Game Review: At the Gates of Loyang
By W. Eric Martin
November 19, 2009
Designer: Uwe Rosenberg
Publisher: Hall Games
Players: 1-4
Ages: 10+
Playing Time: 60-120 minutes
Rules Language: English / German
Links:
Version played: Purchased copy
Times played: Five, once solo, twice with 2 and twice with 4
So I’m in round eight of At the Gates of Loyang, just after taking cards in the first pass through the card phase. The other three players are still in, dropping cards slowly one at a time, while I’m starting to write this review. My goal: See how far I can get before it’s my turn in the action phase.
One of the other players in this game, who played in an earlier four-player game today and a two-player game yesterday, has dubbed Loyang “the best game that I never want to play again.” His emotional arc while playing the game went from confusion to liking the game to really liking the game to becoming annoyed to outright dislike. Pal that he is, though, he offered to play a few more times to see whether the game speeds up with experience. Has it?
Unfortunately, no, it hasn’t. What players gain in experience and forethought, they lose from additional depth of what’s possible in the game and how they can best squeeze an extra coin out of the rearrangement of a dozen or more moves during the action phase. Oh, wait, my turn…
Inside the Gates, the Fields
So how does Uwe Rosenberg follow up the incredibly successful and well-received Agricola and Le Havre, both winners of multiple awards? With a title that precedes both of them. Yes, At the Gates of Loyang was designed in early 2005, after Rosenberg was inspired by the harvesting mechanism in the 2004 Splotter Spellen release Antiquity. In that game, once the raw materials from an area have been harvested or collected, the land can’t be used again. (Are they harvesting with bombs? I can’t imagine what else would destroy the land so thoroughly.)
In Loyang, players are planting vegetable crops, then harvesting them to sell to customers, both regular customers who want the same thing over and over again and passers-by who demand three specific items. By doing this you earn money, and money lets you advance on the Path to Prosperity – not a metaphysical path, mind you, but an actual path of spaces numbered 1-20 on your individual gameboard. The first space you advance each turn costs only $1, while each additional space costs the value printed on it. Whoever advances the farthest wins, with leftover cash breaking ties. (Side note: Cylindrical pieces are a terrible idea for scoring pieces, especially when you reach over your playing area again and again. Several players had to reconstruct their scores after knocking over their pawn, and we’re still not sure we chose the right spot.)
Each player has his own territory in which to work: his own set of fields of varying sizes, one of which is revealed each turn; his own customers and helpers that are acquired during the game, his own shop, from which he can buy or sell veggies; and his own market stalls at which to trade veggies, again acquired during play. None of this makes any sense thematically. Why am I the only one who can buy vegetables from this shop? Why are my fields trashed after the last plant is harvested? Why is this foreman or con man hanging out with me turn after turn until I need to use his services? No matter – don’t think about too much, and focus instead on the fundamental concept of harvesting crops to sell to customers. That’s easy to grasp, and everything else is just gamery details anyway.
Seconds, Minutes, Hours
Loyang lasts nine rounds, and at the start of each round you harvest one veggie from each field and turn over a new field. Players then have a card phase in which they’re dealt four cards – those cards being customers, helpers, market stalls and extra fields – then take turns either discarding a card from their hand into the courtyard or stepping out of the round by playing two cards: one from their hand and one from the courtyard. (The remainder of their cards in hand are then added to the courtyard.)
Players then each have an action phase in which they plant crops, buy or sell veggies to their shop, trade at their market stalls, use their helpers, deliver veggies to their customers or buy a “Two-pack” of cards. Each action except the last can be done multiple times, and all of the actions can be performed in any order. You have only two cards on your first turn, so you don’t have many actions open to you, but as the game progresses and you pile up more cards, the possibilities for what you can do and the order in which you can do them explodes – and here’s where I sour on the game.
While the game mechanisms in Loyang are nothing like Agricola and Le Havre – other than the bit of harvesting in Agricola – the feel of the games is similar. Each game begins slowly as players start with few resources on hand: nothing but cards and food in Agricola, a few coins in Le Havre, and a single nine-space field filled with crops and some cash in Loyang. You don’t have much that you can do, and the initial turns fly by with you feeling like a chump because you’re not making any progress. “I have only one customer, and I can’t even serve him this turn!”
