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Stock #5555 |
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Suggested Retail
Price $24.99 |
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Boardgamer’s List
Anonymous
December, 2003
USA
I had heard on the internet for quite sometime
that Basari (FX Schmid, 1998 – Reinhard Staupe) was
an excellent bartering game. When I saw that Out of the Box
Publishing, one of my favorite game companies, was reprinting
the game in America, I was quite pleased and looked forward
to playing it. When we opened the box and saw all the colorful
little gemstones, I was even more pleased – there's
just something about little glass stones in a game that adds
a "coolness" factor.
Basari was indeed as good of a game as I had
heard. However, I was concerned after initial playings, and
after reading up on strategy on the internet, that the game
might be "broken"; but later playings assured me that the
game was quite good, and not flawed like some had said. Instead,
I found that Basari is an excellent game to play, and fits
easily in a half hour of time. This usually sounds like good
"filler" material, but I found the mechanics of Basari clever
enough that when playing it, one feels like they are playing
a "meatier" game.
A board is placed in the middle of the players,
a depiction of a gem marketplace. Each player receives three
gemstones of the four colors (red, yellow, green and blue),
with the remainder of the stones (there are 100 total) placed
in the middle of the board, sorted into same-colored piles.
Each player then picks a color (gray, brown, black, or tan)
and takes the three pieces, three cards, and die associated
with that color. Each player places their point marker piece
on the start space of a scoring track that wraps around the
edge of the board. In the middle of the board is a series
of twenty-eight archways, arranged in a square. Players pick
which archway they wish to start at (multiple players can
pick the same archway), and place their start disk on it.
Each player then places his "merchant" piece on top of this
start disk, and the game is ready to begin.
There are three rounds in the game, each consisting
of several turns. Turns are broken into two phases –
the movement phase and action phase. In the movement phase,
all players roll their die and move their merchant piece clockwise
that number of archway spaces. Each archway has a number
at it (from four to seven) and shows pictures of two to four
jewels, in one or two colors. In the action phase, each player
secretly selects one of their action cards – which are
then all revealed simultaneously. If three or all players
pick the same action– it is canceled, and play moves
to the next movement phase. If only one player picks a specific
action, they immediately carry out that action.
- Gemstone card: The player receives the
number and colors of the gemstones pictures on the archway
where the merchant piece currently sits.
- Points card: The player moves their points
marker the number of spaces on the points track equal to the
number in the archway where their merchant piece is.
- Die card: The player rolls a die, and
moves their merchant piece that many spaces clockwise on the
arches. They also subtract the number rolled from six, and
advance their points marker that many spaces.
If two players pick the same action, they must
barter for it. Whichever player has more points begins the
bartering, and offers the other player any number of gemstones
that they currently own. The other player can accept this
offer (which allows the offering player to take the action),
or raise it. An offer can be raised by increasing the number
of gemstones offered, or by offering higher valued gemstones.
(The gemstones are ranked, from highest to lowest: red, yellow,
green and blue). The bartering occurs until one player accepts
the offer of the other.
Both of these phases continually occur, until
one player's piece passes their start disc – having
made one complete lap. After the action phase of that turn,
the round ends. Players who merchant pieces made one lap
successfully score 10 bonus points. Also, the players score
bonus points for having the most gemstones of each color (red
= 14, yellow = 12, green = 10, and blue = 8). Each player
who scores points for having the most of a color must also
return 3 gemstones of that color back to the middle of the
board. All players move their merchant pieces back to their
start discs, and the next round begins. After three rounds,
the player with the most points is the winner! (Ties are
broken by amount of gemstones.)
Some comments on the game…
- Components: I was very impressed with the high quality
of the components, especially considering how inexpensive
the game was. The only quibble I had was that for as often
as the cards are used, I thought they should be a bit thicker.
Getting 100 small colored glass stones in a game is great,
though, and I was pleased that they went with glass stones
over cardboard tokens. What's really neat is how the colors
of each players pieces match – even the dice. The
dice were an unnecessary touch, but a welcome feature.
The artwork on the board is crisp and clear (a feature of
all OOTB Games), and resembles a Persian market. Everything
fits very well in a small, flat, extremely sturdy box, and
the plastic insert includes some plastic bags for the jewels
and pieces.
- Rules: The rules are very short and simple (although
long compared to your typical OOTB game). As always, the
four pages of rules are clearly formatted, with full color
illustrations and examples, and superb formatting! I found
that the game is easy to teach, although it usually takes
one round before people realize what the best strategies
are and how to barter effectively.
- Strategy: I read an article on rec.games.boardthat if
a player consistently picks the same action card all the
time(namely, the points card), they would easily win. I
tried this out in a game without telling the other players,
and was soundly defeated. We mentioned, tried it again,
and found that it was not a problem. The best way to win
this game is to successfully look at what everyone has,
what you think they want, and figure out what card they
will play each turn.
- Bartering: Bartering is fun in this game, and it's easy
to give more stones to the other player than the action
card is worth. Exactly how much is each action card worth?
Once players get this down, they will do better in the game.
Bartering can take long, but if players don't draw it out,
the game doesn't suffer time-wise.
- The Die Card: One variant on the internet is that only
one die should be rolled each movement phase, and all merchant
pieces moved the same amount. This is a good idea, and
makes the Die Card that much more useful. As it is, it
only seems to be picked about 15% of the time in the games
I've played. When using this variant, however, it moves
closer to 33%, as players can only be the first to lap the
board if they use this card. This lowers the luck level
of the game, and while some might dislike that, most people
enjoy the variant.
- Theme and Fun Factor: The theme is certainly integrated
into the game, as bartering is what the game is mostly about.
One can easily imagine that they are bartering viciously
in an ancient market. The bartering, tome, is the most
fun part of the game, although picking the action cards
and trying to bluff your opponents is also quite enjoyable.
- Time and Players: This is a better game with four players,
but still an excellent one with three. The time to play
the game usually runs in less than half an hour, and while
that qualifies the game as a filler, the strategy is good
enough that I think the game transcends the "filler" category.
Basari is definitely worth
your time and money. For a small, inexpensive game,
it certainly packs a gaming punch, and
will please both people looking for a "light" game, and those
who want a little more strategy and thoughtfulness in their
games. Folks who like to haggle will especially like
the game, as they will have a field day here. Luck plays
a small role in the game, but good bluffing, bartering, and
strategy will help the best person to win this small, fun
game.
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