Corinth is a roll-and-write game about ancient-world trading with people who look friendlier and much, much cleaner than their probable real-world counterparts. Yay washing!
Corinth’s twist on the roll-and-write style of game is this: Each turn, the active player rolls the dice and puts them on a board of goods. There’s a set method to this; the player does not choose where the dice go. Instead, all dice of the highest number rolled go into the gold section at the top, and all dice of the lowest number rolled go into goats, at the bottom. The rest of the dice are likewise sorted by number rolled and placed in ascending order in each of the four goods districts. Each player, starting with the active one, picks a set and marks off a number of goods equal to the number of dice in that section.
This has a couple of effects that go against gamer (or math) reflexes.
- Although goats get the lowest dice and gold the highest, goats are not inherently less valuable, because you can as easily have fewer goats available during the course of the game than gold. It’s just a matter of how many dice end up in those sections each turn.
- It takes substantially fewer items to collect all the sets of goods in the higher districts, but it’s easy to underestimate how few shots you’ll get at them. To have any dice available in the highest district, all six numbers must be rolled on the nine dice (though up to three extra dice can be unlocked, which increases the odds a bit). This means that not only will it be fairly unusual to hit the highest district, there will rarely be more than two dice available, and if it’s not your turn it’s quite likely someone else will grab them first.
It creates, not a whole new road of thought, but more of an off-ramp on to a highway that leans a little bit away from strategy as we tend to think of it. You roll dice for the whole game, decide what to do with those dice, and the value of the dice never matter. It’s not complicated—once you understand that aspect, the game becomes much clearer—but it requires something different from the player, and that’s pretty cool.
As for the game itself, it plays in a pretty straightforward fashion. You get your goods, or spend your gold and goats on buildings, or move your steward around to get you bonuses. Each section has its own way to score; you also get bonus points if you’re the first to fill all the goods slots in a district, and the game is otherwise balanced enough that someone who locks up multiple bonuses stands a very good chance of winning. In four-player games, it forces people to decide if they’re all going to race for the easier districts or take a shot at picking up the more difficult ones and hope they finish their bonuses by the end of the game.
It’s a clever little game with good artwork and a requirement to think, if not totally outside the box, then over the open flap.
(3.9 / 5)