Notify me if/when this item becomes available:
(you will be asked to log in first)
from 5 customer reviews
Please Login to use shopping lists.
The maharaja has called and you, a distinguished Indian prince, are obeying his call! Build magnificent houses and palaces in his name!
Maharaja is a clever strategic boardgame for two to five players. During the game the players take different roles and travel from city to city in India. Their architects build palaces and houses for the maharaja. Of course, building a palace is expensive. Therefore it is important to earn enough money in the cities. The first player building seven palaces is the winner.
Besides the basic game the rules booklet contains two advanced versions for players who seek even more depth in their game play.
Players: 2 - 5
Time: 90 minutes
Ages: 12 and up
Weight: 1,565 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Game components are language-independent. Manufacturer's rules are printed in English.
- 1 game board
- 5 action discs
- 7 character cards
- 5 architects
- 1 Maharaja
- 7 coat of arms counters
- 60 coins
- 7 action playing pieces
- 100 wooden houses
- 35 palaces
- 5 rules summaries
- rules booklet
Average Rating: 4.6 in 5 reviews
With over one thousand or more games available for me to play at any given moment, and my sheer love for variety, its rare for any game to make my dime list (ten or more games played in a year). But several games each year still make the list, just because I enjoy playing them so much, or because they are so quick and light that several playings can happen in a short time. Maharaja (Rio Grande Games, 2004 - Wolfgang Kramer and Michael Kiesling) is among the former group. I hadnt heard of Maharaja until the Spiel des Jahres nominations, and even then didnt get to play it until late June.
And even with half the year already gone, Maharaja is just shy of reaching my dime list, and most certainly will make it shortly. Im not surprised that it lost the Spiel des Jahres, as that award is primarily focused on family games, and Maharaja is a true gamers game. Thats not to say that Maharaja is difficult to learn, but the strategies are deep; and the game is an excellent game with tremendous mechanics. The only flaw that Ive found is that its difficult to overtake a runaway leader, but repeated plays have shown that thats not always the case. I really enjoy a game with multiple strategies available, especially when they depend so much on what other players do.
A large board is placed in the middle of the table, composed of seven cities and a starting position - all junctions that are connected to each other from three to five times. The roads that connect the cities have one or two villages located on them, breaking the road up into segments. Each city, a different color and having a portrait of some ancient Indian chap next to them, has nine palace sites surrounded by the city walls. A pile of money is placed next to the board, with fifteen gold pieces given to each player. Players also receive seven palaces and ten houses of their chosen color, with the remainder of the houses forming a pool near the board. The Maharaja pawn and the pawn of each players color are placed on the starting position, and six character cards are placed next to the board. Seven governor pieces are randomly placed on the governor track - each matching one of the cities on the board. Each player is given an action wheel, and initial setup occurs. Players first, starting with the youngest, pick a role card of their choice, placing it in front of them. After this, each player, in turn order (following the numbers on the role cards) places four houses - one at a time - on any village of their choice on the board (maximum houses per village is two.) The first round then begins.
Each round occurs the same way. The bottom governor piece is moved to the top available space on the track, and the Maharaja is moved to reside in that city. Each player then simultaneously and secretly uses the two arrows on their wheel to pick two of nine actions (the same action can be chosen twice). On a players turn (which occurs in numerical order, based on the current role card the players have, they may take the actions in any order, moving their architect (pawn) before, in the middle, or after their actions. If the architect moves, it must pass through villages with a house from one of the players. The player can move for free as long as one of their own color house is at a village; otherwise, they pay one coin to the owner of each house they pass by. The actions players may take are as follows:
If a player cannot or will not complete an action (such as they dont have enough money), every other player receives two gold from the bank as a reward.
Each character card gives the owning player a special ability, also. If the player picks the switch character card ability, they can possibly use the abilities of each character card. The abilities are (in order):
After all players have taken their turn in each round, the city where the Maharaja is currently present is scored. Each player receives temporary points for their presence in the city: One point for each house, one point for each outer palace - unless they have role card #4, one point for having their architect in the city, and three points if they built the first (center) palace in the city. Each player receives a certain amount of money based on who got the most points (ties are broken by whoever has the lower role card number), and the next round begins. The game ends when one person builds all of their palaces, at which point they win. If two players complete all their palaces in the same round, the player with the most money wins. Also, if the game reaches the tenth round, the player who has built the most palaces wins, with money again being the tiebreaker.
