Tabletop_Gaming__April_2019

(singke) #1

74 April 2019


PLAYED


e decisions in Crown of Emara
are not hard, but the sheer volume of
things one can do leaves players a lot
to think about. If that wasn’t enough,
the game also has two dierent victory
point systems. Whichever track, citizen
or house, is the lowest at the end of the
game is the one that determines the
player’s overall position. While that
creates competition for areas around
the boards, as various places generate
dierent types of victory points,
overall it feels unnecessary. e
two-track system mostly just confuses
players and doesn’t contribute a
satisfying crescendo towards the end
of the game.
After six rounds, the game just
ends. Except for some residual
resources that players can exchange
to push their victory point tracks up,
there aren’t any other game-twisting
elements that make the reveal of the
winner more exciting. While there
is nothing wrong with the tried and
tested ‘most points wins’ conclusion,
it’s hard to feel like you have
progressed, as very little has changed
on the beautiful boards. A satisfying
conclusion is missing; the players
could feasibly keep going for six more
rounds and they would be doing
exactly the same things as before.
Crown of Emara is extraordinary
and generic at the same time. Some
of its most interesting elements are
in constant conict with overused
concepts and needlessly convoluted
mechanics. It seemingly looks out
too much for Eurogame lovers,
underplaying its strongest elements in
order to play it safe. In certain respects,
it succeeds; Eurogame fans will nd
plenty to enjoy. However, those looking
for something that oers fresher ideas
might not be satised with countryside
vistas and townscapes alone.
ALEX SONECHKINA

I


n a game of generic Eurogame
bingo, Crown of Emara easily
scores a winning combination.
Medieval setting? Tick. A
smorgasbord of meeples of various
shapes and sizes, and cardboard
pieces galore? Tick. A theme so broad
that you forget about it minutes into
the gameplay? Tick. Various strategic
paths to victory that overwhelm with
their number but are actually fairly
straightforward? Bingo!
While Crown of Emara might not
give the best of rst impressions, there
are some diamonds in its circlet. Even
though the game attempts to distract
players with the pursuit of ancillary
advisers and title cards, its crowning
features mechanically and visually
are the two boards representing
countryside and town environments.
e top-down artwork of both
areas is drawn in three dimensions
and, once populated with meeples
and tokens, they instantly come alive.
It is easy to imagine the homeliness
of the little villages next to the mines
and the busy market street bustling
with things to buy and exchange.
It's a real shame that the box art of
Crown of Emara is so generic and
lacklustre when it has such a winning
look inside. e boards deliver the
entire story and premise of the game
without the need for words.

roughout the game, players will
be moving the meeples clockwise
around the two boards, picking
up resources in the villages and
exchanging them for victory points
and cards in the town. While both
locations are linked through gameplay
and depend on one another, they
also constantly compete for players’
attention. e village entices by
oering players more resources to
supplement future actions through a
simple engine-building mechanic; the
spaces needed to get that engine going
are limited, so the players will need to
occupy them fast to get decent returns.
ere is also an urgency in visiting
the town. e price at which resources
are exchanged for victory points
increases the more people visit
dierent areas in the town – the earlier
players get to a market or a cathedral,
the more they stand to gain from it.
Deciding whether to move a
meeple along the countryside or
town track is the main strategic
tension of Crown of Emara. ere
is the opportunity to plan several
turns ahead, making every turn the
most ecient it can be. e game
creates a robust set of restrictions that
prevent players from roaming the
environments carefree, by restricting
their movement and limiting the
number of actions they can perform.

Not quite t for a king


Crown of Emara


45-75m 1-4 12+ £46

WHAT’S IN
THE BOX?
◗ Scoring track
◗ Four countryside
locations
◗ Four town locations
◗ Nobility board
◗ Four player boards
◗ 16 books
◗ 12 signet rings
◗ Two gold coins
◗ 12 breads
◗ 12 favour tokens
◗ Four donations
markers
◗ Four gift markers
◗ Bread marker
◗ Stone marker
◗ Statue
◗ 36 action cards
◗ 20 nobility cards
◗ 14 event cards
◗ 22 advisor cards
◗ Four turn overviews
◗ 44 resources
◗ 16 craftsmen
◗ Eight councillors
◗ Four citizens
◗ Four buildings

TRY THIS IF
YOU LIKED...
LORDS OF
WATERDEEP
Lords of Waterdeep
offers a more
robust theme and
executes the loop of
exchanging goods
for points with m ore
satisfaction, but
Crown of Emara
offers a dynamic
market system
and environments
that attempt to
break away from
worker-placement
conventions.

(^) PLAY IT? MAYBE
Attempting but failing to break away
from some of the more overused
Eurogame staples, Crown of Emara
is as beautiful as it is generic.
order to play it safe. In certain respects,
it succeeds; Eurogame fans will nd
plenty to enjoy. However, those looking
for something that oers fresher ideas
might not be satised with countryside
vistas and townscapes alone.
ALEX SONECHKINA

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