The Tao of Gaming

Vegas Showdown Initial Thoughts


At the San Antonio Board Gamers increasingly out of control game session I finally tried Vegas Showdown. I enjoyed it. You have Amun-Re style auctions, where you keep going until each player has something, but with a fallback — you can always take a VP. The 'bigger' items that don't sell have their minimum bid fall. Each player also has a "Princes of Florence" style mat where they have to arrange their purchases, which further differentiates what players will want as the game progresses. And you have a deck of random events (that mainly give each player the same options, although some swing the game).

Auction - Placement - Event - Income - Repeat. It works.

The economic engine purrs instead of roaring. Compare with St. Pete. If you buy an income producer (a worker), it pays off in a turn or two. In Vegas it takes 5+ turns to recoup costs. This makes hoarding money much more important. You can win with less income. Any VP purchases score once, and then perhaps have some end-of-game scoring effects (for filling up your placemat, or connecting sides, or forming patterns). So no runaway "Mistress of Ceremonies" issues.

I've seen everything, but it's carefully assembled. I may pick this up.

Update: I decided to place an order, and I'm getting a copy.

Mike Siggins (mail):
With you on this one, pretty much word for word. I think ultimately I just decided that it was well put together with nothing new, so I didn't really need to own it. I'll happily play, but my new ruthless regime (space and budget driven) means that making the cut is that much harder.
8.30.2006 6:50pm
Brian (www):
Well, my new regime involves less purchasing than before, but it's not ruthless. Yet. And, of course, I have my general distaste for Amun-Re. (That's too strong. Incomprehension?) So it doesn't duplicate as much. But mainly, I just want to play it again.
8.30.2006 8:42pm