Argent: The Consortium
60m - 150m
2 - 5 Players
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Really good game, very heavy game, not for casual players, the only thing I don't like about this game is that it is hard to teach.
You can win without knowing how you are winning. Or win by knowing exactly where to win. Though things do become more obvious in the last round when everyone is asking how much of X do you have? Influence is very important, and breaking ties can be quite deciding.
The kind of box filled with stuff, manga-style artwork, abundant characters with varied special powers, and a huge amount of variability that we have come to expect from Level 99. I am bored to tears with worker placement, yet Trey Chambers spices it up with six varieties of workers, each with their own abilities, and by providing other options for your turn. Workers who bump others out of spaces and spells that put spokes in your wheels give Argent plenty of interaction of the bruising kind, which is fine with me. An interesting element is the player control over when a round will end. Your greater resources and slowly developing masterplan may be of no use if others hoover up the round ending cards. However, what really makes Argent unusual is that you begin the game with only a sketchy idea of what's required to win. Twelve cards with win conditions are laid out and only two are face up. The ten face down cards are a subset of 16. There is a way of peeking at those cards, but it doesn't seem remotely likely you'll see them all and some of those you do look at will be late game surprises that you're ill-equipped to do anything about. It really is important to watch what others are collecting. With a lot going on and many cards being discarded face down, that is easier said than done. The tension of the final scoring is often mentioned in comments; the tension derives from simply not knowing what will count and how much of it anyone else has. That's not entirely a good thing. Argent is a very fun ride but its destination is a little too uncertain. I have only played with three players and am inclined to agree with the BGG voters that this is the best number. With more players I could imagine the chaos generated by spells, supporters, special abilities, and artifacts may well get too much. I'm kind of fond of Level 99's house style of artwork. Production quality is decent, except for the cheap plastic coins.