Resafa
Designed by: Vladimír Suchý
Hundreds of years ago Resafa was a city in the Middle East, but now the only trace are the ghostly ruins of a once-prosperous centre for trade and commerce – and this game.
Players take on the role of merchants buying and selling, but also master builders as they throw up buildings as part of their growing network – and canals to keep the city in water. It’s a complicated undertaking, but we’ll try to cover the bases here. The large shared board shows the region around Resafa with trade routes connecting various cities, and what can be bought and sold in each city. It also shows canal routes that the players may contribute towards the building of. In front of you is your own – rather smaller – personal board that keeps track of how many goods you transport – you begin with ‘one camel’ but can add more – and off to one side are two ‘starting’ building tiles that are placed corner to corner. As you play the game you’ll add more buildings in this corner-to-corner pattern in order to produce more resources (gold, stone, points), and place gardens between them to trigger additional bonus resources.
The core of the game is simple: each player has six cards and in each of the game’s six rounds you’ll play precisely three of them. Each card has two possible actions on it, depending on which way up it’s played, and the actions are build a building, build a garden, build a canal, produce resources from your buildings, or trade. Almost everything you build has a cost: buildings demand gold and stone, canals gold and marble. When you trade you either pay gold to take whatever resource the city sells: for example amphora or spices, or sell said resources into a city for gold – usually at better prices. Trading also allows you to build (at a cost) a trading house in the city, which again gives you bonuses.
Every card also gives you a bonus ‘colour’ action: yellow, white, blue or pink. You can take the colour action before or after the main action, and they can be used in one of three ways: to take a bonus card for some kind of one-off boost (to be cashed in now or later) or a ‘bag’ card which are each worth a point and will gift you something helpful (although they’re generally less rewarding than the colour cards) or finally you can boost your marker up the matching colour track, which each trigger bonus cards at certain junctures of the track. The yellow track will reward you by letting you improve your starting cards, discarding one of then for an upgraded version. The white track gifts you cards help with trading, the blue with canal-building, and the pink cards with ways to score bonus points at the end of the game.
Players score in various ways both during and at the end of the game. Your small player board may slowly fill with bonus tiles and during play and these will make buildings/gardens/canals worth points. Special cards you’ve gathered during the game are worth points, and the pink cards can be extremely valuable. Everyone will also score for their contributions to the canals and any leftover resources. The player with the most points is the winner.
Sam says
That is the very briefest of brief overviews of Resafa. Sometimes with a complex game trying to explain every interconnecting elements becomes pointless because you really need everything set up in front of you to start making those cognitive connections. Around Resafa’s core of ‘play a card, take the main action + colour action’ – which in one sense is all it is, eighteen times for each player – is a lot to consider, not all of which we’ve attempted to cram into the overview here. Much of it is beneficial and about how certain things trigger more bonuses. Some of it is more punitive: trading for example always demands your camel moves, which costs money. Pink cards are unhelpful early in the game, but neglect them later at your own risk. There’s a lot going on here – I’d say best for two players – and it’s the most complicated of this designer’s games I’ve played. Certainly you want to generate a sense of momentum and while each turn is rewarding, the challenge is about connecting these disparate parts into something that feels cohesive, and generating a sense of progression that you feel is coming from your own input, rather than a series of colour bonuses and the odd section of a canal. It’s not one to bust out after dinner for a few laughs, but if your sweet spot is with a simple actions > deeper ramifications then Resafa may well scratch your 3rd century trading itch.
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Take That!
Whilst the players do overlap with trading and there's a little spiciness in the canals, you're largely focused on your own problems.
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Fidget Factor!
Will vary mightily depending on player count and player pondering preferences
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Brain Burn!
Resafa is like a series of interconnected mini-games, with the buildings/gardens, trading and canals all giving you plenty to mull over
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Again Again!
For the lovers of a dense, deep puzzle, there's a lot of baked-in variety