As the games progress, however, players start voltronning up their resources and equipment and buildings, and by mid-game they’re standing in the snow puzzling until their puzzler is sore because so many possible plays are available to them. Loyang differs from the earlier Rosenberg designs, however, in that in Agricola and Le Havre players generally take only one action each turn: I place my token in this building; I choose this action; I take these resources. While the other players take their turns, I can contemplate which of four or five choices is best based on my current circumstances. By the time my turn arrives, I might have only 2-3 choices left based on what other players did – or someone does something unusual and I now need to rethink my options. Whatever the situation, though, once I take that action, the next player goes and the game keeps moving.
In Loyang, instead of having atomistic actions that build over time into mighty compounds, you do all the chemistry at once while the other players examine their fingernails and contemplate which toppings to order on their pizza. “If I serve this customer first, I’ll make $X, which will then let me buy this vegetable from the shop and trade at this stall in order to sell to this other customer. But if I trade first, then I can sell to this other customer. Or maybe I should buy a Two-pack first – but if I keep a casual customer, then I’ll earn less this turn for my sale, unless I get the helper that lets me pay to take someone’s else customer in which case I’ll earn more. But perhaps I should run through the trades at the market stall first in order to reduce the price of the Two-pack.” And so forth and so on. I’ll admit to being more sensitive to downtime and dithering than the average player, so perhaps this is my bias showing, but I’m not the only one who’s joked about taking out a book while another player takes his turn.
During another player’s turn, you can try to mentally run through the options to see how much money you can earn and what will leave you in the best situation for future turns but this planning doesn’t work in practice for two reasons:
- You can buy a Two-pack during your turn, which gives you new options. The cost of a Two-pack is the greater of the number of helpers or the number of market stalls in your area, so you often want to mess with those areas during your turn in order to reduce the Two-pack price as every coin is precious – yet that Two-pack often lets you do better things than what you can do initially, perhaps by giving you a new casual customer or a helper that lets you trade for a leek at another market stall, so you may want to buy it sooner than later.
The Merchant helper, for example, lets you buys veggies from your shop at a discount if you need to deliver the same veg to two regular customers, so buying a Two-pack might let you save a bunch of money in the current round, which would then require other adjustments, too. With all this in mind, you’re might then be figuring out how to use market stalls and helpers while not yet serving customers in order to maximize the potential payoff – unless certain cards are already in play or were discarded in the distribution round, in which case.... Eventually, though, you have to pull the trigger and do something. No, really, just do something – I’m tired of waiting.
- A number of the helpers let one player mess with another one, either by delivering veggies to their customers, stealing a customer outright, swapping one market stall for another, or swiping a helper. If I’m playing after someone else, I’ll have a tough time planning all that I want to do as I won’t know which resources the other player will leave available to me. If they don’t deliver to that customer, then I’ll do this, forcing me to buy A to trade for B in order to serve regular customer C – but if they do deliver to that customer, then I’ll instead use helper D to buy vegetable E at a discount before buying Two-pack F giving me unknown cards G & H.
Despite all my kvetching, I think that At the Gates of Loyang is a very strong design that hits a lot of the elements that appeal to me as a gamer: Engine-building of a sort crossed with the mental depth of a tricky logic puzzle and the variety of a CCG, while also featuring subtle interaction between the players in the card distribution round, the turn order tricks (with four players), and the interactive helpers that crowbar in more Goldbergian elements to the logic puzzle that already lies before you.
I’m just not sure that I actually want to play the game that often – at least not as published. As I noted in my initial impression of Loyang, it would make a great title on the online gaming site SpielByWeb. SpielByWeb already features Reef Encounter, Tikal and Hacienda – three titles in which you can take multiple actions within each of your turns – and Loyang would be a perfect addition to its line-up as I could then take all the time I want to futz with this, that and the other option before settling on a course of action. (As with Tikal and Hacienda, the purchase of a Two-pack would create a time-reversal backstop beyond which you couldn’t cross since the knowledge of those cards would likely affect earlier choices.)
