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Stock #5555 |
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Suggested Retail
Price $24.99 |
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RPG.net
Spike Y. Jones
January 2005
USA
Basari is a board game that comes in a 9"x9"x1.5" box
that's surprisingly heavy because it's full of components,
instead of empty air. The box contains a hard board that
folds out to 17"x17", 100 coloured glass "gemstones," a
set of three wooden playing pieces and dice for each of the
three or four players (Basari can't be played solitaire or
with only two players, and even if there were extra playing
pieces to add players above four that might change the dynamics
in frustrating ways), a handful of laminated cards (three
per player), and a four-page rules card. The game's illustration
and graphic design are by John Kovalic, but (with the exception
of a drawing of a human hand holding a gem on the box lid)
don't expect any of his familiar comic illustrations. All
the components are easy to use and will stand up to repeated
play.
In the game, players take on the role of gem merchants
working in the bazaar, using luck and their deal-making skills
to maximize their profits. The board features two tracks:
a plain, numbered outside track where players move one of
their markers to indicate their total point scores, and an
inside track made up of rows of arched doorways surmounted
by a Arabian-looking city skyline of domed buildings and
crenellated towers where players move a different marker
trying to earn points. In the centre of the board are four
carpets on which the gem stones are initially placed, adding
to the Muslim marketplace feel.
The game continues until the first player completes
three circuits of the interior track, and whoever has the
most points in the exterior track at the end of that time
is the winner. At the end of each of the interior circuits
the game stops and bonus points are awarded to the player
with the most gems of each of the four colours: 14 points
for the player who has the most red gemstones, 12 to the
one with the most yellow gems, 10 to the one with the most
green, and 8 for the most blue. Another 10 points go to the
first players to complete each lap of the interior track.
At the start of each turn, simultaneously each of
the players rolls a die and moves the indicated number of
archways. The spaces they land on are marked with a point
value (from 4 to 7) and with a number of coloured gems (from
a lowly two blue gems to a princely three reds and a green),
and each player has to secretly decide whether he'll take
the points (adding them directly to his point total on the
outside track), take the depicted number and colour of gems
(adding them to his total collection in hopes of cornering
the market on one colour of gems, which will gain him bonus
points), or roll the die again, moving that many spaces further
along the inner track and subtracting the roll from 6 and
adding that number to his point total.
Simultaneously, the players reveal their decisions
by turning over cards marked with a numerals, gems, or a
die, respectively. If all players selected different options,
then they carry through their actions and the next turn starts.
If three or four players selected the same option, their
actions are all cancelled and none of them gets anything
for the turn.
But if two players selected the same option, then
they enter into a bartering session, offering each other
different numbers and colours of gems in exchange for the
right to be the one to carry out his selected action. The
bartering follows a set of rigid rules: an offer of an equal
number of gemstones of a more valuable colour is always a
raise on a previous offer; and a larger number of gemstones
is always a raise, even if the stones are lower in intrinsic
value (e.g., four blue stones, the lowest value, are worth
more than three red, the highest, in a barter).
At both the point of deciding which option to select
and during any ensuing barter sessions there are numerous
strategies one can adopt, and what strategy you pursue can
change with the roll of the dice, with opportunism replacing
planning since any plans you make can be undone not only
by the spaces you land on but also by the plans and dice
rolls of other players.
For example, if your piece lands in an archway offering
a large number of valuable gems (e.g., three yellows) but
only a low point value (e.g., 4) you might want to take the
gems as your action -- unless one of your opponents landed
on an arch with a good haul in gems, which means he might
try to take gems as his action and a barter could result;
unless you think you can out-bargain him, it might be best
if you took the straight points, or even rolled and took
your chances. And even if your arch offers low-value gems,
if it also offers a large number of them (e.g., three blues),
it might be worth your while to try get them in order to
corner that low-value market if the other players seem to
be attempting to corner the market of high-value red and
yellow gems. And even if you land on a low point-value space
or a space with gems that you don't particular care for,
you might want to take those points or gems as your action
if you see that another player is on a high point-value space
(and if thus likely to pick that as his action) or is on
a space with gems of a colour he seems to be collecting,
in hopes that he'll offer you some of the colour gems that's
your actual goal in order to get you to back down on your
picked option. And if you are ahead of the other players
in points on the outer track, but you think they could catch
up with you given a couple lucky rolls, you might want to
ignore everything else and always pick as your action the
option of rolling the die again in hopes of completing the
third circuit of the board (and thus ending the game) before
the others can close the point gap.
Unlike many other board games, Basari's rules don't
come with a handful of strategy hints, which I first thought
was a failing of the rules, but which I later decided was
just a practical matter: it's almost impossible to come up
with strategy hints that aren't either so vague as to be
obvious or so specific to a particular combination of circumstances
on the board as to almost never come into play. Still, the
basics of the rules are easy enough to learn, and a game
only takes 20 to 30 minutes once everyone knows that they're
doing. And my vacationing non-gamer friend (who I frequently
inflict new games on) specifically wanted me to mention that
she had fun with this game, even if she didn't win. On the
other hand, the "ages 10 and up" on the Basari
box may be a bit generous if you expect each of the players
to have an equal chance at winning.
Basari is a challenging game, where your
skill at bluffing and bargaining can make up for bad rolls on your
part, but your opponents' skills can negate the advantages
of your own good fortune; where figuring out the strategies
that would most benefit your opponents can be more important
than figuring out your own best strategy (after all, your
opponents will always outnumber you); and flexibility can
be more important than luck or skill when it comes to winning.
The fact that you can only play it with exactly three or
four players is a strike against it, but even considering
that problem Basari is worth its cover price.
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