Saturday, March 24, 2012

The First Sparks: A Review

Ten years ago the game "Power Grid" was introduced to the board gaming world.  As a celebration of its anniversary "First Sparks" was created.  The idea comes from the original name of Power Grid "Funkenschlag," or "flying sparks."  These sparks of fire take back in human history to the Stone Age.  Here players hunt and gather, gaining knowledge and strong tools.  They slowly expand their numbers vying to become the largest clan.

Object of the Game:

Players take the roll of clan leaders developing new hunting technologies and gaining knowledge.

As their skills grow, and their knowledge expands, clans are able to grow and spread to new hunting grounds.

The player to have the most clan members on the board, when at least one clan has reached thirteen members wins the game.


Components / Set-up

The artwork and the components for first sparks are what drew me in.  Yes, I'm a sucker for cute wooden meeples! I mean where else are you going to find a mammoth meeple?  And they don't disappoint.  All the components are of good quality. 

Each player is given 17 wooden clan members from the 102 green, red, blue, black, white or yellow clan members. They also take 7 food from the 98 wooden food tokens.  There are 18 green 1 value field crops, 12 yellow field crops, 18 purple berries (value 2), 20 blue fish (value 3), 18 bears (value 3), and 12 mammoths (value 4).  Players start with 1 green field crop and two yellow field crops.  Food tokens are always placed where all other players can see. 

Players will also take a food/ spreading clan overview card and a phase of the game turn overview card.  The game comes with six of each.  The overview card shows the different values of the food.  Food is equal to money and players can always exchange food tokens with the general supply when they need change.

Players then take the starting herb cards with the lowest numbers matching the number of players.  For example numbers 1-4 would be used with four players.  These cards are shuffled and one is given to each player.  The player with the highest number card places a clan member on space 1 of the player order track.  The other players follow in descending order based on the card numbers.


Next, players place one clan member on space 1 of the clan size track on the storage board.

All field crops, 4 berries, 2 fish, 3 bears, and 2 mammoths are placed on their correct spaces of the board.  These spaces represent the harvest.  The harvest pile of field crops is the only unlimited supply. The remaining food tokens are placed as a general supply next to the storage board.

Players now choose the correct number of landscape tiles for the number of players.  Choose three tiles for three players, four for four players, and five for five players.  The tiles are placed face down and shuffled.  In player order, players create the game board.  The first player draws a landscape tile and places it face up, in the middle of the table.  The next player draws a tile and places it adjacent to the first.  This continues until all tiles are placed.

Players next set up the food supply tiles.  The game comes with 12 (3 fish, 4 berries, 3 bears, and 2 mammoths.)  Which tile is placed, is dependent,  on the number of players, and the number of different hunting areas on the game board.  Each game round a number of food tokens are placed on the harvest spaces according to the table in the rule book. One additional food token is added for each matching hunting area of the game board.  Players calculate the total and then place the correct tile on the chart.


For example if there are four players and two areas for fishing on the game board a four fish tile would be placed.

Now players set up the technology cards.  07-14 are placed in two rows to represent the technology market.  Place cards 07-10, in increasing order (left to right), in the top row.  This represents the current market.  11-14 are placed in increasing order in the bottom row to show the future market.

The remaining cards are shuffled.  Depending on the players a certain number of technology cards will be removed.  (6 with 3 players, 3 with four players).


The shuffle card is placed on the bottom of the shuffled deck.  This deck is placed next to the technology market.

Landscape Tiles

The landscape tiles each have two hunting areas divided into 3 spaces.  The tile to the left shows one hunting area for bear and one for fish.

As the book says, players cannot hunt fish or berries.  for the purpose of ease, the word hunt is used.

Clans can hunt the different foods when they have both a member standing next to the matching hunting area and own 1 or more matching tools. 


The Technology Cards

There are two types of technology cards, tools and knowledge.


 Tools allow clans to harvest food when hunting.  If a player owns the spear, and a clan member next to the mammoth hunting area, they are able to harvest mammoth.  Clans may own a maximum of three tool cards.  When they acquire a forth card, they choose one card and discard it from the game.

The starting herb card and field cards are considered tools.  Clans can own any combination of cards and even own several copies of each.

