English language edition
List Price: $32.95
Your Price: $26.50
(Worth 2,650 Funagain Points!)
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from 3 customer reviews
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Like the trees that are ever green, some concert performers are always popular with audiences. These singers continue to fill concert halls year after year. Like the tides, their popularity ebbs and flows, but always their presence on the bill brings paying customers to the hall. And, of course, they occasionally produce hit records, which adds to their popularity and value. As concert organizers, the players use their influence cards to obligate artists to appear at their concerts. The amount an organizer earns for a concert will depend on how many artists perform and the popularity of those that do. Each player must organize three concerts of their own and participate in the final concert.
Players: 2 - 6
Time: 20 - 30 minutes
Ages: 12 and up
Weight: 805 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Manufacturer's rules are printed in English.
- 7 charting disks
- 78 influence cards
- 1 sand timer
- 1 rule booklet
Average Rating: 3.3 in 3 reviews
On Lees recommendation, I included this title in my order. Of course, I read the previous review and was unsure of the playability of the game. I played with three players (two men and one wife). I do not know why a timer bothers men and not women. However, the timer gave this game something of a hurry up feeling. You know the "think fast and finish your turn before you are penalized" feeling. The female opponent felt none of this, and she seemed to enjoy seeing the men squirm. The game is very clever. It played out in less than 30 minutes. I wanted to play it again but the others where satisfied with one speed-thinking session. This game makes you feel just that. It was fun and very involving with lots of decisions. You can get your non-gamer friends in on this gem; just hide the timer. As far as the timer is concerned, it created an atmosphere of pins and needles for the over-analytical testosterone-toting group.
The theme in any game is to put color into the experience. I find this game, as with any other has a solid mechanic and replayability. Moreover, the theme is up to you to enjoy, as most games are abstract in their mechanics. It is up to the players to enjoy what art form the producer put before them. I have a very large collection of games. One thing I strive for is a variety of original experiences when playing any one game. Evergreen is original and definitely will be repeatedly played.
While the theming is somewhat light in a couple of the above-named titles, it is so thin here that it is practically non-existent. One might accuse the game of being almost Knizia-esque in that respect. Does this hurt the game at all? Maybe a little, but not much. This is a light game that has some interesting mechanics and plays quickly. It succeeds quite well taken on those merits.
The components are quite nice, although a bit sparse. There is a deck of 78 cards and seven disks for tracking the popularity of six artists and which one is currently the holder of a hit record. That's it. I took a point off for not including some sort of board for tracking one's score. Oh, yes, there's a sand timer, too.
The sand timer is probably what makes this game work as well as it does. Players can over-analyze their moves in the other Kramer/Kiesling games, but they are given only a minute or so in this game in which to try to plot their best moves. I wish more games had timers in them!
There is certainly a high degree of luck to this game, which accounts for the other point taken off this game's rating. It would be difficult for a player with a handful of really low cards to do well, even by laying them off on opponents. Overall, however, the game is quite successful in what it sets out to be. This is a good opener or closer for an evening of gaming. Recommended.
This game reminded me a bit of Lost Cities, in that it is a lot more subtle than you first think. You are dealt a number of cards, featuring an artist and a number which indicates how much influence over the artist the card gives.
You only have three piles of cards available to you, so you can't possibly hope to control all artists. The high-numbered cards are good to place on your own piles to give you control of the artist, whereas the low-numbered cards are good to place on your opponents' piles so that their influence is suddenly reduced. Several artists can change place because of your turn, and every time an artist moves, its popularity changes - usually up, but it could also take a nosedive. Popularity is kept track of with cute discs made to look like 45-rpm records. If you have a lot of popular artists at the end of your turn, you can score them with a 'concert' - you get three such opportunities in a game, and one final concert at the end of the game.
As a matter of fact, the music theme is rather thin and doesn't really matter much in the game's play. Still, the cards and pictures are amusing in that - while they are fake - they evoke real performers' names.
This game goes quite fast because each player's turn is limited to about a minute by a sand timer (careful, it's fragile and I broke mine - not that I find I need it anyway). Evergreen is an enjoyable game; because of its theme it will appeal even more to people who enjoy music from the '30s and '40s.
Forget the singers on the box: Next on stage are the number magicians. You, a concert promoter, try to hold high-scoring concert--by attracting popular artists to your venues. Discs representing artists' popularity have an initial value of 5, but can reach a maximum of 12. Those who have the highest values of faceup cards in artists' suits control them. Discs constantly change hands, increasing in value each time they do, as one to three cards per turn cover others in any player's array. Holding concerts with your artists valued 12 is ideal, for in this volatile business they next revert to 5. Maneuvering the dial of a "hit record" over several turns might double the value of an artist in concert. It is also important to choose the best moment for your double-scoring Gala Event. Despite the incongruous musical theme, this is still a demanding game worthy of... note.
With a theme based on the music industry our Mr. Clifford looked like the perfect man to write this review. However, this is one of those games where the theme was tangential the game mechanics and I'm afraid the music did not flow from his mouth.
The game is about controlling music artists and this is achieved by playing cards in front of you. The cards are colour coded to the artists and numbered 1-9. A sand timer is used to force the game pace, but we found this totally redundant. A set-up round establishes the initial position. Then on each turn, a player plays up to three cards from his hand of 12 and the player who shows the highest total value on his cards controls that particular artist and receives a disc that is made to look like a vinyl 6" record. Each of the six discs has points ranging from 5 through to 12 and these are the points that a player bases his score on at specific times during the game. A seventh disc indicates what type of music is currently the favourite. This can be rotated by one place each time control of a music type changes hands.
The play of the cards can be made on your own artists or other players. Each card can impact up to two artists and the vinyl record discs are swapped to indicate the updated control positions. Each swap of the records increases the points score, so 5 moves to 6 etc. Later on, the points at 12 move to 5 which is bad news for someone. The laying of cards from the limited number that you hold is quite neat and since cards are played on yourself or others there are several options -- though not enough to worry about.
After a player's turn, a concert can be declared and the points are scored for artists they control at that time. Double points are scored for an artist that match the latest chart favourites.
That's more or less it. The key tactics are to establish control of discs that score high values and to match this with the favourite music. The cards limit your options and there is some skill in making the swaps at the right time, so the exact number of cards you play each turn can be a matter of judgement. Overall, a light game and one that plays fairly quickly. The link with the music business is so tenuous as to be almost non-existent. During game play, we ignored the music theme and played on the colours of each music type. When a game so quickly and obviously loses the link to its thread, the thought occurs that maybe someone should have wondered whether the mechanics might be better linked to something else. There are some good systems ideas, but ultimately this is a disappointing game and destined to a life at the bottom of the Goldsieber games pile.