3-4 players, 90-120 minutes
TL:DR Version
Inca Empire is a Euro style classic of expansion, exploitation, and empire building which weighs in heavy on time to play but genuinely feels like you’re building up an empire. While you’re trying to win, there’s a hint of a cooperative element to see how far the Inca Empire can stretch. Primary mechanics are Route Building, Empire Building, and Civilization Lite.
TL:DR Version
Inca Empire is a Euro style classic of expansion, exploitation, and empire building which weighs in heavy on time to play but genuinely feels like you’re building up an empire. While you’re trying to win, there’s a hint of a cooperative element to see how far the Inca Empire can stretch. Primary mechanics are Route Building, Empire Building, and Civilization Lite.
The Pitch
They say the Inca Empire wasn’t built in a day but rather two hours. Two long, excruciating hours where that one jerk won’t stop connecting to all of your cities and garrisons like some Incan Coattail Riding Jerk Face who should just go off and do his own thing. That jerk who places the gods wrath in your empire while his gets an easy path to glory… that jerk!
They say the Inca Empire wasn’t built in a day but rather two hours. Two long, excruciating hours where that one jerk won’t stop connecting to all of your cities and garrisons like some Incan Coattail Riding Jerk Face who should just go off and do his own thing. That jerk who places the gods wrath in your empire while his gets an easy path to glory… that jerk!
Welcome to Inca Empire, one of my favorite board games and
that one jerk mentioned in the blurb above?
I’m usually that jerk. Inca
Empire is a game with a ton of bits and a long run up to the end game that
feels satisfying every step of the way.
The goal of Inca Empire is, of course, points which is achieved
primarily by both building and connecting to the most areas on the board.
The Play
Before I get too in depth, I have to explain a few components in the game. The first is the map itself which is long and
has a large number of regions which are, initially, unconquered. Early in the game, conquering these regions
allows cities and garrisons to be built and, more importantly, brings you the
“labor” to accomplish this. Try to
ignore the social implications of conquered regions generating labor.
There is also a “Sun Board” which players put their Sun
Cards which are helps or hindrances depending on placement. Each section of this board shows two colors
meaning those two players will be affected by that card. These cards will flush away at the end of
every scoring round but as the game winds towards its close, this can get to be
a lot to keep track of.
The game has 4 main phases which, depending on the era
(round) some may be skipped or even occur many times before a scoring
happens. Each round begins with Inca
Phase where players gain a set number of Labor Tokens that era determines plus
bonuses for their conquered regions as well as terraces. At a certain point in the game, the players
in 1st and 2nd must also give some Labor to plays in 3rd
and 4th. The Inca Phase will
begin every Era. Each Era also ends with a Sapa Inca Phase where players gain
points for each City, Temple, and Garrison they’re connected to along with a
point for every Terrace they’ve
built. All Sun Cards are also discarded
and players may bank Labor Tokens equal to the number of tokens they’d gain in
the next era, losing excesses.
The other two phases deserve a section all on their own and
they are the Sun Phase and People Phase.
The Sun Phase is where those cards I mentioned before come in play. You’ll begin this phase by determining turn
order then, each player puts a Sun Card (face down) in a position that hasn’t had
one placed yet. Then, all are revealed
and resolved. These cards may be helpful
such as giving you an extra road placement or they can hurt you by making
cities cost more to establish. The phase
they influence can be found in a small icon in the middle left portion and of
note here is these do NOT clear until a scoring phase. So early in the game, these are only minor
players but in the final era, you’ll contend with 4 of these.
The People Phase is where all the rest of your empire
building occurs. You’ll get, by default,
2 free roads as well as an action. These actions are Conquering a Region, build an extra road, or build a
City/Garrison/Temple/Terrace. Terraces
can be built anywhere but Garrisons and
Cities can only be built on the marked spaces.
Temples can only be built on cities. All of these features have a
“built” point reward as well as a recurring “Connected To” point bonus scored
during the Sapa Inca Phase.
The game also has a couple mini expansions although one is annoying to setup and the other ends the game at a random time so I ignore both of these.
Image Credit: BGG User ultreia |
The game also has a couple mini expansions although one is annoying to setup and the other ends the game at a random time so I ignore both of these.
The Commentary
In general, I really enjoy this game for its strategy and almost Competitive Cooperative nature. You see, how it plays best is when your goal is to not only build your empire but build it close enough to two other players. Offering them just enough points to make them build close enough to connect but making sure you get the larger bulk sum between those other two players. Being aggressive early in the game (boxing a player in) holds no real benefit since a card can bypass this and you’re wasting your time not building yourself up.
In general, I really enjoy this game for its strategy and almost Competitive Cooperative nature. You see, how it plays best is when your goal is to not only build your empire but build it close enough to two other players. Offering them just enough points to make them build close enough to connect but making sure you get the larger bulk sum between those other two players. Being aggressive early in the game (boxing a player in) holds no real benefit since a card can bypass this and you’re wasting your time not building yourself up.
As much as I do love this game, there are a few major flaws
that potential buyers should be aware of.
The first is the scoring. Early
in the game, it’s fairly easy to score and move on but the last 3 Eras become
an increasingly tasking event. Some
players may find extended scoring phases, especially when they occur multiple
times, a real turnoff. The game also has
little hidden information which means, since its VERY number crunchy, some
players who are prone to AP will completely grind this game to a halt. Finally, this game has a serious runaway
leader problem. If someone is far
behind, the little aid they gain cannot be enough to catch the leader unless
all other players focus on slowing them down at least before the midway point
and even then it can seem like a Herculean task.
This review was written by David Sheppard, better known as Sheppy. Sheppy is an aspiring game designer/artist and gaming hobbyist located in Illinois. Some of his designs can be seen on the poorly maintained website www.twitchfactory.com and his Twitter handle is @TwitchFactory.
This review was written by David Sheppard, better known as Sheppy. Sheppy is an aspiring game designer/artist and gaming hobbyist located in Illinois. Some of his designs can be seen on the poorly maintained website www.twitchfactory.com and his Twitter handle is @TwitchFactory.
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