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In Vegas Showdown, players are attempting to build the best hotel/casino in Las Vegas. Players must balance their hotels with enough means to bring in the money, as well as other attractions to draw people in. Players bid on different rooms and attractions and must cleverly place them to score fame points. The player who uses their income the best and brings the most fame to their hotel wins the game. Winner of GAMES magazine's 2007 Game of the Year, Vegas Showdown will have up to four players enjoying not only a terrific auction game, but also one that gives a player the sense of building their own casino.
Players: 3 - 5
Time: 75 minutes
Ages: 12 and up
Weight: 1,549 grams
All-Time Sales Rank: #247
Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is a domestic item.
- 1 Game Board
- 80 Money Chips (white, red, and green)
- 33 Event Cards
- 1 Turn Order Button
- 2 Reference Charts
- 5 Hotel-Casino Layout Sheets
- 20 Player Markers:
- 5 Revenue Markers
- 5 Population Markers
- 5 Fame Markers
- 5 Bid Markers
- 4 Minimum Bid Markers
- 6 No-Bid Markers
- 76 Hotel-Casino Feature Tiles
- 26 Small Tiles
- 20 Medium Tiles
- 17 Large Tiles
Average Rating: 4 in 3 reviews
My gaming group enjoys this game and even talks about it occasionally. New people learn pretty quickly and also enjoy it. Seems like such a different-type game. I recommend it.
The goal is to build the best casino, but as anyone who's been to Vegas lately can attest, today's casinos are multi-functional mini- empires. You need restaurants, lounges, theaters, etc. in addition to your gambling options.
There is a bidding aspect for the best "rooms" that seems borrowed from Amun-Re, a building aspect that seems borrowed from Alhambra, and several varying ways to score. There are also some random events that happen whenever new rooms become available. If none of this sounds new, it's really not. But interacting with other players is where it becomes fun.
The game is really all about optimization. Who can best use the rooms, and what are you willing to pay for them? Should you buy something to keep it away from another player? Should you buy something expensive or take a risk by letting it get cheaper? Is your casino layout efficient, or will you have to take a turn to "renovate?"
There are so many options that you always need to be looking at what is best for you, and also what is best for your opponent. This aspect of keeping you on your toes is what makes the game rise above the sum of its parts.
The new Avalon Hill has been on quite a roll lately. If you exclude the abysmal Sword & Skull, the last several offerings have been quite good. Risk Godstorm, Nexus Ops, Robo Rally … all have been welcome additions to the world of boardgames. No, they don’t carry the heaviness that many titles in the old AH line boasted, but they still are quite fun and often challenging to play. The company is certainly moving in the right direction.
Vegas Showdown continues this progression, and has a distinctive “European” game feel. Players represent developers rich moguls embroiled in a contest to construct the most prestigious hotel-casino on the Las Vegas strip. Resources, however, are limited, so fierce competition erupts over those resources, and players compete in tense bidding rounds. Players place various features (tiles) into the tight confines of their building – restaurants, slots, lounges, etc. – with the aim of increasing their revenue, customer base, and fame.
Each player mat depicts an empty hotel-casino, which has a 7 x 5 grid superimposed upon it. Onto these 35 squares will be placed the various tiles won during the auction rounds. Part of the challenge of the game is arranging these pieces, which come in various shapes and sizes, so that they not only fit into the confined space of the building, but are also arranged to provide access to all rooms and yield bonus fame points at game’s end. Revenue and population are also tracked on the mat with diminutive, yet functional, wooden markers.
Each turn, seven building features are available, including three which are stalwarts throughout the game: slots, restaurants and lounges. The other four buildings features, known as “premier” tiles, can vary from round to round, provided they are purchased. Otherwise, they remain in place, but their price continues to drop until their low-cost appeal is too much to resist.
The game does follow a rigid and swift sequence of play, which can feel a bit repetitive. Fortunately, the game play is enticing enough to overcome this repetitive feel. The first order of business each turn is to drop prices, a phase we jokingly have labeled the “Wal-Mart” phase. The prices for all special tiles that were not acquired on the previous turn are lowered one space, which has the effect of making them more enticing. Eventually, they will reach a price wherein someone will be unable to resist the great deal.
