1500: The New World
Players: 2 – 6
Publisher: Dan Verssen Games
Year: 2017
A copy of this game was
supplied by the publisher for the purpose of this review.
1500: The New World is
published by DVG and features the settling of America by European colonists
during a timespan of almost 200 years. The goal of this game is not to
establish the most colonies or to acquire the most profitable trade-route, but
to acquire as many points as possible as fast as possible. Players compete for
the limited resources and there are historical expansions that allow players to
play as different nations (or allow an AI to play as such a nation). The game
ends after 6 rounds and the person with the most victory points is declared the
winner.
The game is easy to
learn and quick to play. Set-up is easy,
as players need to pick an appropriate color and determine the first player.
While this may seem like a benefit, it might be better to hang back and go
later in the round. The first player may sometimes draw less cards than other
players and it can take longer to advance on the royal support track. The
appropriate number of cards are drawn. The goal is to gather as much points as
possible. Victory points are awarded for the following:
+1 point for struggling a
colony from another player.
+1 point for every successful
colony at the end of your turn.
+2 points for each regional or export monopoly.
-1 point for every struggling
colony at the beginning of your turn.
Scoring is done at several
moments, as some points are calculated at the beginning of your turn, while
others are calculated at the end of your turn. It helps to have monopolies or
lots of colonies. Having a monopoly can be done in two ways: on a certain type
of export, which can be lumber, gold, fruit, jewels or spice; or by controlling
an entire region. The first works by looking at the appropriate symbols on the
maps, the latter works by controlling a colored region. Successful colonies
grant 1 victory point at the end of your turn, while struggling colonies cost
you 1 point at the beginning of your turn. The map is small, which means a lot
of time people are interacting with each other.
The map with bottom-left the Royal Support track and upper-right the score track and the turn counter. |
At the start of your turn you
lose points for struggling colonies. Then you can use your cards. During your
turn, you can use your cards in a few ways. For their intended effect, where
you use it for the effect that is stated on the card itself. However, you can
also use it to build or reduce a colony. Colonies are placed on the map and
exist in several states. These can be successful, or struggling and cards are
used to change their states. A card is discarded to change a colony from
struggling to successful or vice-versa. Other cards can be used to influence
the Royal Support track, which determines how many cards a player draws and may
have in their hand. A single card thus has several ways in which it can be
used, but it can only be played for one of the previously mentioned effects.
Once you are finished with playing your cards, the next person starts their
turn and so on. After everyone’s had their turn, the game advances to the next
round. After six rounds the game is over.
Reactions are good, as it
gives players a choice to do during when it’s another person’s turn. This is
also where a choice needs to be made. You can keep back several cards to
anticipate the other person’s turn. However, if you keep many of them, you
might need to discard cards later on to the appropriate hand size. Reaction
cards are noted as such and do indeed provide something extra to the game.
A sample of cards. The cards on the right are reaction cards. |
The amount of cards also
contributes to another point. Hand size is essential to success, because the
more cards you draw, the more things you can do during your turn. While this is
good, it can also result in situations where a specific player gets picked on.
If several people work together to keep a player small, it’s really hard to
make a comeback, as you are limited in your options every turn. Someone on the
top of the Royal Support track has 7 or 8 cards to spend per turn, while someone
at the bottom has ‘just’ 4 cards per turn. The difference is that the top
player has almost double the amount of actions than the unlucky player. The top
players can then consistently use a few cards to limit the hand size of their
opponents, while they can continue to grow. With a larger number of players, or
an AI, this situation won’t take place, but in lower player numbers it could
occur more often. Although the situation is not likely to present itself, I
wanted to mention it.
The aim of the game is to
acquire as much points as possible and it offers an area-control game where the
players scramble for points. It’s a brutal conquest, which involves a lot of
betrayal and destruction as the players fight over the Royal Support and/or the
Victory Point track. While other DVG do a better job of blending theme and
mechanics, the game is still good. Overall, the game is easy to learn and fun
to play and provides good entertainment for a light evening.
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