Wednesday, October 11, 2006

First Impression: High Voltage

Here is my First Impression about High Voltage, the new game from Post Scriptum and designed by Gianfranco Sartoretti with the arts by Scribabs.

This will appear soon also in BoardGame News web site

Players: 2-4
Playing Time: 45 minutes

Game Played: Final Version
Number of Plays: 1 with 4 players.

In High Voltage you control one of the 4 power companies and you will try to make connections between Power Stations as long as possible (scoring points yourself) and also using as much as possible lines of your colour (scoring point for the company). At the end of the game you will add your personal score to the one of your company: the highest will win.

Like in Clans, the colour of your company is kept secret and you will have to try not to discover your plans too much early but also make connections that give your company a lot of points.

The game is played in a 7x7 grid of tiles with an empty free space in the middle. All around there are power plants tiles (with lines pointing toward the ce ntre of the grid) also used as score track. In fact it could be really better to have a map with the power plants and the scoring track, since the set up is always the same and it could be a bit time consuming.

During your turn you can reveal a new tile (and place it face up in the free space or in the square when it comes from) or rotate an existing one. Spending action points (you have a fixed amount at the start of the game) you can swap two already revealed tiles or move on already revealed tile in the free space. As soon as two power plants on different side of the board are connected with 4 or more tiles you score points. You get personal points for making long connections (5 tiles or more) and also every company will score as many points as the link of the matching colour. after that you will place an "high voltage" counter on every tile used in the connections and you will turn to the "danger" side any "high voltage" counter already there: a tile with a danger counter becomes fixed (you can't move o rotate it). You can't close a line if you will use more tha n 3 tiles already occupied by high voltage counters or by one ore more danger counter. This is the very new idea in that games, since the tiles become more difficult to use after each connections.

In that way you always have a free space and turn after turn the grid will be revealed and build. As the game progress the great amount of possible moves/combinations need a lot of thinking. It is a game with simple rules but you really need to think a lot before making your movement.

You also have a special action counter you can use only one time in the game to make a double room or to move a tile with a danger counter on it. when and how to use this special counter is really important in determining the winner. Since all the 4 colours are equal distributed over the tiles and since you will use almost all the tiles before the end of the game, it is important how you use the tiles and how you rotate it.

In my 4 players game I found the game becomes too much time/brain consuming in the middle of the game and also in the final stages one or more players could be cut off from the winning and a "king maker" aspect will appear. I really prefer High Voltage over Metro but it is still too much abstract for me and too much brain consuming. I think it will work better as a 2 players games since you will have more control on what will happens between your turns.

Good play to all!
Liga

1 comment:

Anonymous said...

I tested this game with Liga, and what Liga hasn't told is the phrase two of us told after the end of the game: "This is a Game none will feel the missing..."

Sorry, this have been the comment Liga had to write and he had not the courage to write down.