Knowledge cards help clans gain permanent advantages.  Besides tools, a clan can own any number of knowledge cards. 


Knowledge does not take up a tool space and can be hoarded in addition to tools.  A clan can have only one copy of each type of knowledge.   Knowledge cards are easy to tell apart from the tool cards.  Knowledge cards have a red border around the name advantage box.  Tool cards have a green border.

The number on the left of the technology cards represents the rank.  The number on the right over the food shows how much food is needed to buy the card.  The text on the card, explains the advantage of the knowledge.  With the knowledge of fire, clans do not need to discard spoiled food.


Game Play

To represent the clan's initial settlement of the board, the game starts with a short placement round.  After that there several game rounds consisting of four phases.

Initial Placement Round

In reverse player order, each clan must place one clan member on any one empty space of the game board.  Only one clan member can settle each hunting area this round.  This initial placement is free. 

Next, in player order, starting with the first player, each clan may voluntarily place a second clan member.  The clan places its second clan member on a space adjacent to the first.  Other clans can already be occupying the chosen space.  A space can be occupied by one member of each clan, up to the number of players in the game.  The costs for placing the second clan member are the same costs as shown on the Spreading the clan card. After each clan has placed a total of 1 or 2 clan members the correct number is marked on the clan size track. 

Determining the Player Order

Players now need to redetermine player order.  The player with the biggest clan is the new first player, followed by the other players in order of, descending clan size.  When there is a tie, the player with the highest numbered starting herbs card is ahead of the other tied player(s).

All Following Game Rounds

After the first placement round players will play several rounds of four phases.  Each phase is completed by all players before continuing on to the next phase.

1.  Buying new technology / discarding rotten food
2.  Going hunting / feeding clan
3.  Spreading the clan
4.  Bureaucracy

1.  Buying new technology / discarding rotten food:  Each clan can buy one technology card and at the end of the phase will discard any rotten food.

Buying a new technology:  A green field crop (value 1) is placed on the lowest-numbered card of the current technology market.  Whoever buys the card also receives the food.  In player order, starting with the first player, each player chooses a technology card and offers it for purchase.  On a player's turn he chooses to either pass or choose a technology card for purchase.


If the player chooses to pass they can not get a new technology card this round, even if other players later choose technology cards and offer them for purchase.

If the player doesn't pass they choose a technology card for purchase from the current marker and offer it.  In player order, the other players have one chance to buy the card.




The player furthest down in player order who want to buy the card, pays the printed cost with his food and places the card face up in his area.  If no other player wants to buy the card, the offering player must buy the card.  When a player takes the lowest-numbered card they also receive the field crop.  That crop can be used to pay for the technology.

New cards are immediately drawn to replace the sold cards.  The cards are also  rearranged so the the market is in ascending order (four lowest in the current market).  If a drawn card is lower than the card with field crop, the crop is removed and put back in general storage. 

When the shuffle card is drawn, it is placed in the highest stall of the market.  The remaining technology cards are reshuffled and placed as a new draw pile.

The phase is continued until all players have either bought or passed.  Each clan can only buy one card each round.  It may be helpful to either "tap" the newest card or flip the clan members on the turn order track when they buy a card to keep account of who has and hasn't bought or passed.


If the first layer takes his chosen card, the next player in player order takes his turn at offering a technology card.  If they have already purchased a card, the next player, in turn order, may offer a card.  When another player buys a card, the current offering player may again choose a new technology card to offer or pass.

Clans may only posses three tools at any time.  When they buy a fourth tool they must discard one of the tools back into the box.  There is no limit to the number of knowledge cards a clan may possess.

After all clans have purchased or passed on the technology cards and the lowest card (with the free field crop) is still in the market, remove the crop and place it back into the supply.  Discard this technology card and place it back into the game box.  Draw a replacement card and rearrange all technology cards, in the market, in ascending order.


Discarding rotten food:  All clans without the knowledge of fire must discard 1/3 of their food (rounded down) and place it back in the general supply.  A clan with fire keeps all their food.  They can also hide their food if they wish.

2.  Going hunting / feeding the clan: Clans go hunting during this phase by collecting food from the harvest spaces; if they have both the appropriate tool and stand next to the matching hunting area.  At the end of the phase, players must also feed their clan members on the game board.




