If I ponder a game while commuting, that's a good sign. If I'm still thinking about it after a few plays, that's great. I like variety, so most games get played a few times then dismissed. Maharaja's cycle: intriguing, worrying, dismissed. Despite great acclaim and glowing reviews (and a nice pedigree); this boat sails without me.
The goal: Build seven palaces; but palaces take money. The Maharaja moves around the map and pays the architects based on their work displayed in the visited city. Work includes palaces, houses, or simply being there to personally bend the ear of the esteemed leader. I won't bother with the full rules (
they are online). [One of the nice aspects of the last few years is that reviews can dispense with detailed discussions of the mechanics]. The flaws of this game come from an unlikely source: the action wheel.
With the action wheel, each player picks an action, for a simultaneous decision. Maharaja expands this: each player picks two actions. This simple change squares the available options from nine to eighty-one per player. [Even if each player only has five reasonable actions that number leaps to twenty five combinations]. Once all players dial in their actions, the first player reveals his choices and takes his turn.
The turn involves taking the actions (in any order), interspersed with moving around. Moving is important for two reasons: it costs money (paid to other players) and some actions (like Palace Building) occur at the current location. A player chooses the order of actions and movement during his turn, so analyze, make rough plans (the selection) then analyze again during your actual turn.For example, "Building Houses" doesn't specify where they are built: in villages (to allow the player to move between cities and earn money from other players moves) or in the current city (to impress the Maharaja). So the balance between pre-planning and moving during a turn works well (and reminds me of
Game of Thrones).
Going early provides many benefits: palaces built in central locations please the Maharaja, so they score more when money gets handed out. Mechanically, going first means perfect planning. I dial in my result and know exactly what I'm going to do. There is a balancing factor: player order is determined by roles (numbered 1, 2, etc) and each role also has a special power. Going first confers no extra benefit; going later get more powerful. One of the actions a player can choose: claim another role. (If I take it from another player, they immediately take one of the unused roles).
The later roles provide discounts and benefits; but usually only for a specific action. For example, "The Artisan" (role #6) reduces Palace cost from 12 to 9. So the artisan usually picks the "Build a palace" action. But another player, low on money, may take that role away before the Artisan's turn. That player paid a price to (perhaps inadvertantly) hurt the artisan, so malice alone can't explain it. Nevertheless, players in later positions are at a planning disadvantage.
Turn order plays a part in many games, often following an orderly progression. Here any player can adjust their turn order (usually bumping an opponent out). This costs one (of two) actions each turn and may not last even until the next turn. Someone else may reverse your choice.
The conflict: going early allows better planning; going later allows you to lock in going early next turn. Going last lets you possibly reverse someone else. Of course, just because you start the turn going last, you may wind up going in the middle (if someone takes your role. Remember, the later roles have nice powers). This results in a great big game of King of the Hill, each player jumping around in turn order! First game: fascinating. But then frustrating.
Consider Fist of Dragonstones. Many people (myself included) dislike blind bidding games where losing bids pay. Maharaja combines Fist of Dragonstones style, albeit in a novel form, with fiddly board play that requires and rewards forward planning. Despite my initial enthusiasm, I quickly cooled on
Tikal /
Java / Mexica.
Take an interesting simultaneous decision (action choice) mechanic and, based on board position, each player chooses from a variety of plans. But only the first player's plan happens. Everyone else must react to the changes that occur between when they choose and when they act. The problem isn't complexity; Maharaja is no more complex than Puerto Rico. However, in Puerto Rico, you make your decision when you act. You have almost complete information about what the game state will be. Here, you must plan based on a position that can wildly change before you get to implement your plan. Adding insult to injury, if you select an action you can't (or won't) take, every other player gets bonus money (As if the lose of an action wasn't enough! Maharaja has about ten turns, actions are in short supply).
Worse yet, the money mechanism contains positive feedback. Building Palaces provide money, which can be used to buy more palaces. And building first in the Maharaja's current city helps to place highly (The first palace scores three points instead of one). More money lets the leader build palaces without needing as many "Gain two gold" actions.
So, each of my three games saw the following: the first player gets a solid setup on turn one, as do some of the other players. Perhaps one player decided to just go to the Maharaja's second city. But a later player played the "redirect the maharaja" to adjust the city order. These type of plays (if not this particular one) occur constantly. The player who built in the second city won't earn money for another few turns. He's out.
Ideally, these type of setbacks balance out. With Maharaja's positive feedback, they don't. And playing well does not guarantee you won't be knocked out early. Unless you go first (or sometimes, last) you can't guarantee what will happen. You pick your actions without full information, and players who act after you may reverse your decisions.
I'm not particularly bitter about Maharaja. I've won, I've contended, and I've lost. But in each case, one (or more) players had no hope in the last half (or more) of the game. Sometimes through miscalculation, other times by an unfortunate choice that might have worked, under different circumstances.
Overall, Maharaja tries to combine the quirky chaos of a blind bidding auction game with a detailed forward planning board game, then makes things worse with a rich-get-richer income scheme. Each of Maharaja's parts innovates; but the parts all pull in different directions for an unsatisfying result.
I like simultaneous decisions, but without being sure about the state of the game when they will be implemented, planning occassionally feels like a sick joke. I'd consider playing again, but only with an auction for starting role selection (a variant suggested in the rules). Perhaps that one rule would balance the game, and it would certainly help. Even then, I suspect that the mixture of mechanisms would still leave me cold.
| Author |
Wolfgang Kramer & Michael Kiesling |
| Players |
2-5
|
| Company |
Rio Grande Games (Phalanx)
|
| Time |
90-120 minutes
|
| Cost |
$35
|
Buy it from
Funagain!
Update:
Chris Farrell made some good points in his comment, and I responded. Take a look.
Update:
Given the points made by Chris, and that I'm in the minority, Mikko's posting made me pause. I consider Maharaja flawed; but it's not garbage. I rate it (on BGG) a '5'. Not good, not in the class of games I want to play again, but I won't gnaw my arm off to avoid it. [Technically, by BGG standards, I should rate it a '4' I suppose, but it's an interesting try. Just new enough to not be derivative. I like the roles combining with turn order.] I just don't think the game comes together. I may still play Maharaja again (Chris's comments make me wonder if there wasn't some groupthink coloring my views). Who knows? My views may change ...