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Board game reviews, strategy tips & session reports

Viceroy Game Review

ViceroyStats:
No. of players: 1-4
Amount of time to play: 60 min
Age requirements: 12+
Set-up time: minimal

Viceroy is a game of negotiation, bidding and empire building. Adding cards to your pyramid gets you more resources and can score you points.

Viceroy Rules Description:

You start Viceroy with two gems of each color, four character cards and two law cards. There are four colors of gems; red, green, blue and yellow. You keep two of the cards, discard the other two and return two gems to the supply.

Each turn you lay out a card next to a set of cards one of the gems on it. The gem represents what you must pay to get one of the cards next to it. You can talk about the card you want and the color you are bidding. Once everyone is ready you put a closed hand in the middle with the gem required to but the card you want. If more than one player bids on a card no one gets it but lose the gem they bid. If there is no competition for the card you want, you pay for it then take it. To pass you put an empty hand in the middle. Passing gets you three gems from the supply. Once you pass or buy a card you are put of the auction which can last up to three rounds.

After the last auction you remove old cards and flip the next four cards to be auctioned the next round. This makes it so there is never more than two cards in each gem slot.

The cards have three large circles on them. Two are a quarter of a circle in the top corners and one half-circle in the middle on the bottom edge of the card. When you add cards in your pyramid these circles align to create a full circle. In order to build a card on a higher level it must be supported by two cards beneath it.

Next there are three rounds of development. In each round you may build one card. Your pyramid can be up to five levels high. The cards cost more gems to build the higher they are in your pyramid. And each card grants you a bonus based on how high it is built. Bonuses include science, magic, attack or defense tokens, VPs or more gems. If you create a solid circle of one color when adding a card to your pyramid you instantly gain a gem matching that color. Law cards cost nothing to build and give you their bonuses for free. You may also discard a card and gain two gems.

The different tokens get you different bonuses or count toward end of game scoring. Each science token lets you take an extra gem when you pass. Attack tokens can be used to bid and let you take whatever you want before the other players. If you save them until the end of the game they give -4 VPs to all the other players. But each defense token you have negates one attack token used in this way. Magic tokens are worth VPs at the end of the game based on the bonus magic tokens you have also gained. Lastly each set of science, magic and defense tokens is worth 12 VPs.

If you ever run into an issue with timing it is resolved based on cards in your pyramid. Each card has a small number on it. The player with the lowest numbered card in their pyramid takes the action in question first.

After twelve rounds the game is over and you total your score, but first you can your extra gems to cover parts of circles in your pyramid to make them solid. You gain VPs for each solid circle you have based on how high it is in your pyramid. You also total VPs for magic, sets of tokens, bonus tokens and any VPs from law cards.

Quick Review of Viceroy:

Viceroy is a medium weight game that requires negotiation and some luck. Though the theme is pasted on it does feel like you other civilization building games. You need to be aware of what cards best fit your pyramid and your strategy.

The components for this game are good. The art is nice and when the game is on the table it looks great. The cards are a bit thin and might need to be sleeved. The rules are a little disorganized, but after a read or two you should be up to speed.

Building your pyramid is fun and getting bonuses that stack and help you finish circles is fulfilling and can really help you win.

The auction phase is interesting in that is more of a negotiation than an auction. Sometimes force of will or the threat of competition can get your opponent to change their bid. You can also bluff and say you want something when you are passing or bidding on another card.

The supply is limited so you may want to horde a certain type of gem. Or at least be aware if another player is trying this strategy.

One thing to be aware of is the table space that Viceroy needs. With each player needing to build their own pyramid you need a lot of space.

You also should be aware of the luck factor of this game. The law cards are especially not created equal. Some are very powerful and can score you a lot of VPs. And since they are free to build they are very cheap VPs.

Viceroy is fun and a good game for newer gamers that have tried some gateway games and are looking for something more involved. Your group might also enjoy it if they don’t mind luck influencing games. Though there is a lot going on it simpler than it seems. So it can be taught and learned easily.

Score and synopsis: (Click here for an explanation of these review categories.)
Strategy 4 out of 6
Luck 5 out of 6
Player Interaction 4 out of 6
Replay Value 5 out of 6
Complexity 4 out of 6
Fun 4 out of 6
Overall 4 out of 6

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