Sweetslut wrote: redevil13 wrote: Sweetslut wrote:Would like to see a review from Wei Xun, since he is a caylus fan and have played both games considerably.
Wah...pressure leh! I really've inertia playing Agricola again man...
lol. Damn funny imagining wat u went thru. not asking u to play thou. How abt a critque of agricola against its precendent caylus?
If we were to compare
Agricola with
Caylus, firstly we'll start with the element of chance.
Clearly,
Caylus has less of it and everyone experiences the same amount of it. Both games have a random starting play order but the starting player is given a disadvantage so nothing more to say to that.
The remaining chance event for
Caylus would be the order of the starting buildings, and every player's equally affected by it, so there's not much of a problem. In fact, this randomization ensures that each game's different from the previous due to how early a certain resource or action is available.
For
Agricola,I still've to harp about the random distribution of minor improvement and occupation cards. If you haven't heard about my bad experiences in my 3 games of
Agricola (3, 4 & 5-player game), then I'll briefly elaborate. Basically, I's dealt cards which weren't synergistic with one another. I did enjoy a few "one-off" combos but there's nothing compared to combos which my friends had that lasted throughout the entire game! In
DotA and similar games, it's kinda like me having gotten a scroll while the others a passive skill. Final result, I never got past 15 victory points.
If we were to compare mechanisms,
Agricola &
Caylus have their similarities and their differences. Both employ action-taking with "worker" pieces, one at a time, and each action only available to a single player. As such, denial of action is a common feature. However, as compared to
Caylus, denial in
Agricola isn't as inherent in the game because of this unknown element of minor improvement and occupation cards. You simply don't know what to deny. In
Caylus, everything is laid out clearly so it's not hard to guess what a player wants to do next and hence, you've the option of planning around it. If you're to do the same in
Agricola, you'll probably end up wasting your action as it pays better to maximize your actions according to your minor improvement and occupation cards.
If you're to compare player interaction on this aspect, I'd say
Caylus provides greater player interaction through it's inherent "denial" nature. In
Agricola, if you're to try to deny, it can take an impossible process because you'll have to guess what cards do the other players have and in what order're they going to play them. It might just come to a point whereby you'll just aim to get whatever actions you want and not care too much about others. In my games, I hear more of "I need this more" as oppose to "that's to deny you" when someone realizes that a previous player's taken an action he/she'd wanted.
For those who wish to bring up the drafting variant of the cards in
Agricola, I'd just like to say why didn't the designer include this "variant" as an "expert mode" in the rulebook? I'm sure he'd have considered the great possibility that you can end up getting crap cards, considering the thick stack of cards available. The option of "7-choose-5" isn't all that great.
However, I haven't played enough of
Agricola to critique on the planning required right from turn 1. In Caylus, you can roughly plan out which royal favour track you wish you aim for and change accordingly if you're facing competition. In
Agricola, I think it really depends on what cards you draw to plan your strategy. Furthermore, the stacking of resources and the reproduction of animals makes planning more complicated.
Though I may seem to favour
Caylus more than
Agricola, I do enjoy the flavour of
Agricola more than
Caylus. It's much easier to picture yourself collecting resources, building a fence and having your animals breed as you take your resource tokens from the board, place down the "fence" blocks and take a new animeeple or animal token.
Caylus appears more dead in this sense maybe because you just can't relate to the buildings that you've built and the actions that you've taken.
Till I've played more satisfying games of
Agricola, I can't comment more.