I’d like to return to our series on “Player goals”, and discuss a category of games that I’m referring to as “Cash acquisition” games. A few weeks back, we discussed “VP Acquisition” games. Cash acquisition games are similar in that players make incremental progress throughout the game towards victory, but the main difference is that in Cash Acquisition games, the resources used to win the game are also instrumental in playing the game. So, this could include “money” games like Monopoly or Acquire, where you use money to buy things but you also need to have the most money to win the game; but it also includes games like Settlers, where settlements and cities are worth VPs, but you also use them to acquire more resources.
So with this in mind, what are some of the strengths/weaknesses of these kinds of games? What else can be said about them?
-Jeff
The rich get richer, and the poor get poorer... Unless the game is designed so that even if you are poor you have that "long shot" gamble of winning. Which I think is really the problem with most games that have the goal of most money at the end. There are only so many ways of getting the money and usually since some luck or outside influence is involved, everyone does the "best they can" and someone ends at the bottom of the heap with no chance of catching up. So I think the solution is to incorporate a means of getting more money that isn't as attractive in the beginning, but becomes more attractive as a game wears on for those at the bottom. But then again, the person who made all the "right choices" from the beginning might feel cheated by someone who made all the mistakes and then took a long shot and won...
On another note about getting money...
I have a problem with most auction games because of the money issues. Mostly, that the first few times one plays there is no sense of worth to the money or what you are bidding on. And usually in these cases unless everyone is playing for the first time, the ones who have experience have a huge advantage. (this has happened to me when Medici and High Society were played in a group where the person who owned the games, and had played before beat the rest of us newbies) There seems to be the initial problem of not knowing how far one should/can stretch their dollar. Even in monopoly the first time you played you would have been hard pressed to know which properties are worth buying if everyone was new. The more expensive ones must be better? The cheap ones are the way to go? And by the time you figure out a stategy the game is pretty much decided.
Now that I think about it, it seems that this is pretty normal for most games and goes beyond a mere learning curve of how to play but into the learning curve of how to play best...
Sorry, no more rambling.