Articles Reviews Power Grid: A Calculated Assessment
 

Power Grid: A Calculated Assessment Power Grid: A Calculated Assessment Hot

PG-coverI've been wanting to publish a review of Power Grid on here for ages, largely because the prevailing attitude of gamers around here is one of undisguised adoration for the title which I find utterly perplexing. I tried playing PG because it seems to be a game everyone loves – my geekbuddies love it, all the Ameritrash crowd seem to love it, Eurogamers of course love it and it seems that it has lots of appeal to Wargamers too. I wrote up my experiences not long after as a review and, on re-reading it, it seemed that in spite of a couple of games in the meantime, it remained a fairly accurate assessment of my attitude to the game. So since I don't really have time to write a completely new article on the subject nowadays, here it is again, with a few tweaks for modernisation purposes.

I don’t normally do rules précis for very popular games like Power Grid. I would normally say at this point that anyone interested should download the rules, just like I did, and read them to get a feel for the game. In this case however I can’t really do that because I presume that most people who read the rules will probably do exactly what I did, which is to go “wuh”? They’re bad rules – badly laid out and very confusing. But the game is not complex – you just need to play a game with other experienced players to see what’s going on and you’ll pick it up in no time. Failing that, here’s my summary.

Each turn is divided into phases. Firstly player order is determined by the number of cities they currently have on the map which is a rough indicator of how well they’re doing in the game. Who actually does what first is flipped around during the following phases so that the players in a weaker position get an advantage each phase – they can buy fuel first when it’s cheap and get first shot at claiming new spaces on the map and so on.Then there is an auction for available power plants. There's a sorting mechanic that means as a general rule plants become more efficient (they can generate more power for less fuel) as they game goes on. The auction is pretty straightforward – you must pay at least a minimum value for the plant and from there everyone gets a shot to continue bidding until only one player is left. It's therefore an entirely open auction which seems to be something of a rarity in games these days and so has the potential to be rather more exciting than the limited round/limited bid models which have become more typical.

You then get to buy fuel. PR contains a rather novel open market system. At the beginning of the game units of each of the four power sources are placed on a track at the bottom of the board, filling from the right. From left to right the units get more expensive. So the first person to buy can pick from the leftmost, cheapest units and as these are bought the price slowly goes up. At the end of each turn a fixed number of units are put back on the board again, making resources cheaper. However if there’s been a run on one fuel type then this will remain much more expensive than the alternatives, putting a premium on power plants that can utilise the cheaper fuels.

Next up is placing cities on whichever map you’ve chosen, Italy or USA. There are cities on the map each of which has three spots of increasing for players to build and there are connections between cities which also have a cost on them. No player can build more than once in a given city. To build you must pay the cost of the spot, and if it’s a new city the cost of the connection from one of your existing cities. One of the most confusing aspects of the game is the “step” rules – all these basically mean is that before a city is allowed to hold more than one building, a condition must be satisfied. There is a second condition to be satisfied before a city can hold three buildings. These steps cause competition for good city spots to be intense and there’s a blocking aspect to the game where you race to get the best spots before your opponent does.

Then there’s the dishearteningly titled bureaucracy phase in which you can get income. You can fire up power plants, burning fuel, to try and power as many of your buildings as possible – if you fire up too much power excess is lost. The number you successfully power determines your income and the differential between how many you power and how much you earn decreases as you have more cities. The player who is the first to successfully power a certain number of cities based on the number of players is the winner.

Phew, that too longer than I expected. Hope it was worth it.

What my description of the rules doesn’t make clear is exactly how the strategy of this game operates. I read a very interesting article over at the Gone Gaming blog about how most good games had some basis in maths and the very best games were ones that managed to keep that maths as far removed from the play as possible. If that’s a measure of success then PG fails very, very badly. It struck me sometime during my second game that a calculator would be a handy player aid. I pointed this out to my opponents, one of whom responded that it was considered a virtually essential tool.

Consider. At the start of the round you’re faced with an auction against other players for the power plant that you want. So one of the questions that’s uppermost in your mind is “how much can I afford to spend on this, if I’m pushed all the way”. So you start to plan. First of all you know what power plants you have and what it costs to run them and you know the same for all the other players too. So you can fiddle with that calculator and make a pretty confident prediction of how much you’re going to need to spend on fuel this turn.

What’s next? New cities – a vitally important part of the game as it’s the winning condition. New builds are expensive so you need to make sure you’ve got enough left to make the new builds you need. Out comes the calculator again – you know the player order so again you can make confident predictions of what other players are going to attempt to do because you can also see the cheapest and best places to build. Tap, tap, tap on the keys and you know how much you’re spending on builds this round. Now you’ve got a fairly accurate approximation of how much you can afford to bid in the power plant auction.