I hope an online version along these lines comes about because I am still interested in exploring the game further. While playing, I’ve been both fascinated and frustrated by situations in which I come up a coin short to advance the next step along the Path to Prosperity, holding ten coins when I need eleven, for example. As long as you have goods for delivery next round, you don’t need to sit on a ton of cash in this game – and ten is a ton – so I’d want to see whether I could avoid ledges like that and use my goods and customers more efficiently. After all, if I’m on step 9, I can pay 1 this round to reach step 10 and 13 the next round to reach step 12 – or I can pay 12 this round to reach step 11, then 1 the next round to hit 12. I’d save only one coin in the process, one lousy coin, yet every coin is vital in Loyang, just as every resource is vital in Agricola and Le Havre. Ideally that online version will come to pass as I’m unlikely to push Loyang onto the table again anytime soon.
Comments:
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The emotional arc your friend felt, Eric, is exactly what I felt with Le Havre over three games. I’ve never gone from so hot to cold on a game before. This made me very reluctant to order Loyang . . . however, all the reports of it being “different” from his first two made me take yet another chance on a potentially good game. But I stand by my rule: if I can a four or five good plays initially and still like it enough to keep it around for two or three plays a year - I’m good with that. Posted by Jacob Lee on Nov 20, 2009 at 12:12 AM | #
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I think this a truly superb game but I take Eric’s point. It can be a real brain-burner throwing up endless possible routes to success or disaster. But it is just ‘a game’ and game-playing courtesies should apply when it comes to taking your turn. You might not work out the perfect move but at least you might be invited again. I have played it only twice with four players (the other three players being different each time) The first game took 2½ hours whilst the second took just under 3½, which is unacceptable. There’s a maximum amount of time one should take varying from game to game, of course, and one should be sensitive to it. My wife, who is a good boardgamer, used to lose all track of time when deciding which card to play in Bridge; so much so that the life-expectancy of the party had to be taken into consideration. So we stopped playing bridge much to everybody’s relief I’m sure. Loyang is fascinating simply because of the many possibilities, but common courtesy to the rest of the party should indicate when its time to say “Finished” even though you might kick yourself a few minutes later. Posted by Derek Carver on Nov 20, 2009 at 06:16 AM | #
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We played action turns simultaneously in our only 4p game. It works nicely. Some helpers are dependant of round order, but most of these can be solved nicely. Of course it can lead sometimes situations, where there is need of backtracking (which is not done) to get “right situation”. In our game there wasn’t single point, which cause any further discussion about turn order. But I guess that in casual gaming faster gameplay makes session much more enjoyable. Posted by Tommy Ryytty on Nov 20, 2009 at 07:00 AM | #
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voltrunning?? What’s voltrunning? Posted by Jennifer Schlickbernd on Nov 20, 2009 at 08:45 AM | #
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My one game (with four players) took 2.5 hours like Derek Carver’s first game, but I thought that was considerably too long for this game. It gets too repetitious: since all the bits of your engine get used up and disappear, you get into a rebuilding cycle after the initial buildup. Although I like much of what the game does, I would hesitate to play it again unless it can be gotten down to 60-90 minutes. The obvious way to do this is to play fewer rounds - probably 5 or 6. Posted by Dan Blum on Nov 20, 2009 at 11:23 AM | #
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Jennifer, he says voltronning. Not sure what that means either, but whatever. I agree with most of article—we played a 3-player game last night and it was BRUTALLY long (nearly 4 hours with rules and set up and examples). We played semi-simultaneous turns… if one player had taken the 2-pack and had no ability to impact the next player, then they started their turn. There are a lot of problems I have with the game, although I stil think the game is fun. I feel the first 3 turns pretty much determine the winner unless some rare thing comes up later on (like the guy in lead makes a huge mistake). If you get a regular customer at the start who you can supply, you have a huge monetary lead, and the way the Path of Prosperity works makes it so it is nearly impossible to catch back up. The overall mechanics are nice, but the game needs a revision. Not sure what it would be, but it needs SOMETHING to make it more feasible. Posted by Stefan Lopuszanski on Nov 20, 2009 at 11:29 AM | #
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Can the game be arbitrarily shortened to 6 rounds? Or even 4 or 5? I haven’t read the rules or played it yet.
