Preamble
I don't normally review a game after two plays, but since this game has no reviews currently, I thought I would post my initial thoughts after two 2player games. In Australia, it is the subject of quite heavy discounting - usually the sign of game that is struggling to generate any buzz. This is a shame, because I think this game deserves greater attention and respect - even though it may not be for everyone.
Description
Colonialism is set in the 19th century and you are an anonymous developed world country seeking to subjugate the population/steal the resources of regions across the third world. You win in a <PERSON>-esque style by acquiring the most balanced set of abstracted agricultural, mineral or natural resources (yellow, brown or black cubes) over the course of the game. The Board is divided into six regions across Africa and Asia, each with its own resource generating ability, level of native influence (initially set by dice roll) and population limit, set specifically for the 2,3, or 4 player version of the game.
Colonialismplays out largely as a card-driven area-majority game. In each of three ages, there are two action phases (each comprising of three actions) followed by a "colonialism" phase in which some card effects are resolved, regional influence adjusted and resources plundered. In effect, each player will perform 36 actions over the period of the game.
Players initially draft a hand of six cards from 12 drawn, and then have a choice of playing cards, drawing new cards, placing a single influence token or moving ships. Cards must be played for a specific region, and are either resolved immediately (action card) or later in the colonial phase (policy card). In most cases, the player must have a fleet located next to the region to which the card is placed - a clever nod to the importance of sea power/trade routes in this era. The first policy card played in each region remains hidden until the resolution in the colonial phase. Cards have various effects but largely revolve around adding to your influence or removing influence from others.
At the colonial phase competition for control of a region is resolved by removing influence in turn from all competing players (including the indigenous population) down to that regions limit - which is invariably much less than the influence built up by the colonial powers and natives during the action phase. Should the native influence be removed then the colonial powers share in the countries resources. Each region is then re-seeded with resources and indigenous influence (if previously reduced to zero) and you begin the next action phase.
Theme
The theme for the game is undeniably dark. And the mechanisms match the theme perfectly. 299
While heavily abstracted, people may be put off by playing a colonial power who must win the game by overwhelming the native population and running off with their resources. Indeed, in the early rounds ignoring regions and effectively let the native population starve themselves down to the regional limit is a viable strategy. The naive artwork and imagery (reminiscent of a <PERSON> cartoon) reinforces the mordant satire and black humour that runs through this game. Cards entitled "Missionaries", "Land Grab", "Plague", "Consolidate Holdings" leave you in no doubt that you don't represent a warm and cuddly colonial power. I note that a few on commented on the rather dour artwork of a ball and chain on the front of the box. For me, this represents this game very well.
Clearly this will not be for everyone. However, for me, the balance of abstraction and theme was beautifully done. Sufficiently abstract to let the mechanisms not get bogged down in bookkeeping/resource conversion, while the theme/artwork clearly made it clear that the colonial powers did not do nice things. I would also glad that I didn't have to play a specific colonial powers - not because I down think that the European nations don't need to be named and shamed for what they did - but it always grates with me when specificity leads to anachronism (such as in when playing the Chinese I get use <PERSON> to help me build the pyramids). In many respects I thought the abstraction was on a par with games like . Yes it is pushing discs around, but it really did feel like the wielding influence.
Gameplay
In keeping with the theme, the gameplay is deliciously nasty and cut throat. The rather straightforward card-driven influence-placing mechanism reminded me of allowing for direct jostling for influence form the outset. The native influence - so important for establishing the theme - also really made the game work really well with two players. The native influence acted like an integrated third/dummy player. Coupled with the player-number-dependant population and resource limits gave the game the appropriate tight feel even at the 2 player count. 366