It’s not as simple as that of course. The auction is unpredictable and it’s a lot of fun – completely open auction systems like this are actually pretty rare in games and it’s tense and exciting. You might get your abstraction of who’s going to end up getting which plant wrong and then you’ll have to pull out that calculator again and re-jig what you’re planning to spend on the rest of the round. On rare occasions you might get your prediction of who’s going to buy what fuel wrong as well if someone tries to unexpectedly stockpile something when it’s cheap but you can usually see when this is going to happened and plan, sorry, calculate, to take it into account. The building step is usually totally predictable because you can see where the cheapest spots are and that’s always where everyone is racing to get it. So again, if you know the turn order you can see exactly what’s going to happen.

So effectively strategy in this game boils down to doing a long series of fairly simple sums. It’s not easy – there’s a lot of numbers to juggle in your head at the same time and I’m certainly not terribly good at it. But the bottom line is that this is very much a skill-based game and the skill required is adding up. Lots of it. There could be a lot of competition and excitement in this game from the auctions, from the chance to speculate to some degree on the fuels market, from the chance to quickly expand and block another player into a prime spot on the board. But because everything (bar the power plants) is clearly priced (and you can make good guesses as to the value of the plants) everything else becomes dry, predictable and mathematical in the extreme. So extreme in fact that in all my games the players knew who was going to win several turns before it actually happened. That might appeal to some but it’s really not the sort of game I care for.

There are other aspects of the game that put me off. The administration overhead of the game is huge, having to re-lay out the fuel markers to a particular pattern in their little slots every turn, and watching the nuclear fuel balls roll all over the table. Indeed it's a bad enough problem to have caused some gamers to slate Power Grid on this issue alone. The weakest-player-goes-first mechanic annoys the hell out of me, as does the way the reward for adding more buildings to your network generates progressively less income. Both are massively gamey and they look like attempts to stop the game turning into one with a huge runaway leader problem. If I’ve plated well and built up an advantage, I want to enjoy that advantage rather than see weaker players boosted at my expense. I realise that it makes turn-order management a part of the strategy of the game but yet again, since everything has a clear value, optimal play can be calculated.

It’s not a complete meltdown for me though. There are some really good aspects to the game. I already mentioned I like the open auction. The fuel pricing is a clever and unusual approach to resource allocation which works really well and could provide a potentially brilliant source of competing strategies were it not for the fact that all of them can be seen in advance, calculated and accounted for. I’d love to see something similar resurrected in a trading game of some description. There’s potential for some nice “gotcha” moments as well as you triumphantly build over the spot your rivals were racing for, or at least there would be if everyone hadn’t done their neat calculations and seen it all coming at the start of the phase.

It should be fairly clear that I don’t much like Power Grid. I find it one of those awkward games to rate though because it does contain a number of really interesting and innovative ideas and I can really see what it was trying to do, only I think it got sabotaged by it’s obsession with number and the near-perfect information available to planning. I don’t see an alternative way it could be made to work but those two conditions, when you think about it, are almost guaranteed to lead to a game in which mathematical calculation is the surest road to victory. In the end it's certainly a below-average title for me. It’s not a game I’d actually refuse if enough other people wanted to play it and I’d probably even have some fun with it as long as the plays were few and far between. But actively suggest a game? No way! This was a game I almost bought on the weight of recommendations alone – thank god I tried before I bought. If you carry just one thing away from this review, let that be it!

 


 

Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

Click here for more board game articles by Matt.

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Comments (34)
  • avatarWalterman

    Power Grid is okay when played with a good group of people. I suffered through one game with a player who calculated everything every round. That was one of the most painful gaming experiences I have had.

  • avatarDr. Mabuse

    I had to look at the date again. Is it April 1st? No. WTF? " ...all the Ameritrash crowd seem to love it" I fucking hate this game. The nail in the coffin was in the last game I played where a calculator was brought out.

    The auction, fun? Noop. As you stated earlier you have to know how much you're able to spend beforehand otherwise you're hooped, bleh that's a fun factor killer for me.

    Exciting auctions, random events & fun? Gimme Vegas Showdown every time.

  • avatarSan Il Defanso

    Well, it's one of my favorite games.

    The game is definitely mathy, but I guess I never really felt like I needed to get out the abacus every time I went into the auction. If I don't get the plant I want, I don't start recalculating some number in my head, because I never found that to be that big an advantage. I've played the game with human calculators, and they never seem to have much of a material advantage over those of us who just play from the gut.