Some comments on the game...
1.) Components: The game is absolutely gorgeous when laid out on the table. For the first time in a while, its nice to play a German game with no scoring track. The palaces are glass stones, each matching the color of the nice pawns and wooden houses (which look remarkably like the hotels from Monopoly). The board is big, and even a decent jar to the table doesnt really mess it up; and when houses and palaces are set up, it really makes some nice eye candy. The role cards are extremely nice, and are made of thick cardboard and are a decent size; so that all players can easily see them. All the components are entirely language independent, with symbols and illustrations for actions being shown on the wheels - which were rather nice by the way - and everyone found that the symbols were very self-explanatory. Everything fit well in the box; but I had to throw out the plastic insert, because I could not figure out how everything was supposed to fit into it, and neither could anyone else. I finally just ditched it and plastic bagged all the components. Except for the box insert, the game, including the gorgeous artwork by Franz Vohwinkel, was of fantastic quality.
2.) Rules: The rules were laid out very nicely in an eight page full-colored booklet. There were some illustrations and many examples, and I thought that the game was easy to comprehend from the instructions. The layout was a little odd, and it did take me a bit to totally comprehend the exact way governor pieces moved on the track, but these were small obstacles. The game is simple, once you know it, but I found that it did take some explanation when teaching it; and people constantly asked what the character cards did, and could they pick the same action twice, etc. Still, everyone enjoyed the fact that for once we were playing a game in which the goal was not to get the most points.
3.) Unique strategy: And that, I think, drew me to the game as much as anything else. The goal seems quite simple - almost too simple; get rid of all your palaces. Yet the strategies to achieving this simple goal were quite varied. Ive seen people play with many different styles, and have yet to find one dominant style. Some moves seem scripted, such as the first player on the first turn should go to the city where the Maharaja is at and build the center palace, all but assuring him control of that city during the first round. However, after that, its an open field, and players try all different things. Some try to establish a presence in multiple cities, gathering up gold and laying palaces down wherever they can. Others (myself included) try to control one or two cities, and then maneuver the Maharaja so that he returns to these cities, giving us several big scoring turns. Still others try to control the roads, soaking up a lot of money in tolls as others architect travel across them.
4.) Tactics: Maharaja is a game where the difference in strategy and tactics is quite clear. I may have a set strategy to the game, but I must adapt to the moves that my opponents make; and this can vary from turn to turn. The back of the box rates the game a 3 in randomness, and I didnt know where they found ANY randomness in the game; but then realized that they were talking about the randomness of other players moves. You cant overtly screw another player in this game, such as remove one of their palaces, or sabotage their architect. But one can still mess with opponents plans by doing the action first, or switching character cards with that person. The interaction in the game is quite engrossing, and one finds themselves watching the other players carefully during their turns.
5.) Taking Chances: There is a small amount of taking chances that a player can do (I tried never to do it). One might not have enough money to build a palace, house, etc.; but might hope to get the money from people passing through their villages. But the whims of others might forego this, and a player may find themselves the unhappy benefactor; as everyone else cheerfully takes money from the bank. You can take a chance in the game; its just not often profitable.
6.) Time and Fun Factor: The game runs for about 60-90 minutes, which is an excellent time for a game of this weight and caliber. The ten round time limit helps keep the game from dragging out too long, and often Ive seen the game end on the seventh or eighth turn. The constant watching of the board means that players are always involved, keeping the game far from being boring.
7.) Optional Rules: There are two sets of optional rules at the end of the rulebook - and I think that the first set is quite an addition to the game - making only two small changes.
8.) Leader: When one player does well, and Ive noticed that this happens when one player has played the game and others havent. They can sometimes get into a position where it is impossible to catch them. They have a lot of money, and theyll easily build their last few palaces. This could be a problem, but most games Ive seen are balanced, and it seems like it only happens when several of the players are new, and/or the advanced rules are being used.
This is easily one of the best five games to come out in 2004 and shows the genius of Kramer & Kiesling yet once again. The theme is lightly laid on top of mechanics, but the mechanics are sound and very refreshing. When one plays the game, it doesnt really remind you of too many other designer games; and thats an enjoyable change, especially for those of us who have hundreds of games. But even if you only have a few games, Maharaja is a terrific game to pick up - a deep, thoughtful yet fun game, where the decisions you make each turn are agonizing yet enjoyable.
