the path to victory ...
As Others See Us: Another well-run event.
The director was willing to donate his time by sitting and watching
the other entrants play, or to participate if needed to make
a multiple of five players. ... Frank Cunliffe in EPGS' HEROICS
newsletter
In Princes of Florence, you play a Renaissance aristocrat,
seeking not cash (so bourgeois) but prestige. In each of the
seven rounds you may purchase one item at auction and take two
actions, and you must make the most of these 21 opportunities
to win. At the start of the game, many strategic options are
available, but the decisions you make as you go along limit your
choices and force you to choose a course of action. Resources
are scarce, however, and if your opponents purchase items you
need, you will need to abandon Plan A in favor of Plan B, C or
D. The hallmarks of a successful player are solid strategy and
tactical flexibility.
Eight or nine players attended the demo session before Heat
1. This is a shopping game at heart, and this familiar structure
makes it surprisingly accessible. One of the new players was
Jay Fox, an accomplished Euro player who had never played Princes
of Florence. Jay went on to compete in two heats, scoring
a 3rd place and a close 2nd, and he let me know afterward how
much he enjoyed the tournament. If you want to learn, please
attend next year's demo.
Princes of Florence
accommodates three, four or five players, but is best with five
if you want a competitive game. The additional players make it
harder to obtain the items you want, taxing your powers of adaptation
more severely. The game is at its best when each player's plan
is in tatters and you must all scramble madly to find suitable
alternatives. As a playing GM, I resolved to play in any heat
for which the number of other players was not a multiple of five
(thus converting a 4-player game to a 5-player game) and sit
out any heat for which the number of other players was a multiple
of 5. In the end, no 4-player games were needed, as 82 players
competed in the heats, playing 24 5-player games.
There are many ways for an aristocrat to gain prestige. The
most common is to attract scholars and artists of various professions
to work in your principality. You may use their works to boost
your prestige or sell them to raise funds for additional purchases.
You may also gain prestige through the construction of beautiful
buildings or landscapes, or through the purchase of Prestige
Cards, but the most direct route to victory is by putting on
works. This presents challenges, because at most 26 works can
be put on during the game (an average of five per player,) and
the Personality Cards and Jesters needed to put these works on
are hotly contested during the auctions.
In the first heat, Winton Lemoine started a trend, winning
his game by means of a Builder strategy. Winton did not strive
to put on the most works. Instead, he purchased three Builders
and used them to stuff his principality with cheap buildings,
lining them up eave to eave like California mansions. Buildings
are worth 3 PP (Prestige Points) each, and he added several Prestige
Cards. The money he saved by staying out of the auction frenzy
allowed him to turn most of his works into PP rather than cash,
and he won by a margin of 9 PP, even though he passed up his
right to make a purchase in the Round 7 auction. Many players
know about the Builder strategy, but it has not been common at
WBC (refusing to compete in auctions may be too unnatural for
most gamers!) 2005 was the coming-out party for the Builder strategy
at WBC.
The second heat featured another successful Builder, Ian MacInnes,
who won by 10 PP, putting on just three works while buying three
Prestige Cards and building seven buildings. Many people have
criticized the game on the basis that the only way to win is
to put on six or seven works. As the GM, I was thrilled to be
able to stick a fork into that criticism. You can win with six
or seven works if you get the necessary items for a reasonable
price, but if the price is high, the cost will kill you.
I encouraged both qualifiers and alternates to be available
for the semifinals, and I advanced four alternates when only
21 qualifiers showed up. Most people believe Seat 2 has an advantage
in a 5-player game because that player has a chance to buy an
extra Profession Card at a relatively low price (if five of the
six extra Profession Cards are bought in Round 1, the sixth is
available for Player 2.) To offset this advantage, I introduced
bidding for seating order in the semis and finals. Average bids
were 67 florins for Seat 1, 267 florins for Seat 2, 17 florins
for Seat 3, and zero for Seats 4 and 5. Eugene Lin had won the
2004 finals after paying 300 florins for Seat 2 and putting on
six works, and many players wanted to duplicate his success.
Bidding to put on more works in the semis was frenzied, with
Jesters routinely going for 1000 to 1200 florins and Recruitment
Cards for 600 to 900.
