put it, and a very fierce, bitter canal auction. The auction seems to be the most critical part of the game, and yea verily, is the most fun. The game plays in an hour or less, feels like a "meaty" game, but yet is light enough that I've seduced many new gamers with it. Santiago may be one of the most underrated games of the last couple years.
A small board with forty-eight squares in a grid with ditches running throughout, breaking the squares into groups of four. Each player takes twenty-two yield markers (cubes) of their color, along with one blue canal (a long stick) and one "proposed" canal marker of their color. A spring piece is placed on one of the intersections of ditches on the board, and the "canal overseer" piece is given to one player. Each player also receives ten Escudos (currency) with the remainder placed in a bank. A pile of forty-five tiles (one less in a three-four player game) is sorted into equal stacks according to the number of players, shuffled, and placed face down. Finally, the rest of the blue canals are placed near the board. The first of the rounds is ready to begin (nine rounds for five players; otherwise eleven.)
At the beginning of each round, the top tile in each stack is turned face up. Tiles show one of five different plantations (pepper, sugar cane, potatoes, bananas, and beans), and either one or two planters pictured on each one. Starting with the canal overseer, and proceeding clockwise around the board, each player makes one bid. A player can bid any amount they wish, as long as no other player has bid it, or pass. The player who bids the lowest (or who passes first) takes the canal overseer figure. The player who bids the highest chooses a tile and places it on the board, on any free space on the board. They then place one yield marker of their color on the tile for each of the workers on the tile. If the player passed in the auctioning phase, however, they must place one less yield marker on the tile. All players then pay their bids to the bank.
Each player then, starting with the player to the left of the Canal Overseer, suggests a placement for a canal. Canals must be placed in the ditches on the board, and must either connect to the spring or an existing canal. When suggesting a placement, the player either places their proposed canal piece down where they want the canal to go, as well as the amount of money they are bribing the Canal Overseer with. Players can alternatively add money to one of the current offers, if they like how another player has placed their canal. Once all players have made their "suggestions", the Canal Overseer can take one of the offers, taking all the money and replacing the suggested canal with a blue canal from the pile in the middle of the table. The Canal Overseer can even build a canal in a place where no one suggested but must pay the bank one more Escudo than the highest offer to him.
Each player, in turn order, then can decide if they want to place the free canal they were given at the end of the game and do so if they desire. "Drying" then occurs. Each plantation NOT next to a canal loses one yield marker. If the plantation has no yield markers, it is turned over into a desert and cannot be built upon for the remainder of the game. Each player then receives three Escudos as income, and a new round begins.
Once the last tiles have been placed on the board, and the round completed, all tiles that are not next to a canal are immediately turned into desert. The game ends, with each player scoring their plantations. Each plantation tile that is adjacent to another plantation tile of the same type is considered to be in the same plantation. Several players can possibly score points for the same plantation. A player scores their points by multiplying the amount of yield markers in their color on the plantation by the amount of tiles in the plantation -- taking Escudos form the bank equal to the total. Once all plantations are scored, players count their money, and the player with the highest total is the winner!
Some comments on the game...
If you're looking for a game that has a lot of player interaction, no downtime, a playing length of an hour, and a simple scoring system, Santiago has it all. It's become a staple of my collection, a game that new players and hardened gamers can play alike. There's some luck with the tiles being turned over, but for the most part the game's result happens because of negotiation and keen bidding. Don't let the lackluster name or theme turn you off from this game; it's one of the best I've played in recent years.
Tom Vasel
"Real men play board games."