When special tiles are acquired, they will be replaced by new ones drawn from face- down stacks. The initial offering price of each building is indicated on the tile and marked on the corresponding bidding track. The size of the tile is dictated by event cards, which also trigger special rules or situations which remain in effect throughout the current round. These effects can grant extra or reduced income, prohibit bidding on certain features, lower or raise prices, or even grant fame points based on the features one has added to his building. If more than one special tile needs to be placed, then multiple event cards are revealed, and all of their effects are relevant for the current round.
One would think that players earn income based on their revenue. Well, maybe. Income is actually earned based on the LOWER of a player’s revenue or population. This forces players to balance these two, a factor that should be considered when obtaining building features.
No doubt, the most intriguing and interactive aspect of the game occurs during the auction round. In a testament to its influences, the bidding mechanism is directly lifted from two other European-style games: Amun-Re and Evo. Each building tile has a corresponding bidding track, and players place their bidding token onto the track on the price they are willing to pay to obtain that tile. If another player also desires that tile, he may bid more by placing his marker at a higher point along the track. This bumps-off the previous player, who must bid again on his turn. This process continues until all players are uncontested for the tile of their choice. I’ve always enjoyed this bidding mechanism, and it fits well here. I am surprised it isn’t utilized in more games.
If a player does not wish to bid on any tiles, he may instead opt to publicize his casino and earn one fame point. This helps the player conserve limited funds for future turns. Alternatively, a player may opt to renovate his building, which allows him to remove and place up to two buildings. Buildings cannot simply be shifted inside the casino, however, and must be removed before being replaced. This will take two turns, which can be quite costly in terms of opportunities lost.
Once a tile is acquired, the player must add it to his building, or set it aside for future use. There are a few restrictions:
- Every tile must be able to trace a path to one of the two exits. Each tile has one or more doors, and no tile can be completely isolated from the rest of the tiles. This can be tricky.
- Casino tiles (yellow) must trace a path to the casino exit.
- Hotel tiles (blue) must trace a path to the hotel exit.
There are other considerations, too. There is a “Building Prerequisites” tree, wherein some tiles require the player to own other tiles before they can be placed inside one’s building. For example, a player cannot place a theater without having previously acquired a fancy lounge, which requires the previous acquisition of a regular lounge. Players can acquire tiles without first owning the prerequisite tile (s), but they cannot place them in their building just yet. They must acquire and place the prerequisites at some point before they can place the others.
Further, some buildings have a small red triangle symbols on their corners. If a player can arrange tiles to form full or ¾ squares with these triangles, bonus fame points will be earned at game’s end. This isn’t easy to do, but if accomplished, the resulting points can be significant.
Each tile obtained grants increased revenue, population, and/or fame. The more expensive tiles tend to grant greater amounts, while the cheaper and readily- available slots and lounges are miserly in their rewards. These rewards are a major factor when deciding which tiles to acquire.
This process is repeated until either one player completely fills his building with tiles – not a common occurrence – or until an event card calls for a specific special tile to be placed that is no longer available. At this point, players earn bonus fame points in a variety of categories:
- Filled Casino Section
- Filled Hotel Section
- Connected Hotel & Casino
- Highest Revenue
- Highest Population
- Each $10 of cash
- Each ¾ and Full square formed with tile triangles
The player with the greatest fame wins the contest, becomes a legend on the Vegas Strip, and gets free tickets to the Siegfried and Roy magic show. Well, maybe they just win the game.
Vegas Showdown has little startlingly new. Rather, it combines familiar mechanisms into a fun, easy-to-learn, yet challenging game. After numerous plays, I have not discovered a sure-fire path to victory. There seems to be numerous strategic options, and a fairly wide berth in terms of choices. This is a game that is easy enough to not deter casual gamers or family members, but deep enough to hold the interest of gamers. Hasbro has had some success of late marketing some games in the Avalon Hill line in mainstream game and toy stores. Let’s hope that they include Vegas Showdown in this marketing push, as it could easily be a breakthrough and crossover game.