Jump to content

Power Grid: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Line 76: Line 76:
The winner is the player who can supply electricity to the most cities with his network. Tie breakers first look at who has the most money, then the most cities.
The winner is the player who can supply electricity to the most cities with his network. Tie breakers first look at who has the most money, then the most cities.


'''==Strategy=='''
==Strategy==


When discussing strategy for Power Grid, there are three main areas of which to examine. The most important aspect is the Power Plants and Plant Capacity. Secondary to Plant Capacity is player Board Position and Expansion of cities. The last is the ranking of Power Plants available in the Opening Round. In the end, the player who will win is generally the person who has been able to best balance these areas.
When discussing strategy for Power Grid, there are three main areas of which to examine. The most important aspect is the Power Plants and Plant Capacity. Secondary to Plant Capacity is player Board Position and Expansion of cities. The last is the ranking of Power Plants available in the Opening Round. In the end, the player who will win is generally the person who has been able to best balance these areas.

Revision as of 07:12, 16 October 2005

Power Grid
Box Cover of Power Grid by Friedemann Friese
Box Cover of Power Grid by Friedemann Friese
In Power Grid, players compete to build up electrical networks from scratch and be the player to power the most cities at game end
Players2 to 6
Setup timeapprox. 20 minutes
Playing time> 120 minutes
ChanceMedium
Age range12 and up
SkillsAuction, Resource Management

Power Grid is a multiplayer board game invented by Friedemann Friese, published by Rio Grande Games. It is a redevelopment of Funkenschlag, published in Germany by 2F-Spiele.

Power Grid belongs to the genre of German-style board games.

In the game, each player represents a company that owns power plants and tries to supply electricity to cities. Over the course of the game, the players will bid on power plants and buy resources to produce electricity to provide power to the growing number of cities in their expanding network.

Gameplay

The players in the game blah blah

Rules

After a map is chosen (United States of America or Germany, the board is double-sided) and placed in the middle of the table, each player selects one area. There are six areas, each of a different color: red, teal, brown, yellow, purple and blue. The colored area is where the player starts, but in future rounds, he many extend out of this area.

The players each choose a color and takes the wooden houses in that color. He places one on the Scoring Track (which relates to how many cities this player has connected), and one on the Playing Order track. The Resource Market is then prepared based on a grid found on the back of the booklet, adding the wooden tokens representative of four fuel sources: coal, oil, garbage and uranium. The number of tokens placed on the Market depend on the number of players in the game. Players also recieve $50 in Elektro (the game's currency) to start with.

The Power Plant Market is then layed out. Power Plants are depicted on 3"x3" cards, and are numbered 03 to 50. Each Power Plant card indicates the initial cost, the type of fuel it needs to run, the amount of fuel it can store and how many cities it can power. Eight cards (03 through 10) are layed out for the Power Plant Market in a 2x4 grid to start the game.

The game is then played over a number of rounds. In each round, five phases are followed:

File:PG Germany.jpg
The Germany side of the board
File:PG USA.jpg
The USA side of the board

Phase 1: Determine the Player Order
Phase 2: Auction Power Plants
Phase 3: Buying Resources
Phase 4: Building
Phase 5: Bureaucracy

Phase 1: Determine the Player Order
The colored player tokens on the Playing Order track are rearranged based on the number of cities that player has connected. The player with the most connected cities is placed on the first spot, and the remaining player token are placed in decending order of connected cities. (On the first turn, the player order is random).

Phase 2: Auction Power Plants
The leading player then starts the auction phase. He selects an auction and names the price to start the bidding, which can be higher than the number listed on the Power Plant card, but must be at least the number listed. Each player has an opportunity to bid or pass. If he elects to pass, he is out of the bidding for that Plant. Once the Plant is purchased (everyone else has passed), then the cost is paid to the bank, and the player places the Plant in front of him. The next player in the playing order begins the bidding for the next plant, and so on, until everyone has purchased one plant and one plant only. After the first round, purchasing Power Plants is optional. Note that only one Power Plant can be purchased by a given player in a round.

Phase 3: Buying Resources
Starting with the player in LAST place on the Playing Order track, and working backwards, players purchase the resources that their Power Plants can use or store. Players pay the cheapest going rate on the Resource Market. Because of the reverse player order in this round, players that are behind (have the fewest connected cities) pay less for resources. As the resources are purchased, players place them on their Power Plants. They can buy as many as the icons on the Power Plant card indicate, times two. That is, a Power Plant can store an extra set of resources.

Phase 4: Building
This phase is also played in reverse player order. Thus, players that are behind have better choices for purchasing connections to cities. During this phase, a player seeks to expand his power network. Each city is divided into three sections and labeled "10", "15", or "20". At the beginning of the game, players will place their wooden buildings on the "10" section of a given city. This costs $10 in Elektro. The player can branch out into another city, paying the connection cost (the number on the pipe connecting the two cities) plus the $10 for setting up in that city. Later in the game, the sections marked "15" and "20" can be used as part of a player's network.

File:PG payments.jpg
The payout schedule leads to geometrical increase in network growth and a rapid transition from early to late game

Phase 5: Bureaucracy
Every player "fires" their Power Plant, consuming the resources that were purchased and earning the player money. The player's Plants produce the electricity for the number of cities that it can support, assuming the player has that many connected cities in his network. For example, the #10 Power Plant card can power two cities with two coal. The resources used are removed, and the player is paid in Elektro based on a provided scale. The more connected cities that are powered, the more money the player earns.

