See my Container session reports thread here:
http://www.tabletopwars.com/bb/index.php/topic,3954.0.htmlA tentative review after a partial gameSince we were not able to play a full game at the last OGM, this will just be a tentative review, concentrating mostly on describing the gameplay. I’ll update it once I get to play a complete game.
Overview of gameplayContainer is a business game with a shipping theme, for 3 to 5 players. Each player has a board with two sections, the factory section and the warehouse section, and a ship.
The factory section is where you produce containers and sell them to other players. Each player starts with a factory of a random color and one container of the same color selling at $2. During the game, you can buy additional factories to increase your production capacity, but each additional factory becomes more expensive and you can’t have more than one factory of the same color. Factories produce containers of the same color and as you produce them you set the selling price for each, which ranges from $1 to $4.
The warehouse section is where you store and resell containers that you buy from others players’ factories. Each player starts with one warehouse. You can buy additional warehouses to increase your storage capacity but each one becomes more expensive. As you put containers in your warehouses, you set the selling price for each, which ranges from $2 to $6.
In front of the warehouses are four piers where other players’ ships can dock and buy containers from your warehouses. Each ship can carry up to five containers.
In the center is an island board where the ships can go to sell their containers. The island has areas owned by the players and these are where containers ultimately end up. When you bring your ship to the island, there is a blind auction. Other players bid to buy your entire shipment. You then have the option to accept the highest bid and receive an equal amount of cash from the bank or reject the bid and instead pay an equal amount to the bank and take the containers yourself.
The goal is to earn the most money. Each player has a secret container value card which indicates the $ value of each container of a particular color (there are five colors in all) that you collect on your island space at the end of the game. All the value cards are different, ensuring that all colors are in demand. One container color is worth 5/10, meaning $5 unless you have collected at least one of each color, in which case the value is $10. After that, you discard all containers of the color you have the most of. Then you total the $ value of all the containers on your island space. You also earn $ for containers on your ship and in your warehouses. Add your cash on hand and subtract $11 per loan and you have your total score.
Speaking of loans, you can take a loan at any time. Each loan gives you $10 but you can never have more than two loans at a time. Each turn, you must pay interest on your loans to the bank, which is $1 per loan, then you have the option to pay off your loans.
My takeI really like business/economic games. I purchased Container on the strength of some in-depth reviews and analyses on Boardgamegeek.com and having read the downloadable rules. I consider this game to be in the same class as two of my favorites, Acquire and Modern Art – easy to learn but provoking thoughtful, challenging play. Unlike these two however, Container has almost zero luck. Normally I prefer games with some random elements that make them more replayable but the design seems so elegant.
One thing that I like about the game is that it requires money management, a feature in another of my favorites, Age of Steam. Cash is tight at the beginning and you need to generate consistent revenue or you’ll go bankrupt. As a new player, you need to remember that you cannot buy your own containers, the one rule that really makes the game fly. Also, you have to realize that you cannot afford to invest too heavily in production early, which is something you usually do in other economic games. In Container, you start small – low production, small profit margins, one or two-container shipments to the island. Once the player economy is flourishing, production and warehousing can ramp up.
I’ve also read the game is susceptible to groupthink. It can feel very different depending on who is playing. Obviously, I can’t comment on this yet but I’ll take note of it as I get some plays under my belt.
Unfortunately, there wasn’t enough time to play a full game at the last OGM but we did get to play several turns in a five-player game. Players were tentative at first as they got used to the game and the options available to them. I tried to jumpstart the game by buying containers first and shipping to the island first. When we stopped, I was the only one with no containers on the island but I had a lot of cash. Mark tried to sell at $5 and $6 immediately at his warehouses but eventually no one was buying so he adjusted his prices but also made sure to have a variety of colors for sale. Cath had the most factories. She ran out of cash and took two loans, a bad sign so early in the game. I think she compounded it in the last auction by refusing my high bid and buying her shipment herself. We were barely through one-fourth of the game when we had to quit. Mark liked it and asked me to bring it to the next OGM.
I’m looking forward to playing a full game at the NGGM.
My tentative rating is 7.5.
Pros: Elegant design; easy to learn, easy to teach; provokes thoughtful play
Cons: Color choices (for both containers and player pieces) could have been better; if players aren’t careful, the economy can tank and grind to a halt