|Players||2-4 (best with 3-4)|
|Equipment Required||1 piecepack, pen & paper for scoring|
Power from Wind... the biggest payout comes from supplying power to the big cities, but they are all located in windless valleys. Expand your power network in an ever-changing landscape.
This game is a non-competing 'late' entry in the GoodPortsmanship competition. It is based on Friedemann Friese's Power Grid.
I've been playing Wind Farms lately as a two player game, each person controlling two suites. And enjoying it quite a bit.
The rules say:
Phase 1. Bidding to establish a new turn order In reverse turn order, each player plays one of his coins value side up to the table.
I wonder why, though. Is it to give the player lowest in the pawn ladder and advantage or a disadvantage?
How can it be an advantage if everyone can outbid you once they see who much you bid.
I think the theme does not conform very well with the rules in the part that says:
------- If more than 1 wind farm is built on a location, then the power is divided among the wind farms present, with the leftover power available going to the player(s) earliest in turn order. -------
In reality, If a tile is in a windy location for one Windfarm it would still be a windy location for another windfarm placed in that same tile. I think something that *does* have be shared is *water*, like water for crops.
I think the theme should be of mono-crop farmers (one crop for each suit)
Notice also that consumers of rice would also consume brocolli, and would also consume apples. As the rules imply:
------- Players may provide the same towns/cities with power as other players. -------
Whereas with electric power that is not really the case. In reality, if a company gives me power I don't really need another company to give me power, also.