After reading the rules to Maharaja, I was excited for it to be released. After playing for the first time we were a bit disappointed. The rules sounded great, but the game seemed lop-sided and broken. Well, after several more games I can say that the game is not broken at all, and in fact is one of, if not THE, best game to come out in a long time. This is a very deep game that requires a lot of planning ahead as well as the ability to change those plans when the other players start to mess with what you're trying to do.
Maharaja has quickly shot up my list of favorite games and could definitely reach the number 1 spot with a few more playings.
Highly recommended if you like deep games.
Some times you get a game and wonder why you bought it. Well, you will be pleased with Maharaja by Rio Grande. The board is large and well done, all the pieces are of high quality and the rules are well written with plenty of examples.
You use a wheel which you dial in two moves and keep hidden until your turn, this gives the game quite a bit of anticipation for all players. The game can be played with as few as two players but the more the better.
Add this game to your gaming colletion and you will be glad you did.
Sometimes I read about a game before its release and I get a feeling about it, a sense of anticipation. If I get the chance to read the rules, I start to get excited about these titles. Mind you, this doesn't happen that often. The last time I felt it was when I first read about Puerto Rico and its clever role mechanisms. I got that feeling with Maharaja.
After reading over the rules I knew that this was going to be another winner, and now that I have game in hand I can see that my intuition was right. The game itself is visually sumptuous, with heavy glass drops for the palaces, a huge board, lots of nice wooden houses and some good thick tiles. Overall, the presentation is excellent.
The presentation, no matter how good, would be nothing if the game isn't up to snuff. Thankfully, Maharaja is up to the task. The idea is that players are minor nobles in India, the rajas, and your task is to impress the heck out of the Maharaja by building palaces in various cities.
Oddly, Dr. Knizia mined a very similar vein in the excellent Taj Mahal, but the mechanisms here are completely different. Without going into excruciating detail, players send their architect pawns between the seven cities and make use of the varied abilities of several other characters as well. One might provide a discount on palaces while another might provide free travel from city to city. Generally you only have one of these characters at your disposal and other players might force you into trading one for another that does not meet your immediate needs.
After the Maharaja makes his move to a new city, players must decide what they are going to accomplish on this turn. They can take two actions from a limited set of options, and these choices are programmed onto a clever little wheel mechanism last seen in Die Handler and even earlier in El Grande. Woe t those who plan on using a character's ability only to have it wooed away before your turn!
There is a huge amount of strategy going on under the surface here, and plenty of room for sneakiness. I am looking forward to playing this with more than two players.
'Kramer & Kiesling' is a name combination that ellicits thoughts of some of the better games in the last 5 years -- Tikal, Java, Torres -- and with the release of Maharaja in English, expectations were bound to be high for this 'clever game' set in India. Does it deliver?
The bits are pretty! Crack open the box and you see sparkly glass beads, piles of card board, tons of wooden bits, carboard action spinners, and a good big board with a period-appropriate illustration style. The board depicts 7 large cities with room for 7 'palaces' (glass beads) in each city, and a network of roads that connect the cities to one another, with roads having one or two villages along the way. The object of the game is very simple: be the first person to get all 7 of your palaces on the board, or have the most palaces on the board by the time the game ends. To get palaces on the board, you are going to need money, and to get money you are going to need palaces on the board. Hmmm...that doesn't sound quite right, but that is how it works.
To start the game, players place their archetect on the common starting space in the lower center of the board, players get some money, they place 4 houses on to villages, and they take a supply of 6 more houses that they keep in front of themselves. Early placement of houses is fairly key because architects can only move to cities by travelling along roads that have houses on them: if a village has no house, it can not be travelled through. Each village can hold two houses and houses provide another bonus: when someone travels through a village with your house, they must pay you a coin.
Now the Raja is placed in one of the cities (as dictated by a chart on the side of the board that shows the cities in the order they will be scored, one per round). This city is the only city that will be scored this round, so most of the players will make a race for it in order to build houses and palaces, competing to have the greatest rpesence there. And this is where the game picks up steam.
The round consists of every player getting 2 actions that they take in player order. What is player order? The 'role' tile that you have in front of you. The lower the number of your role, the sooner you go. But each role has a different special ability, and the lower the number, the lesser ability; the higher the number, the greater the ability. But of course, going first is generally better because it gives you first chance to build, and no one can hose you. The longer you wait for your turn, the more things have changed, and the more chances there will be of you getting stuck. What do the roles do? Extra income, free travel, build palaces for cheaper, have palaces worth more influence, build an extra house for free, and the like. Good stuff, that!
