28th March 2023 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness. Game of the night is Istanbul. Ah, Istanbul, home of an ancient settlement and exotic gateway between the east and the west... ...Also a place where frenzied merchants rapidly push wheelbarrows around the bazaar, trailed by assistants while looking to acquire rubies in this worker placement game. What's in a game?
The component quality is good for nearly all of Istanbul. The game makes good use of wooden components and dice which is always good. All the cardboard tokens and tiles are sturdy enough. The cards are also good. It's all the quality you'd expect from a modern game. The only criticism I have is that fitting the extensions into the wheelbarrow feels fiddly and when trying to put in the final extension it can be too tight and wont fit properly. It's a minor oversight that doesn't affect the game experience but it could have been a bit better. There's unique artwork on all the location tiles. Even though it uses a pretty standard style of illustration, I think it looks good and gives the game a eye-catching presence on the table. I also feel that it's quite suitable, being evocative and colourful without obscuring important information. Iconography in Istanbul is a bit of a mixed bag. Much of it is easily understood but the occasional icon and in particular, bonus cards will find players leafing through the rulebook for clarification. This is fairly infrequent though and is a minor inconvenience rather than detrimental How's it play? Setup
On to play In Istanbul, players are attempting to acquire 5 or 6 rubies (Dependant on player count.) and the game provides a variety of methods to achieve this. Istanbul follows the usual turn structure with the active player completing their turn before play progresses to their left. During their turn, the active player will act in 2-4 phases - depending on circumstances. The 4 phases always occur in the order shown below.
Endgame The game end is triggered when any player acquires the required number of rubies. Play continues for the current round until all participants have had equal turns. Finally, each player will have the option to play unused bonus cards, since Lira and goods act as a tie-breaker this can be important. Rubies are tallied, highest amount wins. Overall
I don't know whether it's deliberate or not but there's a slightly cynical thread of humour running through Istanbul. It's an amusing facet of the game that merchants are useless without assistants to boss around or how everyone has that one shady cousin who 'knows someone' or 'can get you stuff'. Thematically, the game is presented quite well. Your merchant and their little band go from place to place, looking to earn money or get goods in order to eventually gain rubies. Mechanically, Istanbul is relatively straightforward. While there's quite a lot of tiles and consequently a lot going and a lot to think about and possibly remember, none of it in practice is actually overly complex. Istanbul presents players with the conundrum of balancing the need to increase their abilities via mosque and extension tiles or trying to acquire rubies. Broadly speaking, the game game provides some one-off way of gaining rubies but two main avenues to accumulating them - which are by spending goods or spending Lira and then providing several ways to acquire goods and Lira. It means that Istanbul is a game of planning efficient moves and maximising actions. This is particularly the case when dropping off or picking up assistants. Well thought out play will allow a player to do this without visiting the fountain which requires an entire turn to gather assistants. While the game is essentially a race without direct conflict between players, there's still some interaction that goes on. There is arguably a higher level of play where players could try and anticipate the actions of their opponent allowing them to block opponents by putting their merchant on specific locations, forcing other players to pay out to go there or preventing them entering all together. However, this tends to occur by accident more than design. Another area of interaction is at the markets, the more goods sold a player can sell an once at a market, the more money that player earns but taking longer to do this risks being trumped by another player fulfilling the demand tile earlier. So players will need to occasionally adapt to situations as needed as well as planning their actions. Istanbul does a good job balancing varied gameplay, strategy and meaningful decisions with ease-of-play, although I'm not sure I would describe it as entirely suitable for non-gamers but core gamers should have no problems comprehending the game It also has a novel and clever implementation of worker placement mechanics which provide some satisfying moments when used effectively. This is a mid-weight game with a somewhat lengthy play time - although it never felt overlong or unwelcome. I found it to be an enjoyable worker placement game. Istanbul is a game that's definitely worth trying.
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