    I think most of the strategy boils down to the auction, and knowing when to go for what plant. You're right when you say that's the most interesting part of the game. There are also elements of planning, where you may not want to power all your cities so that you can have fuel going into the next round, or somesuch.

    Anyhoo, this is a great review that I entirely disagree with. There's arithmetic there all right, and it's not very well-disguised, but it never felt out of place to me.

  • avatarBlack Barney

    This game was tons of fun at first and my family and I played it for 1-2 years like crazy. Now I find it to be poison. I can't help but do tons of math when I play and we all have calculators and it's just kinda lame. Maybe it's too thematic? I actually do feel like a commodities trader crunching numbers playing this game.

    Railroad Tycoon scratches the same itch and is more fun

  • avatarColumbob

    People who pull out calculators are total pussies.

    Great game and we've gotten a ton of value out of my copy.

  • avatarShellhead

    I flat out refuse to play Power Grid. It's very obvious that it's the usual boring Euro work-in-a-box efficiency game that I despise. I have been working as an accountant for over 20 years, so the last goddamn thing in the world that I want to play is a simplified version of my daily work. Fuck that, I wanna play a dude-killing game, because I am totally not allowed to kill people at work. Or anywhere else, for that matter.

  • avatarMattDP

    It lifts my heart to see how much hate this game is rightly attracting in six short replies. Frankly, I think it illustrates nicely the gulf between "AT" and "F:AT" if you get my drift.

  • avatarmikoyan

    I actually enjoy this game and we don't play with calculators and probably end up way overpaying for some plants at times. And I don't think it's an advantage to go first on the auction round as the last player you can sometimes scoop up a good power plant on the cheap because everyone else has gotten a plant at that point. I think the random drawing of the power plants adds a nice randomness elment to the game (as does the auction). Is it a game that I want to play all the time? No. But I will play it if offered.

  • avatarSpace Ghost

    I would punch somebody in the throat if they pulled out a calculator....I don't care what game it is.

  • avatarShellhead

    I would allow a calculator if we were playing Blood Feud in New York.

  • mikedowd

    I've been a eurogamer as well as a AT'er and I made a commitment to buy everything that hit the top 10 on the geek except Borg's battlelore derivations which seemed to keep popping up. But I never really liked PG when I owned it and I've come to despise it.

    It's not because of the math, it's because the disgustingly contrived balancing mechanic. It's like fritter freeze was designing the game and someone kept running away with it so he just said "Let's just bitchslap whoever's winning so those who suck can keep up. So you end up with a 2 hour long race that is so balanced that the very last play is the only one that matters. That teaches me nothing about the world or my opponents. Contrasting with AoS's income reduction where everyone gets hit equally as they move up. This is alot more similar to real business where a truly strong player can stay ahead of the curve.

  • avatarbfkiller

    I like Power Grid a lot. Those who hate it: Do you like Acquire? They scratch the same itch for me.

  • avatarMsample

    Never played it, but from what I have heard and read here it sounds like the sort of game that the Euroweenies at WBC can turn into excruciating torture. A calculator? Shoot me.

  • avatarSchweig!

    I hate this game.

  • avatarBulwyf

    Our group likes this game a lot. Managing your cashflow through the auctions and builds is a lot of fun. Yes there's the typical catch-up mechanic where the weakest player goes 1st in some phases but it dosen't spoil the game for us. Matter of fact, the catch-up mechanic makes timing your surge for the win more difficult. Shoot your wad too soon and the rest of the pack will catch you and then mock you. Oh and if you need a calculator to play this, you're just lazy and sad.

    -Will

  • avatarSagrilarus


    I loved it when I first came across it. I'm ok with the math and if you're too stupid to add and subtract in your head that calculator isn't going to help you much. But now I just can't get past the draconian Catchup mechanics. It seems a game where everyone does their best to play as averagely as possible, and to do that they have to guess how averagely everyone else will play on the current turn. No one is allowed to get significantly ahead.

    The one exception to that is the power plants, where there's no penalty whatsoever for overbuilding. That is, the one place where luck enters the game is set free. The skill-based parts of the game are heavily handicapped.

    I'd like to see what would happen if there was a rule stating that you HAVE to power all plants each turn.

    S.