Posted by Jacob Lee on Nov 20, 2009 at 11:38 AM | #
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You guys didn’t watch badly translated anime on U.S. television in the 1980s? In Voltron, five characters each controlled an individual vehicle; these vehicles could be combined into a single giant robot-y thing called Voltron that was awesome to behold when you’re a boy. In Loyang you take all the individual bits and try to puzzle out how you can combine them in a way to overpower opponents. Eric Posted by W. Eric Martin on Nov 20, 2009 at 12:41 PM | #
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I also played only a 4-player game. The rules suggest that the pairs of players take their turns simultaneously. This works out great since you can’t affect the person you are taking your turn with, and your partner (who is waiting for you to finish) can check your work and pay you your cash. This was one of the neatest things I have seen in a game like this where simultaneous turns are actually built in. Because it was either your turn or you “partner’s” turn there didn’t feel like a lot of down time and the overall game length for us was about 2.5hrs which wasn’t bad for a learning session. Posted by Josh Ostrander on Nov 20, 2009 at 01:30 PM | #
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One can resolve this issue of a player taking too long easily: get a electronic chess clock, set it to count down from 3 minutes, and press it at the start of every player’s turn. It works in Age of Steam for us. You can adjust the time up or down depending on the game, the players, and the amount of time available. I think Voltronning might refer to Voltron, a massive robot that came from 5 distinct parts. So it means “increasing in size or amount.” Posted by Michael Sosa on Nov 20, 2009 at 05:07 PM | #
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I was going to post kudos for using Voltron as a verb, but I see the discussion has already occurred. Best review I’ve read this month (and really only because you verbified an obscure proper noun!) PS. Clearly you need to reference the later, non-lion Voltron version, it had like 3 vehicles per limb instead of just 5 lions… PPS. A word of warning, Eric. Voltron is painful to watch nowadays.. tried to watch it with my 3 year old, he loved it but it was pretty shallow, and the bad guy/monsters were far scarier looking than I remember. Posted by Matt J. Carlson on Nov 20, 2009 at 05:18 PM | #
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Nice review, but I think the problem with downtime is WAY overstated. Yes, there is downtime, but in our first 2 player game, we finished in 90 minutes, so I’m sure we’ll be able to finish in around 60 now that we have the rules down. (With 4, it might be longer, but then again, with simultaneous play there’s no reason it should be.) In theory, it seems like there is a lot to do, but in reality, this isn’t so true. You have a maximum of 4 cards you can play per turn. You might have 3-6 cards already on the tableau (during mid-game) to interact with. But even with that total, you are limited by amount of veggies, money, etc. We found that there is definitely room to think about how to maximize this or that move, but most moves are self evident. You likely only get one new field per turn, so you will only be planting once per turn (maybe twice). Buying goods from the store is so expensive it is usually not worth it to complete an order. Yes, you can make combos of actions, but there are not so many combos to chose from - buy a good and use it, buy it and trade it, fill an order. I think there are many limits to how much you can do and squeeze out per turn. Overall, this game is much less of a brain-burn than Agricola or Le Havre. It is very tactical - you are basically responding to a few knowns (cards already in play) and equal or more unknowns (cards drawn that turn). Since planning ahead is quite hard, it tends to boil down to maximizing a particular turn. Yes, this may take some time, but not as much as if you could strategize long-term as well. Anyway, after one game, I like the game a lot, but not as much as Uwe’s previous two. Being a lot farther from perfect info, and a lot more tactical, this game seems much lighter to me. I think once players know the rules and get used to it, downtime will not be a big deal. Posted by Alan Goodrich on Nov 21, 2009 at 01:02 PM | #
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I like Loyang but find it much harder to play than Agricola or Le Havre because every round requires you to rethink your game play, not something that happens in either Le Havre or Agricola. I have played four times and finished every game with a truly burned brain Posted by Paul Lister on Nov 24, 2009 at 01:51 PM | #
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