Review
Cartagena by Greg J. Schloesser
Cartagena is one of the substantial crop of games released at the Essen
2000 game show. It is part of what is becoming known as the '3-C'
collection: Corsairs, Carcassonne and Cartagena, all games released at
the same time. Although none of these games can be considered to carry
great strategic depth, they have all proven to be quite fun and easy to play.
Cartagena may well be the 'lightest' of the three. Still, in spite of its relative
ease of play and seeming lack of depth (at least in the more luck-based
Jamaica version), it is quite enjoyable. Also, it is one my wife has enjoyed,
which is always a BIG plus in my book.
The theme is based (loosely ... so what else is new?) on the "famous 1672
jail break of 30 or so pirates from the supposedly impregnable fortress of
Cartagena". Players must scurry their 6 pirates through the cave to reach
the safety of the waiting boat and sail away to freedom (accompanied by
choruses of " I'm Sailing Away!" by the rock group Styx.).
The board comprises six double-sided pieces, which can be assembled in a variety of fashions. Thus, the
layout of each game will likely be different with each play. Each section depicts six symbols along the path,
including a pistol, pirate hat, skull, bottle, key and dagger. A deck of miniature cards has matching symbols, 17
of each sign. All components are of high quality, although a bit lacking in artistic flair.
A neat feature is that the game has two versions by which it can be played. One is known as the Jamaica
version, and is the easiest and quickest method to play. In this version, a player's hand is kept secret and
cards are drawn from the face-down deck when replenishing your hand.
With the Jamaica version, players initially begin the game with six cards. On a turn, a player may take up to
three actions, which can be either:
1) Play a card and move a pirate to the next vacant symbol on the board which matches the card played; or
2) Move a pirate backwards on the board to the next space occupied by one or two pirates.
As mentioned, when playing a card, the player moves a pirate ahead to the next vacant symbol matching the
symbol on the card played. If there are no vacant matching symbols, the player may move a pirate all the way
into the boat. This, of course, is a favorite tactic: play several cards of the same symbol and 'leap-frog' your
pirates ahead on the board. The potential drawback of utilizing this maneuver, however, is that since you don't
know which cards your opponents possess (at least in the Jamaica version), they can also take advantage of
the favor you have just granted them by leaping their pirates ahead through the caves … provided they have
identical cards to the ones you just played..
Option (2) is the only manner in which a player can acquire new cards. If choosing this option, a pirate MUST
stop when it encounters a space occupied by either one or two pirates. If the space is occupied by three
pirates, the player bypasses this space and continues his backwards movement until he encounters a space
occupied by ONLY one or two pirates. If the space is occupied by just one pirate, the player draws one card
from the deck into his hand. If it occupied by two pirates, the player draws two cards into his hand.
Moving backwards goes against the very fiber of most gamers embroiled in a 'race' game. You want to move
forward, not backward. However, since this is the only method in which to replenish your hand of cards, you
will be forced to move backward often. Knowing when to move backward and which pirate to send scurrying in
reverse are important to successful play. It is certainly wiser and more beneficial to move pirates backwards to
spaces already occupied by two pirates so that you can draw two cards instead of only one. A favorite tactic is
to move one of your pirates from a space occupied by three pirates, and then immediately have him fall back to
that same group. Thus, you expend one card to gain two.
Believe it or not, that's it. The rules are that simple. First player to get all six of his pirates into the boat is
victorious.
Hand management and the timing of card play are important skills in this game. The temptation is to
immediately play groupings of cards so that you can 'leap frog' your pirates ahead through the cave. However,
as mentioned, this often has the effect of aiding your opponents as well. I've found it much wiser to wait till your
opponents occupy most of the spaces matching the cards you possess, then play these cards to much greater
effect.
It is also wise to keep your pirates grouped fairly close with the other pirates. If you allow pirates to remain well
behind the main grouping of pirates, then you will not be able to take advantage of lengthy leaps, bypassing
spaces occupied by other pirates. Instead, you will be forced to use many cards to advance them through the
cave.
The rules do allow for a more 'strategic' version, known as the Tortuga version. With this version, each player's
hand of cards is face-up, so each player can study which cards his opponents have when deciding on his
actions. Further, 12 cards are dealt face-up from the deck and when a player collects cards for moving his
pirate backwards, he MUST take the cards in order from this row. A new row of 12 cards is dealt when all of the
prior 12 cards are taken. Other than these modifications, the rules and sequence of play are exactly the same
as in the Jamaica version.
I much prefer the Jamaica version as the game flows much smoother and faster. The Tortuga version does
slow the game down considerably as players analyze everyone's hand of cards, as well as the 'draw' cards,
before making a move. With players who tend to carefully analyze each and every possibility before making a
move, the game can quickly come to a screeching halt. For me, at least, Cartagena seems best suited as a
reasonably quick filler or appetizer. Still, it's nice to see a game provide several versions so players can
choose the one which best suits their tastes or preferences.
Cartagena will never be a game which rises to the level of greatness. Nor will it be a serious contender for the
Spiel des Jahre, Gamers' Choice Awards or any other major game awards. Still, it has proven successful as
one of those games which is can be played and enjoyed by members of your gaming group and by your family
and friends. There's not a whole lot of games which can satisfy both these groups, so it is a welcome addition
to my game collection.
Greg Schloesser is founder of the Westbank Gamers, New Orleans' Premier Gaming club. He is one of 16 jurists worldwide for the Gamer's Choice Awards, a set of international awards sponsored by the Strategy Gaming Society. Further information on the Westbank Gamers may be found in the Events section.
Photo by Greg Schloesser. This review also appeared in Counter Magazine # 12