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Game Review: Colosseum

By Greg J. Schloesser
June 5, 2007

Publisher: Days of Wonder
Designer: Wolfgang Kramer & Markus Lübke
Players: 3-5
Age: 10+
Playing Time: 120-150 minutes (note that the box lists a playing time of 60-90 minutes)

Days of Wonder is known for releasing games that have very high production values. They don’t skimp on quality, even if this does cause their games to have a higher price tag than many others in the industry. As a result, each new release is eagerly anticipated by many gamers, and Colosseum was no exception. My interest was heightened further when I learned that the game was being co-designed by Wolfgang Kramer, author of my three favorite games.

Colosseum is set in ancient Rome, where the Emperor has called for massive celebrations to “commemorate the opening of the Colosseum”. Players will attempt to gather the necessary components in order to present gala shows for the amusement of the people and the glory of the Emperor and Rome. Gladiators, comedians, musicians, horses, chariots, ships, scenery—all and more are needed to ensure that the Emperor will be pleased. Glory and riches go the player who presents the most outstanding show, attracting the most spectators.

A VERY large board depicts a section of Rome, with a track leading around it. Along the track are spaces for five arenas, where players will conduct their shows. Moving along the track will be six Roman dignitaries, including senators, consuls and the Emperor himself. Attracting them to your presentations will increase their value, and directing them to their resting places will reward you with valuable medals. The board also provides space for the “event asset tokens”, which players will acquire during the course of their game to fulfill the requirements of their shows.

Each player receives an initial supply of asset tokens, two event programs and 30 coins. The event programs depict the exact assets needed to produce that show, the size of the arena required, the cost to acquire them, and the points earned when produced. Even if a player does not acquire all of the assets required to produce a show, some points will be earned on a decreasing basis, depending upon how many assets are missing. The initial programs require only 3–5 assets, but the spectator yield is generally low. Players will acquire new event programs during the course of the game, and these new programs will require more assets and larger arenas, but will yield more points.

The game progresses through five turns, each following the same phases:

1) Investing: Each player chooses one of the following options:

  • Buy a new Event Program. The reverse side of the Player Aid card lists all of the events available. They range in cost from 13–40 coins, with victory point yields of 17–50. Each will require a different set of assets. One of the keys to success in the game is to attempt to produce events that can utilize assets used in previously produced shows. This will prevent you from being forced to gather completely new assets for each and every show.

  • Expand the Arena. The first two event programs require only a small arena. Newly acquired programs will require a larger arena. Players can increase their arena in two stages, each costing 10 coins. The player is free to expand his arena in either direction, sometimes giving the player attractive options.

  • Purchase a Season Ticket. Season tickets cost 10 coins, but add 5 points to the value of each event staged.

  • Construct an Emperor’s Loge. The Loge allows the player to roll two dice when moving the dignitaries. This gives the player many options and improves one’s chances of maneuvering the dignitaries into their arena or obtaining medals.
2) Acquiring Event Asset Tokens: Auctions are conducted for sets of three event asset tokens until each player has acquired a set. The active player continues placing sets up for bid until he wins an auction, after which new sets are revealed and the next player continues the process. Each player may acquire only one set, but there is an online variant wherein players may acquire multiple sets.

3) Trading: Players may trade event asset tokens, attempting to obtain the assets needed to fulfill their programs.

4) Producing an Event: This phase has two steps:

  • Move the dignitaries. Players normally roll one die and move one dignitary clockwise around the track the corresponding number of spaces. However, if a player has constructed an Emperor’s Loge, he may roll two dice. He then can move one dignitary the combined number of spaces, or move two dignitaries, using a different die to move each one. The objective here is to maneuver a dignitary into your arena, which draws more spectators, or onto a resting place, which earns the player a medal. Medals have multiple uses: money, victory points or moving dignitaries extra spaces. A player can surrender two medals to take an extra action during Phase 1. This can be extremely valuable, so obtaining medals is a major goal.

  • Announce Event. The player reveals which event he is producing and tallies the points earned. Points are derived from the event itself, as well as the dignitaries, season tickets and podiums present in the arena. Previously produced events contribute an extra five points apiece, and players earn additional points if they possess star performers in the show, which are gained when a player accumulates three or more identical “live” performers. These performers can be lost if an opponent gains more of the same performer, of if the player falls below the required number of three performers. Finally, players may surrender medals to earn an additional three points apiece. A player’s high score is marked on the score track, and a corresponding amount of money is earned.