Going Hunting: In reverse player order, beginning with the last player, the players go hunting.  On a players turn, they check to seethe  hunting areas his clan members are standing next to, and which matching tools his clan owns.  Only when the clan fulfills both criteria can they successfully hunt.  The clan can use one or more tools of the same type as long as they have clan members standing next to the matching area.  For the starting herbs card and the tool field card, the clan always harvests a secure amount of food, without needing to stand next to a hunting area. 

The clan checks each tool card for the amount of food it is allowed to harvest.  It takes the matching number of food as harvest from the harvest spaces on the storage board.  If a clan owns more than one tool card of the same food type, it can use all of them during the hunting phase.  Players choose the order of the tool cards to get the maximum harvest.  The player takes all food tokens for the first tool before checking the amount of food on the harvest space for the next tool of the same type. 


If a clan has members next to two or even three areas of the same type it can use the tools more effectively, and harvest more food.  When a clan takes food from the harvest spaces, just add 1 (or 2) additional virtual tokens to the number of food tokens when counting for the matching type.  There is not advantage for having several clan members standing next to the same hunting ground.

To help keep track of the tools being used it was helpful to either place the food on the card or move the cards up and down.


Feeding the Clan:  After a player's clan harvests they must now feed each clan member on the game board.  The food used to feed is placed back into the general storage.  The rules say it is rare, but if a player can not feed each clan member, the starving clan members are removed from the board.  The player may choose which members are removed, as long as the remaining clan members all stand on adjacent spaces as a group.  He must then adjust his number on the clan size track to show the new number of clans members. 




3.  Spreading the Clan:  In reverse player order, beginning with the last player, clans now spread on the game board to reach new hunting areas.  Each clan can have only one member on each space.  But, all clans can share a single space.  A player can place a new clan member on any adjacent space and can use newly placed clan members as neighbors.


On a player's turn they pay a base cost for new clan members. They pay 1 food for one member, 3 food for 2 members, 6 food for 3 members, 10 food for 4 members, and 15 food for 5.

Additional food may be paid if they move across a mountain and if the place members on a space with opponents clan members.  It costs plus one food when crossing a mountain.  When a new member is placed in a space including with one or more opponents he pay +X food where X is the total number of clan members, including his own.  For example they would pay +2 food for being second, and +3 food for being third.


When new clan members are placed it may be wise to place them on their sides.  They can be placed upright after calculating the costs.  Players can place a maximum of five members each turn.  After members are placed, players adjust his clan member on the clan size track. 


If you are planning on buying a technology card during the next round it may be wise to not use all your food!  


4.  Bureaucracy:  During this phase, players determine player order, refill the food supply on the harvest spaces, and remove the highest-numbered technology card from the technology market.

Determining the player order:  The player with the largest clan in the first player.  The other players follow in decreasing order.  In case of a tie, the player wit the highest technology card is first.

Refill the food supply:  How much food is refilled depends on the number of players and the number of hunting areas on the game board.

First fill the harvest spaces according to the number of players.



For berries, 2 are placed for 2 players, 3 for 3 players, 4 for 4 players, 5 for 5, and 6 for 6.  For fish, 1 is placed for 2 players, 2 for 3, 2 for 4, 3 for 5, and 4 for six.  For bears, 0 are placed for 2 players, 1 for 3, 1 for 4, 2 for 5, and 3 for 6.  For mammoths, 0 are placed for 2 players and 1 for every other number of players.


Additionally, players refill 1 additional food for each hunting area of the game board.  For an easy overview the matching food supply markers should be placed on the harvest spaces at the start of the game.


Adjust Technology Market:  Remove the highest numbered technology card from the future market and put it face-down on the bottom of the draw pile.  Draw a replacement card and place it in the market.  If necessary, rearrange the cards in ascending order: the four lowest in the current market and the four highest in the future market.




When the shuffle card is drawn, place it as the highest card in the market, shuffle the remaining cards, and place them as the new draw pile.  When the shuffle card is the highest card in the market the game changes.  The shuffle card and the lowest card is the market are removed and placed back in the game box.  The whole technology market is reduced to a total of six technology cards.  From now on, players can choose from all six cards during phase 1 and the highest card is not placed below the draw deck for the remaining rounds.

