Review
Carnegie
By my fifth or sixth game of Carnegie, I am still uncovering new strategies through its departments. And as that interest holds, I increasingly want to try the variable setup too — but first I need to settle a small suspicion about one very strong opening.
- Published
- 2022
- Designer
- Xavier Georges
- Publisher
- Quined Games, Emperor Penguin Games, HOT Games
- Players
- 1–4
- Playing time
- 120 min
By my fifth or sixth game of the base Carnegie, the thing has not merely failed to deflate; it keeps throwing new department combinations at me. I have reached the point where I want to add the extra mince to the burger, especially the variable-setup sheet, because the base game already feels meaty enough to be worth stirring up a little further.
The heart of our games lies in how the departments link together and in the choices you make from the start. It still does not feel as though I have found one recipe to repeat; instead, every new game reveals another strategy or combination I had not made use of.
What is starting to nag at me is one specific starting department: the one that lets you send someone on a mission for 7 research. In our games, I have the impression that whoever starts with it more often ends with the better final score — perhaps every one of our winners had it. Of course, as FCM taught us, every suspiciously strong opening may have counterplay; I simply have not thought it through enough yet.
And that is ultimately the best news for me: I want to keep playing it, not to rush into confirming a theory, but to test it with a proper statistical sample. My interest remains undiminished, and Carnegie keeps giving me reasons to set up the table again.
Source: BoardGameGeek
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