This doesn't mean the faint of heart should play Intrigue, nay - they should run and hide rather than attempt a session of this game. But for those who don't mind a bit of good "stab-your-neighbor" action in a game that runs a mere forty-five minutes, I highly recommend Intrigue. It's a bit too intense for me to want to play more than say, once a month, but I do enjoy my sessions of it exceedingly. I take care to choose my opponents before playing, and announce that the game is to be taken on a light-hearted level, and have had a good deal of success with it.
Each player (up to five) takes four cards and puts them together to form their palace - with spots for four positions, each with a different salary (1,000; 3,000; 6,000; and 10,000). Players also receive eight "scholars" in their color, two each of four types (scientist, doctor, clerk, and priest), as well as 32,000 ducats - the remainder of which are placed in a bank. An island token is placed in the middle of the table; one player is chosen to go first, and then play proceeds clockwise around the table.
On a player's turn, they first collect salaries from the scholars who are working in other players' palaces (none on the first turn). Each scholar gives its owner money equal to the position it occupies. Players then deal with the scholars who are applying to work in their palace. Finally, the player sends out two scholars to other players' palaces - their choice.
It's the second step that is the critical part of the game. Each player must determine how many scholars, and of which type, are applying at their palace. A player has four positions; each position can only be given to one scholar; and only one scholar of a specific type can work in a palace. So several different things can occur.
The game continues for four rounds, players sending out two scholars each round. During the fifth round, no more scholars are sent out, but any remaining applications are considered, and income is given out. After the fifth round, everyone receives salaries one more time, then everyone totals their cash on hand. The player with the most money is the winner!
Some comments on the game…
1.) Components: The game comes in a small box, which barely holds the materials of the game - but well enough. The money is double-sided paper cash, which is acceptable, although slightly drab. At first I was a bit wary of using four cards to form a player's palace; but they worked out well, and the artwork was quite nice on top of that. The scholars are square cardboard chips with simple symbols on them, which at first seem a bit drab but then make more sense as players are constantly comparing them to other scholars. All the scholars and the island in the middle are double-sided, and thick enough to remain fairly durable. Simple components, but certainly good enough for the game - which is focused on mechanics.
2.) Rules: The rulebook is twelve pages long with many detailed examples of conflict and how to resolve things in different cases. Really, though, the rules are simple enough to explain in less than five minutes. Players catch on to the nuances of how conflict works throughout the game; and while I'm certainly glad for the clarification in the rules, it's not nearly as difficult as you might be led to believe. I've taught the game to many groups of people, including teenagers, and it has gone over well each time.
3.) Negotiation: There is a bit of strategy in the game, but most of it comes solely from negotiation. In most of the games I've played, the person who people worry about the least often comes up on top at the end. Sometimes it takes a game or two to realize, but controlling a 10,000 ducat job is very useful - especially if you control it at the end of turn four, giving you potentially three payoffs! Deals are made, alliances are formed, deals are broken, and alliances are severed - all within a few turns. Knowing how to sweet talk someone is important, but more important is the knowledge when and if to break an agreement. Many times, players agree to a, "I scratch your back, you scratch mine" type deal. "Give my player the 10,000 ducat job, and I'll give the same to yours," is often heard. However, only one person can win, so these two-way alliances can't last for the entire game.
4.) Players: I can't see that playing the game with less than five is that good. Playing with four is acceptable, but never with three, the game just loses something from the negotiation phases. Four is still not ideal, because the game can easily break up into a two vs. two situation. Five is fantastic, because if two players agree to mutually hire each other, the other three players can shun them; which is very effective, as one needs the money from multiple players in a bribing war. It's fascinating how alliances can fluctuate and change within a short forty-five minutes; I've often seen two players who were rather tight at the beginning of the game, swearing to kick the other to the island every chance they got near the end. And a player who you may be at odds with may be forced to take one of your scholars on if no one is competing with you, and they have an empty spot.
5.) Fun Factor: Well, I'm not going to come close to claiming that Intrigue is a "nice" game; and that if you play gently and with integrity, you're going to win easily. No, dear readers, it's a vicious, potent game packed into a small box and a small playing time. But because of the small time, I can stomach this game; while longer games with the same negotiation and backstabbing, such as Diplomacy and Game of Thrones, can cause me grief and headaches. In Intrigue you KNOW people are going to stab you; and since everyone is doing it to everyone, no one is exceedingly upset. Before each game, I firmly state that "it's only a game"; and even though Intrigue has a reputation for players refusing to play it again, I have yet to see any (lasting) antagonism. For me, all this negotiation and deceit is good in small doses, which Intrigue is.
6.) Editions: Intrigue is a recent reprint by Mayfair of an older Amigo game. The reprint is smaller, more compact (eight scholars instead of ten), and the components aren't quite as good. But, after long thought (because there's no reason for me to keep both editions), I've decided to keep the new Mayfair edition. The fact that it's easier to carry around is the main reason, but I think I prefer the game shorter (which Mayfair's is), so my decision isn't really that difficult. Your mileage may vary.
Unless the thought of negotiation and slightly hurting other people's feelings for a short moment of time scares you, then I would recommend at least having a play of Intrigue. There are very few games like it - only Dragon's Gold gives me the same intense negotiation in the same short time. It's certainly a keeper for my collection; and although there are people I'll never play it with, it has a much wider versatility in audience than you might expect. Still, even though it's only slightly evil, it's still evil, and that might not be for you.
Tom Vasel
"Real men play board games"
www.tomvasel.com
In consulting DriveThruRPG we've come up with a number of products which we think might be related, but some might be inaccurate because the name, Intrigue, is so short. Nonetheless, take a look, as purchasing through the RPGnet Store helps to support RPGnet.
