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Westbank Gamers
Greg J. Schloesser
January 2004
USA
After playing Basari when it was first released
back in 1998, I found the game fair, but nothing terribly
exciting. However, as with numerous other games, further
playings heightened my enthusiasm considerably … so
much so, that Basari is now a personal favorite. I was
thrilled to hear that Out of the Box would be releasing a
new version and was happy to acquire a copy.
This new version of Basari is identical to the
original in terms of rules, but the components have been altered. Gone
are the plastic gems, replaced with glass stones. Although
the glass does feel better, I did like the shape of the plastic
pieces, which gave the visual appearance of finely cut gems. The
actual features on the board are the same as in the original,
but the board is larger and a bit more garish. I really
liked the parchment appearance of the FX Schmid version, but
this is strictly a matter of personal taste. The new
board is certainly large and easy to see … but it does
have that nasty gutter where the board folds. Can’t
any company in America produce a game board without this valley?
The rules are very easy to understand and very
straightforward. Newcomers to the game should have no
trouble whatsoever diving into the game with just a quick
reading.
Although the game was originally released nearly
six years ago, it has been out of print for several years. Thus,
an explanation is in order. The setting for Basari is
a Middle Eastern Bazaar. Players travel around the bazaar,
visiting various stalls and deciding to purchase various items. Each
stall (which is a space on the board track) depicts a various
types of jewels in various combinations, as well as a number
ranging from 4 – 7.
Players each begin the game with three each of
the four types of gems: rubies (red), topazes (yellow),
emeralds (green) and sapphires (blue). Gems are worth
victory points when scoring occurs at the end of each of the
three rounds, but they are also used as commodities when bartering
for the right to perform various actions. Keeping a healthy
stockpile of gems if vital, lest one lose the ability to barter
and suffer when points are tallied.
Each player begins the game on a stall of his
choice, indicating this as his base. This is marked with
a disk of the same color as the player’s pawn. Players
also each receive a die of the same color.
Each turn is conducted in a similar fashion. Players
simultaneously roll their die and move their pawn the indicated
number of spaces in a clockwise direction around the bazaar. When
they come to rest on a stall, the jewels and victory points
depicted thereon will be available to the player … maybe. You
see, the player will then have the following options:
- Take the jewels pictured on the stall;
- Take the number of Victory points listed on the
stall; OR
- Roll the die and move that amount forward. The
player also subtracts the number rolled from '6' and gets
that difference in victory points.
Well, this isn’t exactly correct. Each
player DOES have these options, but they are not guaranteed
that they will be able to enjoy the benefits. Why is
that? The main mechanism in the game is one wherein each
player secretly 'bids' for which action he wishes to take
by use of bidding tiles. Each player possesses three
bidding tiles, one each for the three options listed above. Each
player chooses one of his tiles and they are simultaneously
revealed. If only one player chooses a particular option,
he reaps the benefits. If, however, two players bid for
the same action, they must negotiate a deal to see which one
gets to execute the action. If three or more players
happen to bid for the same action, those bids cancel each
other and none of those players can execute the desired action. This
can be immensely frustrating.
When choosing the action you wish to perform,
it is vital that a player examine the potential rewards being
granted for the other players. Often, you would love
to have a certain set of jewels, but based on the stalls occupied
by your opponents, you know there is a good chance that they,
too, will be seeking to acquire the jewels. So, it is
sometimes wiser to choose a different action that you feel
won’t be chosen by your opponents. Still, they
may be thinking the same thing, so will also choose a different
action. Certainly, there is a strong element of guesswork
here, but instead of being overly frustrating, it works well
and adds tension and excitement to the game.
As mentioned, the jewels are the unit of currency. Whenever
negotiation is required, process involves players making offers
and counter-offers in jewels until one player decides to accept
the other's offer, taking the jewels offered. The winning
bidder then gets to execute the contested action, either the
taking of jewels depicted, the earning of the victory points
depicted, or the rolling of the die.
The bartering process is at the heart of the
game. The player who is currently furthest ahead on the
victory point track makes the first offer, sliding forward
one or more gems as an offer. The opponent can either
accept the offer, or make a counter-offer. A counter
offer must consist of either more gems, OR an equal number
of gems, of which at least one is of a higher value than those
offered by his opponent. The ranking of the gems in terms
of value are ruby, topaz, emerald and sapphire. Thus,
an offer of a ruby and two sapphires bests an offer of two
topazes and an emerald. This bartering process continues
until an offer is accepted.
Once all contested actions have been successfully
resolved, players again roll the dice and repeat the same
procedure. This continues until at least one player travels
around the board and again reaches or surpasses his starting
base. At this point, any player who reached their starting
base on that turn receives a bonus of 10 victory points (this
is one reason why the dice roll option is important). Then,
each gem category is examined to determine which player has
the majority in each. The player with the most gems in
a category will receive points ranging from 8 – 14 points,
with the most points being awarded for the ruby category. Points
are divided if players tie for the majority in a category. As
an equalizer, each player who had a majority must return three
of that color jewel to the bank. Thus, the race for majority
position remains competitive from round-to-round.
Players then reset their bases to the current
location of their pawn and play another round. The game
continues in this fashion until the completion of three rounds. The
player with the greatest cumulative total of points after
three rounds is victorious.
Basari has a lot going for
it. Although the choosing of actions and the corresponding
guesswork involved is fun, the bartering is at the heart of
the game. Players must keep a careful eye on the majority
status of the four gems and be mindful of how the current
negotiations will possibly affect those positions. There
is a constant struggle between the players for control of
these majorities and one transaction can drastically later
the current status. Shrewd negotiation is required, but
must be accomplished by the offering of gems and not with
a silver tongue!
When the game was first released, a few folks
complained about the potential of a “king-making”
problem developing at the end of the game. That is, the
results of one negotiation involving a player who is out of
contention can determine who will win the game. Yes,
this can occur, as it can in numerous other games. Fortunately,
the appearance of this unsettling situation has been rare. The
vast majority of my games have been extremely enjoyable and
competitive … and noticeably free of this potential
problem. This is one Middle-Eastern
bazaar I will be happy to visit over and over again.
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