After adjusting the technology market players start a new round with phase 1.


Game End

As soon as one clan has placed its 13th clan member on the game board, players finish the current phase 3 so that all players, can finish their turns.  Of course a player is allowed to place more than 13 clan members, as long as they can pay.  The game ends now.

The player with the most clan members wins the game.  In case of a tie, the player with the most food remaining is the winner.



Changes for 2 Players


I have only played this game with two players.  The few modification need are easy so it works well as a two player game.  I don't mind the neutral player at all, as long as we remember to place him!

All the rules apply with a few changes.  First, a third neutral clan spreads on the game board and more technology cards are removed from the market.

Preparation:  To determine player order the neutral clan is ignored.  The game board is created with three tiles.  The first player places the first two landscape tiles and the second player the third.

Technology cards: 10, 11, 15, 20, 24, 26, 33, and 39 are placed back in the box.  There are also only 6 cards in the technology market.  After the starting market is created 2 cards are randomly removed and placed back in the box.  The shuffle card is then placed at the bottom of the stack.  The neutral clan members are placed to the side and one is placed on space 1 of the clan track. 

Playing the game:  (Placement Round) The second player places 1 clan member of the neutral clan on any empty space.  Afterwards, both player place 1 or 2 clan members according to the normal placement rules.  Adjust both the clan size track and the player order at the end of the placement round.

(All Following Rounds)  When buying a technology card the first player does not need to buy his first chosen technology card.  If the second player declines his option to buy the card, the first player can decide to discard this card instead of buying it  They must buy the second card they choose if it is also declined. 


When spreading the clan the second player begins by placing clan members of the neutral clan before he places his own.  He must place as many new, neutral clan members, until the neutral clan size equals the first player's clan size.  The neutral clan members must follow all normal placement rules, but do not pay.  After the neutral clan is placed, both players place clan members.


When players remove the shuffle card together with the lowest technology card the market is reduced to 4 cards.


My Thoughts

I have never played "Power Grid" and cannot compare "First Sparks" to it.  This can be seen as a disadvantage and an advantage.  I'm not expecting "First Sparks" to be like "Power Grid." I have no preconceived ideas of what it should or should not be.  But I also can't compare the mechanics and game play.  "First Sparks" shall stand on its own.


The rules for "First Sparks" were a bit confusing at times.



For example, making you refer to charts on later pages forcing you to skip ahead or wait to clear a up a rule later.  It may also be a bit of a hassle trying to remember if a phase is done in reverse player order or in player order.

Actually setting up and playing the game made it a lot easier to understand.  This is true in many games; you just play it, and it makes sense.  After the first game, set-up and playing was much smoother.

As I said, what drew me in, was the components (sucker for cute wooden meeples).  They are well made and I the artwork is nice.  The cards are funny, the pictures make me laugh.  The storage board and landscape tiles are more serious and the like the combination.  I also never thought I would be drawn to the caveman theme but I keep adding more and more games, with this theme, to my collection. 

One component that I brushed off the first time I saw it, has actually become a fun addition to the after-game. The achievement sheet keeps track of different achievements reached during the game:  when your color wins, ties, the first game played each year, winning without mammoths, and so forth.

I am not one to keep extensive records of the games, but it is fun to fill out the sheet. After each game we check to see what, if any, achievements we have reached.  A few years from now, it may be fun to reminisce about the first game played in 2012.

I would classify "First Sparks" as a medium-weight, medium length game.  Most games have been around an hour.  This length, and easy set up, makes it a likely candidate for a week night game.  Players who get stuck trying to calculate moves, and pull off the perfect turn, may lengthen the game and get stuck in analysis paralysis.  

I found myself really enjoying this game.  I like the combination of tension and humor.  Tension from understanding how to gathering enough food to feed and spread the clan, while still having enough food left over to buy technology cards.  And then laughing at the artwork of cavemen running away from the mammoth.  The game just makes me smile.  "First Sparks" may slowly be creeping up into my top 10.



Quick Stats:

Designer:  Friedemann Friese
Artist:  Lars-Arne "Maura" Kalusky
Publisher:  2F-Spiele, 999 Games, Edge Entertainment, Rio Grande Games
Number of Players: 2-6
Game Length:  60 minutes

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