    Players must strive to build upon previously produced shows by acquiring events that use many of the assets a player already possesses. New ones will be needed, but it is foolhardy to attempt to produce a show that requires too many different assets. Players may produce a show they previously produced, but they lose the +5 bonus for that show. Still, sometimes this is necessary, and the show still earns the player money.

5) Closing Ceremony: The player who has produced the best show to date receives a podium, which is worth +3 for each subsequent production. Each player must then discard one asset token used in their production, and the player who is in last place on the victory point scale may take an asset token from the current leader. While this isn’t a major setback for the leader, it does help the player who currently resides in last place.

Five turns are conducted in the same fashion, with each player recording his HIGHEST score on the track. This is not necessarily his most recent production, as often a player will delay producing a more gala show until he has obtained all of the necessary assets. Sometimes, players will produce a smaller show just to obtain needed income. After five rounds, the player who has produced the highest-valued show during the course of the game is victorious.

Colosseum certainly fits well in the Days of Wonder line. It is not a “heavy-weight” along the lines of Puerto Rico, Caylus or Princes of Florence, but it is still filled with important decisions and strategies. There is a considerable amount of planning, trading and strategy to employ in order to perform well and present high-valued productions. There is a progression aspect present, as players must build on previous turns’ actions and productions in order to prepare for their ultimate gala show. At first, early turns may seem pointless, as ultimately only the top show wins the honors. However, these early rounds are essential in acquiring the needed assets and arena features in order to be in position to present that one stellar production that will carry you to victory.

Some have expressed concern over the movement of the dignitaries, which is determined by the roll of one or two dice. Players do have some degree of control, though. First, there is no “1” on the dice, as it is replaced with a “I – III” option. (Yes … the digits are actually Roman numerals!) Second, since there are six dignitaries to choose between, there are usually several viable options a player can select. Finally, emperor’s medals can be surrendered to move a dignitary 1–3 spaces in either direction. All of these factors give players a greater degree of control than is present in many “roll and move” games.

In spite of these mitigating factors, it is still quite possible to find yourself in a situation wherein most or all of the dignitaries have already passed your arena, and it is highly unlikely you will be able to maneuver any of them into your arena for your production. This is palatable in the first few rounds, but if this situation occurs in the final round, it can be fatal. Players must keep a careful eye on this situation and try to position dignitaries so that they will have a good chance of being able to move them into their arena when they produce their gala show.

There is also a “luck of the draw” present in the initial distribution of event programs. It is possible to receive two events that use essentially the same assets. This makes it easier to plot one’s course of actions for the game. On the other hand, receiving two event programs that require completely different assets makes life much more difficult. However, it is not an impossible obstacle to overcome.

A final word is in order concerning the components. While all are perfectly acceptable and of high quality, the game is filled with cardboard. The only wood are the six cute dignitary pawns, some of which have laurels and togas, and the dice. Everything else is cardboard, although thick and nicely illustrated. Gone are the impressive three-dimensional plastic pieces that made games such as Cleopatra and the Society of Architects and BattleLore so visually stunning. While such components aren’t necessary to play and enjoy the game, they certainly do add to the experience and its appeal. I can only imagine just how cool the game would have looked if the arenas were three-dimensional. Ahh, well … I guess it would have added considerably to the game’s cost, as well as the size of the box.

I have thoroughly enjoyed all of my games of Colosseum. Each has been tense and filled with important choices and strategic options. Each game feels different from the previous ones, and the problems presented seem unique. That may well change with more and more playings, but for now, the game feels fresh. Colosseum is a fun and solid game, and I look forward to more productions that will bring glory to Rome … and perhaps victory to me!



Posted by W. Eric Martin on Jun 5, 2007 at 08:00 AM in Game ReviewsIn-Depth Reviews / 2387

Comments:

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It’s quite possible to get through the game in the box’s listed playing time of 60-90 minutes.  Sure, your learning game may get closer to the 2 hour mark.  Once people know what they’re doing, though, the game goes along at a nice little click (as long as nobody gets bogged down in AP, or drags out the trading phase chasing after items that people obviously either don’t have or aren’t willing to give up).

Posted by Matt Fullenwider on Jun 5, 2007 at 11:33 AM | #

Well, I’ve played numerous times and have never come close to playing in 2 hours.  All of our games have clocked-in at 2 1/2 - 3 hours.  Some groups do play faster than me, though.

Posted by Greg Schloesser on Jun 6, 2007 at 03:58 PM | #

Our first (5-player) was 2 1/2 to 3 hours.  I would expect that to shorten to 2-ish… Getting to 90min would be cool, but I doubt the local group will get quite that speedy.

Posted by Matt J. Carlson on Jun 6, 2007 at 08:07 PM | #

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