Is controlling Venice in the cards for you? Find out in Rialto!
How It Works
Rialto is a card drafting area control game for two to five players. Players seek to gain influence in the districts of Rialto in order to win a seat on the Venetian council. The player with the most victory points wins.
At the start of the game, each player is placed on the starting space of the doge track and receives money and choice of level-1 building reflective of their position. The six round tokens are randomly distributed, one to each district, and the bridges are shuffled and the pile placed face-up on the board. The round marker is placed on the 1.
The game set up for three players. |
In the action phase, players follow six steps in order, and in each step can play cards of matching type. The steps are doge (move along the doge track), gold (earn money), construction (get buildings), bridge (earn points and assign value to districts), gondola (get more councilmen in personal supply), and councilmen (place councilmen in current district). The more cards a player plays in each step, the more powerful the action will be. Additionally, the player who plays the most cards of each type receives a bonus, like earning extra money or placing extra councilmen. There are lots of ties in this phase (and elsewhere in the game), and all ties are broken according to players' positions on the doge track. The card phase is when players activate yellow buildings, which generally give some benefit while playing cards.
The round marker in San Marco. The round order is determined randomly each game. |
After the sixth round, players score points based on how many councilmen they have in each district, the value of each district determined by the bridges and gondolas facing that district. Players also score points for coins and councilmen in their personal supplies and for their buildings. The player with the most points wins.
Grand Canal, or Slough of Despond?
Stefan Feld is very much in favor these days. He is known for his multilayer, multiple-paths-to-victory games, where everything scores you points and players must choose between viable paths in order to win. His games are often on the heavier side, and his most lauded games take over an hour.
Compare that description with Rialto: a game with multiple layers but which has one basic path to victory, which is lighter and has more luck elements, and which plays in under an hour. It's no wonder that many Feld fanboys and -girls are calling foul with Rialto. But as someone fairly fresh to Feld, and as a huge fan of lunchtime games, I think Rialto is quite good.
A sample draft. Players, in the order of their favor with the Doge, choose one pile of six face-up cards and receive two more from the deck. |
What makes the game so interactive is that the game is won and lost on little gains. Rialto feels similar in some respects to the military strategy in 7 Wonders (or any "chicken"-style contest) writ large. Military can pay off handsomely in 7 Wonders if players can win with minimum investment. The same holds true in Rialto. Players aren't necessarily rewarded for winning big, just for winning. Playing the most cards by one gives the same bonus action as winning by three or four. So Rialto, at its heart, is a hand management game, especially when it comes to knowing how to allocate jokers. But all of the green and yellow buildings, and even the doge track, aid players in managing their hands. (Green buildings give more cards, yellow buildings let players play their cards differently, and the doge track can allow a player who merely ties to win the bonus.)
A step in the card phase begins with the player who won the last step, and going last is an advantage. Players (especially the first player) must guess how many cards the other players will play. Some of this information can be known (six of the eight cards drafted in the first phase are face-up), but building abilities, jokers, and face-down cards add uncertainty, especially when trying to win by a narrow margin, saving precious resources for other fights. In this respect, there's even an element of bluffing in Rialto (especially as the yellow buildings come into play, one of which allows a player to go last in the card-playing order).
The doge track--the determiner of fate. A three-way tie would be broken red, green, then blue. |
The phase cards. I like the art on these a lot, and they are also easy to tell apart, even on tiny cards from across the table. |
Now, despite being a fast-moving game, there are some pitfalls to watch out for if you'll be playing over the lunch hour (which is when I usually play). The first is setup time. This game has a lot of pieces that must be arranged before the game can begin. I've tried to bag my pieces in such a way as to make setup time minimal, but it still takes several minutes to lay out the buildings, shuffle the bridges and cards, and give each player their starting stuff (which is based on seating order, so you can't really do this while players heat up their lunches--everyone needs to be there). Similarly, if you play with deliberate or AP-prone players, you may have to gently prod them to keep the game moving. The game does everything it can to finish in an hour, but players must meet it halfway.
The round order is on the board. This is very helpful. |
Those gondolas are driving the price down for green! At the end of the game, this district will be worth 13 for green, 6 for red, and 3 for blue. |
Some of the rules are also hard to remember--especially with regard to turn order. The card draft takes place according to the order of the doge track, yet the card phase takes place clockwise. Some of the bonuses are hard to remember, but after a few rounds, players catch on. While these things can be annoyances, they're not enough to turn me off from the game. Granted, Rialto is a bit of a niche game. If I have a time slot of more than an hour, I'll almost certainly choose a different game. But I often don't, and if an hour's all I've got, Rialto is one of my top picks.
The scoreboard takes some getting used to and could be better, but I've seen worse (for example, Rio Grande Games' first edition of Medici. Woof). |
Pros:
Quick gameplay.
Nice tension between diversity and specialization.
Interesting combination of mechanics.
Great phase design/reminder on the board.
Cons:
Score track takes some getting used to.
Councilmen pieces (wooden cylinders) are of variable quality.
Game has an "on the rails" quality that will not appeal to some gamers.
Some rules and exceptions are not intuitive.
Could use councilmen minis to reinforce the theme (...okay, just kidding).
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miniature jokes: ALWAYS FUNNY
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I made that joke almost exclusively for your benefit.
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