Played a copy of Leonardo tonight -- seemed fine. Nice, even. I'm not composing poetry (or a zillion page strategy guide) yet, but that's a high hurdle.
I think Leonardo is, at the lowest level, just a resource management game with 'timing auctions.' I thought it may be an area control, with areas given special benefits .... but to be an Area Control game, in my book, you have to have lots of workers. Here you have 3-10 (or so), so you often tie at low numbers. In my mind, that doesn't count. I'm going to mull this over during my business trip.
Anyway, you have workers (and one Master, who basically counts like a double worker), and one or two labs. If you have the right ingredients to start an invention (from the face up possibilities) you can put them under your lab. Other players will know you are working on something, but may be in the dark. Then you go around the table placing workers. These can go in your lab, to provide labor, or in the city, or council. Once all the workers are placed, you resolve the special space in order. Whoever put the most workers in each space gets the first action, etc, with ties going to whoever placed first. In the council, all actions are free, but there are four different ones, and each can only be selected once. Everywhere else ("The City"), it's the same action (or choice) four times, but the first player gets it for free, then the next player has to pay $2, then $3, then $4. Since you only start with $3, that's a chunk of cash. In the city spaces, a player can win multiple actions (paying all costs). Spaces let you upgrade your lab, get more workers, or get resources (that are necessary for inventions). We played with the optional (or v1.1 patch, I suppose) trading space.
Pieces set in the lab provide labor, and each invention needs 1-4 resource cards and 4-15 labor. Labor can also be provided by labor saving inventions ("Mechanical Men"), which are earned in the city. When you make an invention you earn money. If only one player finishes in a turn, he gets the card. Cards have a symbol and each card you've gotten gives a discount on matching symbols. If two (or more players) finish at the same time they auction the card off. Players who were working on that invention can finish it later, at a reduced payout (and no card).
There's also a bonus at the end for having different symbols. Play seven full turns, and two abbreviated turns (just operating the labs) and count up cash. Most money wins.
From my first play, it seemed fine. Leonardo is one of those convoluted resource management games I like. You have money, items, workers, time pressure (in that you can get locked out). In the setup each player gets to pick three 'advances' (improving money, # workers, resources or cash; taking each advance no more than twice), so you have some initial divergences. It may be that one combination is better (way too early to tell that) but diverging from groupthink would probably beat being the 3rd player to do X/Y/Z. (I was the only player to load up on early money, which seemed to work out just fine ... if I lost an early round and came in second, I could afford the $2).
So I'm looking forward to trying this again. Like Caylus, it handles 2-5 and I imagine it changes with each value. There may be the usual problems:
- One best path to victory
- Postive feedback
- Some take that
I'm most worried about the feedback ... one early play to cut someone out (or make them spend $2 instead of $0) could carry over painfully. I got off to a rollicking start and never looked back ... in fact, if I had guessed correctly and picked an uncontested invention on turn 2, I probably would have doubled the 2nd place score. [In fact, I had to win an invention at auction, which cost me the cash and a bit of resources.]
The take that appears to be a suggested advanced variant Council action ... not sure I like it yet; it seemed reasonable. More play needed.
The game may fall to the inevitable scrutiny; but that's a good problem. More investigation is warranted.
Related Posts (on one page):
- More da Vinci thoughts
- Leondardo da Vinci Initial Thoughts
If you have the right ingredients to start an invention (from the face up possibilities) you can put them under your lab.
Actually, you don't need to work on something that's face-up; you can work on stuff that's still "in the future", unrevealed in the draw deck. Maybe you're taking a chance, or maybe you're using insider info from the "peek at the top four cards" action, but the ability to work on future stuff definitely adds some interest.
Me, I like the game, but I'm still ultimately undecided. I think if there is a weak point here it is actually the competition for inventions. If you happen to guess lucky and work on something nobody else is working on, that's a huge advantage compared to the players who "co-invent" something; and there just doesn't seem to be a whole lot you can do about it. The luck of avoiding overlap may weigh as heavily as skill, once you know what you're doing.
So I doubt it's a long-term keeper, but I'm enjoying it in the meantime, a lot more than I did Caylus; but the length on Caylus was a huge drag for me personally, while Leonardo is sensibly-lengthed.
I do consider Leonardo to be a majorities game. The number of units doesn't enter into it, IMO.
I share your high opinion of the game, Brian. For an involved design, it plays very smoothly. I find it requires a LOT of planning to do well, but that sounds like a good challenge to me.
I agree. There are times when you can guess who invents what, but sometimes it's a potshot.
I hadn't considered that, but it seems reasonable.