From: Sandy Petersen Subject: Re: CONQUISTADOR >But we had to throw in the towl. 24 turns or something, and >each turn is very long and a lot of hard work. Has anyone >actually finished this game face to face, and not by mail? You bet. Several times. Here are what I perceive as the strong and weak points of CONQUISTADOR. STRENGTHS 1) A fine multiplayer game in which the various sides are clearly unbalanced. There's no doubt that the Spanish are powerhouses, while the Portuguese are weak sisters. In our group, this freed us largely from concerns of "winning" and let us concentrate on "playing". 2) The game changes continually as play evolves. At first, almost every expedition you send to the new world is wiped out, and you try to get points by sailing round the globe on risky explorations, and so forth. Later, your goal is to pillage the hapless natives. Still later, you start colonial wars, and at one point your colonists actually start making so much money that you actually take them out of the gold mines so they can farm instead. 3) The game is full of historical quirks. Since the arrival of explorers is historical, while play is not, the explorers might come when you don't need any, or you might not get one when you're desperate for same. Then there's other things like the random event table, a sort of Sword of Damocles that hangs over you every turn. WEAKNESSES (note parallel to strengths) 1) the various sides are clearly unbalanced. There's no doubt that the Spanish are powerhouses, while the Portuguese are weak sisters. In some groups, this might demoralize the weak players or seem "unfair". 2) the game changes continually as play evolves. If you find that you especially like one type of play, but don't care for the later styles, then you might well find the game moving away from the activities you enjoy. 3) The game is full of historical quirks. Some players hate this kind of stuff. In summary, we found CONQUISTADOR to be a fine evening game that nobody took too seriously. There's enough random events in the game so that no losing player feels bad about his loss -- he can always blame it on his big expedition across the Amazon in which he rolled "6"s twice in a row and lost all his men. On the other hand, the winning player can still feel good about his win -- he's certain to have had plenty of negative random events of his own, after all. Sandy Petersen