Kairo is a very interesting tactical game from Queen Games. The goal is to
construct your market stalls so that you have the closest goods to each
corresponding customer. How do you do this? By expanding your stalls to block
out the other sellers at the market. Although the box says 8+ I think it is a little complex for that age range, Kairo is very abstract once you learn the rules and start to figure out the different strategies, this can make it hard for younger players to pick up on the strategy.
Objective:
The goal is to have the most victory points by the end of
the game. You gain points every time you expand a market stall as well as each
time you gain a medal. Then at the end of the game you score points for any
medals you are in the possession of and any coins that you still have.
Setup:
Each player selects a symbol and takes the market stall with
the matching symbol of EACH COLOUR and then takes the matching privacy screen.
This is one mechanic of the game that makes it seem overwhelming at first but
also I found strains your eyes. But if you can get past the few hiccups Kairo
has, there is an amazing strategic game.
Then each player takes 1 coin of every colour.
Players then proceed to place market stalls 1 at a time
ignoring all costs however no more than 2 may be built in each area section of
the board .Once each player has placed 3 stalls the game is ready to begin.
Gameplay:
On a turn you only have a few options, however deciding
between them is not always an easy task.
You may also discard 3 stall cards of any type to place a stall in the section of your choice, still following regular placement rules. |
Placing a new stall costs 0 coins but must follow some basic rules. The purple (restaurant stalls) must be played inside the restaurant area.
There are 3 tiles so placing a new Restaurant expansion costs 3 purple coins. |
**Each section of the board may only contain 1 market stall of each colour. However expansions and the stall entrance are allowed in a section that contains the same colour of another player`s stall**
The Ankh player decides to spend his turn 'Luring a Customer' |
The Ankh player decides to move the green customer to the closest green stall of the Pyramid player. |
> The desired stall can not be occupied by another customer
There are no expansion stalls left of 1 colour
There is only 1 expansion stall left of 2 different colours
Final Phase:
Players may now only build stalls, once a player cannot build another stall he/she passes and play continues until all players have passed and cannot build more stalls.
This final phase is especially important and can very quickly change the outcome of the game.
**In the final phase it is important to note that you still score points when you take a medal. Then once the final phase has ended you score points for any medals in your possession. **
Components:
The money tokens are very colourful although the size
difference between values could be bigger, I really like how they use the
different coloured currency in the game mechanics.
The privacy screens are good if everyone knows the game, but
when teaching new people we always play without them. Making it easier for
people to block each other (by knowing how many coins of each colour a player
has left) helps them grasp the whole blocking process which to me was the
trickiest part of the game, and will help them get the strategy part quicker
which should result in overall better opinions of Kairo.
I usually don’t mind games where all of the colours sort of
belong to everyone, in fact Through the Desert which was the first game I
played with shared colours is one of my favourite games. Kairo on the other hand
executes this kind of poorly, the symbols are cool but could be blown up a
little bigger, I feel like the way the symbols and colours are on the stalls
put the emphasis on the colour not the symbol, this makes it easy to identify
which colour stall is which but once you get an expansion on the stall you will
be able to quickly tell anyways.
The customers and where they stand on the stalls I feel was
done really well, as well as the tiles in general. The game is filled with high
quality components, Queen Games really delivered on the Kairo components and
did an excellent job using them all in the mechanics.
Here is a quick example of how great the blocking works in Kairo and will show you just how abstract/sandbox Kairo is:
Imagine you were the pyramid player and you wanted to move the white customer to your stall, the ankh player's stall is closer. |
Look at what would happen with a little creative blocking even if the blue expansion stalls were still connected to the Ankh stall, the white customer would still move to the Pyramid player's stall. |
Who Would Enjoy Kairo?
Family Gamers: The game might be a little too abstract for
its 8+ age recommendation, but Kairo is by no means a complicated game. You
have cards that limit you to where you are allowed to build stalls and
expansions, this helps make things simpler, all of the customers are not on the
board at the same time this also helps make things a tad less busy. Like I said
earlier you can play without the privacy screens, there are teaching aids and
many ways to make Kairo that little bit more accessible that it can be enjoyed
by the whole family.
Casual Gamers: With playtime lasting roughly 45 minutes,
Kairo can be a good warm up game for your games night. There is just the right
amount of thinking and planning involved but at the same time enough of the
game plays itself once you are a couple turns in. It will become obvious once
the medals are claimed what you should do, expand or move a customer, but maybe
the cards are against you, there is a lot more of a game here then at first
glance, I was pleasantly surprised with Kairo and I think as long as you have
one or two experienced gamers in your group, you shouldn’t have a problem picking
up Kairo.
Gamer Gamers: Who would think that a game suggested for 8+
would be one of my favourite tactical games? Kairo gives the opportunity for some
very creative blocking of your opponents, however building stalls and
expansions is not the only way to do this. Changing out the customers often is
a much more effective way to block, once you ‘get’ the strategy Kairo becomes
one of the most AP prone games I have ever played, but I love it. Many games
claim they have multiple paths or routes to victory, Kairo lets you create your
own route to victory instead of following one of a few pre-selected ways to
win, this is why I think Kairo is best suited for gamer gamers.
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