Given all the focus on works, the semifinal results were a
shock. Greg Thatcher won his game by 5 PP, putting on just five
works and bidding modestly. Eric Brosius won by three PP with
a cheapskate strategy, buying no Jesters or Recruitment Cards
and putting on four works with two Prestige Cards. Joe Nemet,
Scott Nicholson and Ian MacInnes won the other three semifinals
using Builder strategies. Joe and Ian put on four works while
Scott put on just three, filling all but one space in his principality.
In Ian's game, Abigail Cocke went into the Round 7 auction needing
a Forest for both of her works and her Prestige Card---and Legend
Dan Hoffman also needed a Forest for both of his works and his
Prestige card. Abby had 500 florins and Dan had 300, but Abby
paid 1600 florins for the Forest. This required her to turn 11
PP back in for cash to pay her bid, and it left both of them
far behind in 4th and 5th place. It's always a risk to go into
the Round 7 auction needing a Forest.
Hysteria reigned as we gathered for the Final. The Builder
strategy had dominated the semis, but it's almost impossible
for more than one player to use the strategy. Eric and Greg,
the two who did not win using Builders in the semis, competed
for Seat 2, and Greg took it for 300 florins as Eric settled
for Seat 1 at a price of 100. Ian, Scott and Joe were happy to
take Seats 3, 4 and 5 at no cost, possibly because seating order
doesn't matter as much when you're the Builder.
Eric began the auction by putting a Jester up for bid. Eric
took it for 1000 florins, a common price for a Jester in Round
1. Greg bought a Recruitment Card for 600 and Ian auctioned the
Builder. Ian dropped out as Scott and Joe contended to be the
Builder for the game, and Scott got the first Builder for 900.
The Builder strategy is built on cost containment and is not
as attractive if you pay nosebleed prices for Builders. For our
Round 1 actions, Eric, Greg and Ian each bought a Profession
Card and a Freedom, but Scott did not buy a Profession Card,
choosing instead to construct a Hospital smack dab in the middle
of his principality. Scott had committed to a Builder strategy
with only three works, and his decision not to buy a Profession
card meant that Ian in Seat 3 would also be able to buy an extra
Profession card. Greg had paid 300 florins for this right, but
Ian had paid nothing. I immediately upgraded my opinion of Seat
3; it's the seat that can get lucky if an opponent chooses to
be the Builder.
In the Round 2 auction, Greg put up a Jester, which Ian bought
for 1000. Ian had already switched his strategy to one of putting
on many works, and the Jester is invaluable for this approach.
Scott and Joe again held a bidding war for the Builder, with
Joe paying a high price for the second one. Despite the fact
that two Builders cannot succeed, Scott and Joe were teetering
back and forth above the precipice, each seeking to be the one
who did succeed. Joe got another Builder in Round 3, hanging
Scott out to dry. Scott's Hospital build and his decision not
to buy a Profession Card made it impossible for him to pursue
a non-Builder strategy, so this was fatal to his chances. Joe's
choices were less extreme, leaving him other options, but thus
far he was the one with two Builders. Eric put in a bid of 400
for a Recruitment Card, a seeming bargain, but one that left
him in trouble. Eric's cash was now only 200 (he had spent 100
to buy Seat 1) and he did not even have any PP to cash in to
buy a freedom or a building. By Round 3 you need a Work Value
of 12 to put a work on, and with a freedom, a Jester and six
Personality Cards, he had only 11. Eric was fortunate to have
bought a Bonus Card in Round 2, but he was forced to spend it
for just one extra Work Value point, giving him a Work Value
of 12 and the cash he needed to avoid disaster.
By now there were a number of anxious and disappointed players
at the table. Greg had paid dearly for a privilege his neighbor
received for nothing. Eric had wasted valuable actions wriggling
out of a jam. Scott and Joe were bleeding from their tussle over
the Builders. Joe could recover, but Scott was mortally wounded.
Scott won the last two Builders, but Joe didn't let them go easily,
and Scott finished far behind the pack. Joe changed course, picking
up a Recruiting Card and a Prestige Card and putting on five
works. Greg also put on five works and Eric six, but the necessary
spending cut into their gains. This left Ian free to buy three
Jesters and put on seven works, using just one freedom, two landscapes
and two buildings. Ian never bought a Prestige Card, but the
lead he piled up from his works was too big for his opponents
to overcome, and he achieved another impressive tournament victory
with 58 PP. Joe and Eric both had 54 PP and were equal in florins,
the tie-breaker, but Eric had the #1 Personality Card (the Mathematician)
on the table to take 2nd place. Greg was 4th with 49 PP and Scott
finished fifth with 45 PP.
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