So at the beginning of the round, after noting which city will be scored at the end of the round, each player plans what they would like to to with their action disk. The disk depicts quite a few options, and has two arrows on it allowing a player to select any 2 actions of his choice (or the same action twice). When all players have chosen, they put their disks face-dwon in front of themselves. Now the player with the lowest role goes first. He may exercise his special role action once at any time on his turn, and also executes the two actions he chose. If ever he chose an action that he is not able to carry out, all the other players get some free cash, so picking actions you can do is important (and difficult if you go later in the round!)
The actions on the dial include: build palace (& house), build palace, 2 income, 2 houses, 1 house, move house, take 2 more houses into your supply, switch roles, change order of governor track (which switches the order that cities will be scored in), etc. Now whatever you chose, you carry out. Naturally, since your main piece is an architect, it makes sense that the game is mostly about building. And build you will.
Players may move their architect as often as they want to on their turn, but must pay for every village they travel through on their way to cities (unless they have a house in the village, which allows them to pass through for free). Upon arriving at a city, if they chose the respective action, they may build within the city, either palaces or houses.
So how all does building work? Well, to win you must build palaces. To build palaces, you need a LOT of money. To get money, you need to have a lot of presence in cities. See, at the end of a round, you don't score POINTS for a city, you score MONEY. With different numbers of players, the money awarded changes, but essentially, the more influence you have in a city relative to other players, the more money you get relative to them. If I am first place in the city at the end of the round, I get the 1st place money award, 2nd gets 2nd, etc. In this sense, it is a lot like El Grande in that it is a majorities game: it doesn't matter how much you have, as long as you have more than the next guys (and for this reason, I feel the game gets noticably better with every player added in.)
Influence in a city is simple. You get: 1 point for each house in the city, 1 pt for your architect being in the city, 3 pts if you have the central palace in the city, 1 pt for any other palace in the city. Again, 1st place points gets first place money (and so on), with ties going in favor of the person with the LOWEST role! As you can surmise, being the first one to build a palace in a city is huge, since it allows the player to claim the all important 3-point center palace place.
After awarding the money, the Raja moves to the next city on the governor track, and play begins again with players choosing two actions. And this game is very tricky. Since houses earn as much influence as palaces (except the center palace), the temptation is to stock houses up. The problem with that is that you need to place the palaces to win. And you also need to put some of your houses in villages, or you will go broke travelling and having to pay out a lot of money to other players.
Maharaja touts itself as a 'clever boardgame' and it is difficult to agree with that statement. Movement is tricky (don't give to much income to your opponents), building is tricky (if I build in every city, I will spread too thin, and when should I lay out the cash to build a palace), the governor track is tricky (planning ahead many allow me to claim the center palace space before other players, but it means less income until the Raja vists that city), roles are tricky (I need to build palaces cheap, but I can't afford to move much, which ability do I need more?), player order is tricky (I need to go before him so that I can get the palace down first, but if I do, he may grab the role that increases the influence values of palaces and then he'd still beat me), money management is tricky! This game requires a lot of clever play to be sure. A problem though: as with many clever games, some player bog down into analysis because they are trying to optimize their clever play, and this can create downtime.
As I see it, there are problems, not the least of which is that the game is dry. Maharaja is tricky, it is challenging, but it is dry. Even at first glance it looks very abstract (network of roads, and clusters of circles representing cities). And though some may disagree, like many other influence games (games that award 1st place, 2nd place, etc.), it's not much fun with 2 players, and really needs 4 or 5 players to feel 'right'. Maharaja is like some sort of middling cross between the influence of El Grande and the movement and placement of Java. Maharaja is almost too brainy to be non-gamery; too unpredictable to be brainy; too much planning to be completely unpredictable. Don't mistake my thinking here: it is NOT a bad game, it is indeed exceptionally clever, and the mechanics are clean. But it definitely is not universally appealing, and suffers with less players I feel. The gameplay is good, but dry, and so, though clever, won't get played often. Some would say its cleverness makes up for the lack of theme, but to that I can only say that I like clever play AND theme in my games, and that previous efforts from this design team, like Java, have more of what I am looking for in a game.