by Derek Strong
|3-5||90 min||Karma Games||Juma Al-JouJou||2014|
|Optimum||Optimum Play||Teaching Time||Teacher Age||Min Age to Play|
|4 Players||90 min||15 min||14+||12+|
Synopsis:You control a corporation and through cooperation, profit, research, and/or hostile takeovers you strive to become the best and biggest in the world.
Each turn starts with an auction phase, where you simply auction for turn order. The players will then purchase corporate upgrades or research events. The next phase is the construction of the upgrades or in some cases the use of research events. Deciding where to build is very important. Players interact with other corporations mostly through placement, where a player can choose to cooperate or compete with adjacent companies. Placing is part area control, part puzzle.
Personal Opinion:The group I played with all went with a completely different approach, completely unintentionally. One player took a very slow and steady approach gaining income each turn. Another played almost entirely with research events. Another built a giant cooperative network. I built a company entirely based entirely on hostile takeovers. My strategy could make the big plays and swing the game in a big way, but it would take a few turns to build up for each play. In the end all the strategies evened out, and the game seemed very balanced and polished. However, we all learned quickly that diversification is a very important part of this game.
I liked that the income and wallet were two separate ideas that related closely with each other, but each had entirely different uses through the game. I also liked that the game never depended on one single aspect or mechanic but the entire game as a whole. The game was very fluid and you understood why each of the aspects and mechanics were necessary in contributing to the game as a whole, no part of it ever felt like something thrown in as an afterthought.
For all the game does right I do have a few minor complaints. The colours in the game were very odd. Players could be white, grey, black, tan, or brown. And the cards were green, blue-green, red, and slightly less red. Colours were hard to tell the difference between especially when pieces were in certain lighting and glossy.
Also some components were very cheap quality compared to the high quality of the rest of the game. The auction selectors were the biggest culprit of this, we ended up swapping them out for components from Blood Bowl.
At the end of the game I was left with the feeling that it was very similar in feel to that of Power Grid. (Auctions, Area control, managing money/resources) However Green Deal has much more interaction between the players. I definitely recommend this game to anyone that enjoys Power Grid or similar games.