  • avatarratpfink

    Once again the misconception of "catch up mechanism" or "weakest-player-goes-first" or "balancing mechanism" shows up. Power Grid is a game of timing and manipulating turn order. You have to know when it's good to be in "first" and when to be in "last" (turn order has no actual bearing on the how players finish at the end of the game of course) and how and when to change between these two states. I have no idea why so many people that make definitive claims about the game just don't grasp the basic strategy of the game, but I guess a lot of people expect the game to be something that it's not and end up doing poorly at the game rather than taking the game for what it actually does. Cult of the New disease might be why... if you only play everything a few times over the course of years you'll never have anything more than a broad overview of the game.

  • avatarSchweig!

    "Managing your cashflow through the auctions and builds is a lot of fun."

    I prefer managing the bloodflow of my opponents' dudes.

  • mikedowd

    I like your theory ratpfink but it's broken by the fact that it's always best to go first in PG (last in turn order). Go ahead and build as many plants as you want anywhere you want, it's worthless if you can't power enough to turn a profit due to high fuel payments. Try playing a game without switching turn order. The only reason manipulating turn order is even strategic is because they force you into it by switching it around when you're in a good position. Regardless of that, it's a completely contrived abstraction. The game breaks without it and a game whose outcome relies so heavily on one mechanic like that is just lazy design. Kind of like your lazy assumption that people who don't like the game must be bad at it.

    Someone else compared it with Acquire and I love Acquire, the difference being that without that artificial handicapping mechanism, you get a much more accurate portrayal of business decisions and their outcomes.

    I just had a cool idea of doing the actions simultaneously like Diplomacy. That could make this mathy snorefest interesting again.

  • avatarDr. Mabuse
    Quote:
    Schweig!
    ...
    "Managing your cashflow through the auctions and builds is a lot of fun."

    I prefer managing the bloodflow of my opponents' dudes.

    What he said.

  • avatarSouthernman

    I like Power Grid quite a bit, I also like blood-spilling games and play as few euros as I possibly can get away with. I suspect that some people dislike it because it involves more maths than just counting dice pips and this embarrasses them - I quite comfortable saying I'm decent at math and happily do all the PG stuff in my head, I still make mistakes often though but it doesn't shit me and I'd never think about pen and paper let alone a calculator.
    It's a game where you buy shit, build shit, buy some more shit, try and screw everyone else doing those three things and then decide how much of a pay-off you want at the end of the turn. Yes, the reverse player order mechanic annoys a lot of people - never worried me, it's just another challenge to try and beat.

  • avatarDr. Mabuse
    Quote:
    I suspect that some people dislike it because it involves more maths than just counting dice pips and this embarrasses them


    Wrong Tom, it's embarrassing sitting at a table with people who's lunch money I should take and whose underwear I should apply the ATOMIC Wedgie to.

    In your case it would be Depends.

  • avatarSouthernman

    You play with the wrong people :o.

  • avatarSchweig!

    I certainly don't have a problem with maths. (Well, at least not at that level.) The game just sucks. Gameplay feels like going to the grocery store having to add the price of all items together before you go to the checkout -> unnecessary. (Although I sometimes do that because it amuses me to give the cashier the exact payment immediately after she tells me the total. They think I'm Rain Man.)

  • avatarBlack Barney

    exactly. I agree with Schweig. The game is for frickin' retards.

  • avatarcaradoc

    I quite like Powergrid, but if I ever had the misfortune to play with the type of people who use calculators I think I'd go insane. I don't like playing games like that!

  • avatarpestigor

    I just want some tactics to go with my strategy.
    I'd have enjoyed the game more if there were environmental concerns, Then I could stick to coal and oil and smoke a cigar while playing.
    On the other hand if there were a mechanic for nuclear mishaps that could be fun as well: how many casualties, how long before the surrounding land is habitable, how much of the eco system a single melt down could cause....these are the things that could make this into a great game.

  • avatarsolideogloria

    I have to take exception to this review. Not because I like Power Grid, but because of the use of the word "maths".

  • avatarTurek

    1. Money in this game is so ugly that I can't bring myself to compete for it
    2. Balancing sucks and is antithematic.

  • avatarTurek

    and most important:
    3. this game NEEDS explosions

  • avatarNotahandle

    Never played so colour me neutral. But if some dick pulls out a calculator, I'd be inclined to pull out a sand timer.

  • avatarJonJacob

    Love the game, never used a calculater though.. that would probably be irritating. I like the map and the paper money. The catch up mechanic doesn't bother me either... it's gamey, but no more gamey then telling me I can't get a free tech this round because some other race took it. The game is not for hard core AT'ers though and the ending can feel anti-climactic as the second step is sometimes not even there or really, really short.

  • avatarSouthernman

    I'm a retard anyway but I still love Powergrid 'cos it's a great game.

  • avatarubarose

    I rated Pick Up Sticks higher than I rated Powergrid.

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