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Game Night: Power Grid by Jeremy Kelso on Jan 28, 2011 | Posted in: Game Night, Games, Reviews

So what is Power Grid all about?

In a nut shell, the object of Power Grid is to supply the most cities with power when someone’s network gains a predetermined size.  The end game network size (AKA number of cities you purchased) is predetermined by the number of players.

I find the game to be perfectly ingenious.  It is by far one of the most strategic non-combat based board games that I have ever encountered.  The only random elements involved with the game affect everyone equally.  You win or lose based on the choices you make and the choices that the other players make.  Nothing is up to chance.  It is a resource management game, but it is also so much more.  Dare I say … perfect?

Power Grid is a very complex game, yet I find that it is not at all complicated.  Reading the description and instructions may make it feel that way, but once you actually play it, you will find that it is not complicated at all.

There are 3 main elements to the game (not to be confused with the 3 steps of the game).  Although it may be easier to tackle each element on its own, they are all interconnected.

Element #1 – The Network

As previously mentioned, the game takes place in 3 steps (not to be confused with the 3 elements).   During the first step, you are able to purchase a city for $10.  After you purchase your first city, you may only add to your network by paying all connection cost from one of your existing cities to the city you want to buy.  In step 1, once you buy a city, no one else can share it with you.  Once any player purchases his seventh city, step 2 is triggered.  During step 2, a city can accommodate a 2nd player, but at a cost of $15.  In step 3, a third player can occupy a city for $20.  Once a player reaches the predetermined end game number (16 cities for example), the game is over.  At that point, the player who can power the most cities wins (not necessarily the person who built the 16th city).  What do cities do for you?  Well, first off, you make money by powering cities.  If you don’t own them then you can’t power them, and you can’t make money.  Secondly, turn order it determined by the amount of cities you control.  That is a very important strategy point.

When purchasing cities, it is done is reverse turn order.  The player with the least amount of cities gets to purchase new cities first.

Element #2 – Power Plant

In order to power you cities (and therefore make money), you must purchase power plants.  The power plant stack it somewhat random.  Eight cards are displayed face up.  The first four power plants are available for sale.  The last four are the “future market.”  The power plant has a value, the amount of cities it can power, and the amount and type of resource(s) that it takes to power those cities.  Each round starts with the first player (player with the most cities) bidding on a power plant.  Bidding starts with the value of the plant and each player has the opportunity to bid.  Once each player has had the opportunity to purchase a power plant (he can choose not to), the buying phase is over.  Every time a power plant is purchased, a new one is drawn and the market is rearranged by value.  Sometimes that power plant will go immediately into the purchasable market.  Other times, it goes into the future market, pushing one of the plants already in the future market into the purchasable market.  The maximum amount of power plants that you can have at any one time is 3.  When you buy the next one, you must discard one you already have.

Element #3 – Resources

It is not enough to have the city and have the power plant.  You must also have the resources required to operate the power plant.  There is a resource market that consist of coal, oil, trash, and radioactive material.  In the early stages of the game coal and oil are more plentiful and therefore cheaper.  But, as players buy resources, they become less plentiful and therefore more expensive.  Every round a certain amount of resources are restocked to the market (based on the current step and the number of players).  This supply and demand style resource market is one of the most innovative parts of the game.  I’ve never seen a game that handles it quite so well.  Depending on what resources people are buying, radioactive material may be cheaper than coal.  The order in which resources are purchased is also reverse turn.  That means that the player with the least amount of cities gets to buy resources first – potentially controlling the market.

See?  Complex.  You’ll have to play it to believe me when I say it’s not complicated.

I really can’t think of anything I would change to make it better.  Sure, it’s not perfect, but I can’t think of a way to improve it.  I guess that’s why it’s my favorite.

Here are a few tips that I have to offer after losing several times (and confirmed by winning):

  • It’s better to let someone else break the 7th city barrier.  You want first crack at the $15 cities.
  • Don’t buy more resources than you need.  Sure, it drives the price up for the other players, but it also takes away city and power plant money.
  • With the exception of the first power plant, don’t bother buying a plant that powers less than 4 cities.  You are going to need a minimum of 14 cities to win.  That’s 2 5’s and 1 4.  Don’t waist money on power plants.  You should only need to buy 4 or 5 plants throughout the entire game.
  • Don’t bid on a plant that you don’t want.  Sure, you drive the price up for the guy who wants it, but you will probably get stuck with it.  Usually, that’s a big waste of money.
  • Only buy the “green” energy plant if it will pay for itself in that round.  Otherwise, it’s a sucker’s bet.

There you have it.  Have you played Power Grid?  Do you want to?  Have some tips to share?  Sound off.

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