These phases are repeated until certain "steps" are reached. These are as follows:

  • Step 1:

Play as detailed above, only one player can occupy a given city.

  • Step 2:

After a player has connected his 7th city during the Building Phase, step 2 begins. The lowest Power Plant in the market is removed from the game and replaced by a new one from the draw pile. Now, every city can be connected by two players, paying $15 for each connection.

  • Step 3:

When the "Step 3" card appears in the Power Plant draw pile, step 3 begins and the game enters the final stretch. Players can build into cities and pay $20 for each connection, and new rules governing the selection and availability of Power Plants are enacted.

End Game: The game ends when the first player connects a minimum of: 21 cities for a 2-player game 17 cities for a 3 or 4-player game 15 cities for a 5-player game 14 cities for a 6-player game

The winner is the player who can supply electricity to the most cities with his network. Tie breakers first look at who has the most money, then the most cities.

Strategy

When discussing strategy for Power Grid, there are three main areas of which to examine. The most important aspect is the Power Plants and Plant Capacity. Secondary to Plant Capacity is player Board Position and Expansion of cities. The last is the ranking of Power Plants available in the Opening Round. In the end, the player who will win is generally the person who has been able to best balance these areas.

Plant Capacity

Plant Capacity is of the utmost importance. At game end, it will be the players’ minimum capacity and in relation to their cities that will determine whether or not they have won. The winner will be the person with the most powered cities, not the most cities. In order to secure a chance at victory a player must try to have two high capacity plants in the middle of Phase Two. Players should try to have at least one high capacity Power Plant by the end of Phase One. High capacity can be defined as Power Plants with a capacity of five or more. When a player has an opportunity to buy a high capacity Power Plant, they should do so immediately. Admittedly, when a high capacity Power Plant is up for auction, the price will go high. It will be up to the individual player to determine what price is right for them and whether or not another high capacity Power Plant may come available soon for purchase. Furthermore, it is better to get a Coal or Oil high capacity plant, then a Garbage or Uranium plant earlier in the game. Generally the resources are more plentiful and cheaper to purchase, allowing the player to keep their Power Plants powered. By getting the high capacity Power Plants the player will be better set up for the late stages of the game. It is better to expand later in the game rather than earlier as having the most cities forces you to lead the auctions and purchase resources and expand last. It is detrimental to be in front early as it will end up costing the player more for those resources and the player may be boxed in during expansion and have to spend extra to move through other cities. The player should be cautious of becoming too dependant on one type of resource. If a player only has oil plants, then there is a strong possibility that they may find out late in the game that there is no oil left to purchase and will be unable to fire a plant when needed. The best high capacity Power Plants being described are numbered: 20, 21, 25, 26, 31 and 32.

Board Position

This is the second most important aspect of strategy for Power Grid is Board Position. While not as important as Plant Capacity, it is still useful to understand how to work the board in a players favour. Early it is best to build in a cheaper area rather than in a more expensive area. Expensive can be described as any connection that will cost ten or more Elektro. This seems like a simple enough tip, build where it is cheap, but it is still the case if there is competition in the area. It would be better to have the players first three cities connect at five Elektro and then be forced to spend ten or more, than it would with those being reversed. Early in the game with money tight, it is more important to have the Elektro available for high capacity Power Plants, which is why the player should try to build for less. In the end, each player will end up paying about the same for their cities, but having the money saved early will have the bigger payoff in the end.

Opening Power Plants

It is often debated which of the opening Power Plants are most important to buy. There are great ones to buy, good ones to buy and ones to stay away from.

The Great 4 - The cheapest to power and therefore a players best option. 7 - Good buy that allows for a good profit on turn one. 8 - As good as 7 for profit, but due to the higher number it loses some if its lustre for turn order. 10 - If 10 becomes available it is a players best option. It can be used for longer than any of the other Power Plants available in opening round.

The Good 5 – It is more expensive to run, but as you progress through the game it can act as a storage device for oil or coal. Also, in most games it will give a decent turn order in the first round as well. 9 – Another that isn’t great off the opening round, but increases with value as the game progresses.

The Bad 3 - This can be a good Power Plant to buy, but at first with the price of oil, it ends up costing too much too power. 6 - Do not buy. Simply costs too much to run it in the first round as Garbage costs seven Elektro and thus it will cost thirteen Elektro to power one city.

Differences in editions

File:PG 29.jpg
The corrected 29 plant

The 29 plant in the 1st edition was printed with a capacity to power 3 cities. Friedmann Friese has made it clear that he intended this plant to have a capacity to power 4 cities. 2nd edition copies of Power Grid have this correction incorporated. If you play with a 1st edition copy, you should agree before play whether you will play the 29 plant as printed, or with the corrected capacity.

The France & Italy Expansion

The France & Italy Expansion for Power Grid is to be published in the fall of 2005. This is an expansion pack, so you need the Power Grid game to play with it. As with the original, the board has a different map on each side: France and Italy. Along with the maps are small rule changes to reflect the power culture in these two countries. France, a land that has embraced nuclear power, has an earlier start with atomic plants and more uranium available. Italy has more waste, but fewer coal and oil resources.

Awards

2005

2004

External links

Publishers of Power Grid:

Online implementations:

  • BrettSpielWelt A German site on which it is possible to play many games, including Power Grid, on line in real time against human opponents. The site is multi-lingual.

Reviews:

Websites: