Conquest of Paradise Initial Impressions (GMT Games)
Since the New Year, I’ve been going about gaming a little bit differently. A few years back I was buying any and all games that I thought was interesting. As I shuffle through my collection these days I keep asking myself what I was thinking buying games that at best could be average. There was a period where I would have actually classified myself as a “game collector” rather than a gamer. But as 2008 drew to a close I made my resolution to actually play the games that I own rather than buying new games that would gather dust. Sadly a side effect of that is I haven’t been trying many new games these days and the ones I’m playing more and more these days are ones that I’ve already wrote upon.
One game that I have tried (sorta) recently is Conquest of Paradise (CoP) by GMT Games. But at this point I’ve only managed to give it one go so I wouldn’t call this a “review” but more of an “impressions” article.
CoP covers the exploration and expansion of Polynesia circa 500AD. This is a topic that I personally knew little about before the game and I will say that I only know a little bit more afterwards. But, the game does provide a pretty nice historical guide to the period along with the game, which I will admit that I’ve only skimmed, and provides more details about various culture and lifestyle aspects of the peoples during this time period.
For the most part the game revolves around exploring the unknown and unmapped Pacific Ocean looking for islands which were large enough to support life. Each player has a scout ship that they move around a hex board. Each hex they enter to explore causes the player to draw a chit at random from a cup. This chit will tell you if you found an island or open ocean and how long your voyage took in the form of knots on a rope on the back of the counter. There is an entertaining push-your-luck element in the form of the amount of knots you accumulate during an exploration turn. If you gather up too many knots you could be delayed a turn or even worse, lost at sea.
After exploration you gather your resources from the islands that you population and start buying troops or expand existing settlements. During our first game what we found out is expanding the village seems like the way to go. To us running a military campaign and attacking opponents, after looking at things like unit costs, chances of success and what other logistical elements are needed to move these troops around just seemed too costly.
Overall my impressions on this game are mixed. Sending the scout ship out to sea looking for new land to conquer and islands to hop is very fun. The push-your-luck element is fun and shouldn’t case much in the way of problems unless someone just refuses to bring their scout ship in for a turn. Combat on the other hand fell flat. As I mentioned the cost for units and setting up the infrastructure to move them to where they need to be just didn’t work during that game. What also didn’t help the matter was once we were at a point where the map was mostly explored and we could start getting a sizable navy built due to producing a good amount of resources, the game ended.
GMT markets this game as a family game on their site and after playing the game I can see why. Conflict in this game is low because the cost for a military operation did not seem to be surpassed by the benefit of a successful operation. It was one of those things where it just didn’t feel right, and usually with that feeling comes a misreading or missing of a rule. A missed rule was not the case here.
What is also nice for the family is the historical references and notes that are included with the game. I’m sure many kids (and I’d even venture to say adults) have little exposure to this period in history and the game provides enough resources to help familiarize people with this interesting point in time.
Where I stand with this game is at a crossroads. As I’ve mentioned, the combat feels lacking which is snuffing out the fire to play this game again, but the exploration is exceptional and very fun, albeit random and a little luck-of-the-draw. It almost seems as if the game should be longer and it took a page sadly out of many other Euro/Family games where right when I feel the game starts to get interesting it is over.
To me, Conquest of Paradise just feels like it is off balance; not only the balance between exploration and combat but the balance between the board size and the victory conditions. I feel as though if the board was smaller it would cause people to be more packed in and create an environment that would cultivate more confrontation between players, or the flipside where if the victory conditions (a number of victory points determined by the number of players) were higher there would be a period between the time exploration for the most part is complete and people need to have conflict if they want to expand their borders.
The game is full of potential (which is a topic I was thinking about writing later) yet feels like it fails to deliver. As I said at the beginning though, this is just one game that I’ve played and my thoughts after that one game and at this point I couldn’t even tell you if I’d recommend the game to people. At the very least I’d say it is worth taking a further look if it sounds like something that you have some interest in.
‘Til Next Time - Happy Gaming
LvT

Today is dank and wet in my neck of the woods…Perfect gaming weather, of course this damn 8-5 job really puts a damper on days like today where I just want to sit inside and push to plastic guys around a table. Oh well…So I guess I’ll do the next best thing, talk about games. Today I’m just going to talk about a card game Family Business (FB) published by Mayfair Games.



