There are a lot of games where the victory conditions are slightly different every time you play. With Fluxx, for example, there is no way to win until after the game has started.
With Killer Bunnies and the Quest for the Magic Carrot, the win condition is simple: Have the magic carrot. But no-one knows which carrot is magical until the very end of the game. It's really a kind of lottery game - you grab as many carrots as you can in order to tip the odds in your favor, but the winner (in the end) still comes down to the luck of the draw.
I've had Argent: the Consortium for a few years, and it just doesn't hit the table often enough. Its win condition is closer to that of Killer Bunnies, but it's also its own thing.
Argent is a game where you are trying to become the next Chancellor of Argent University. It's a magical university, and people often draw comparisons to Hogwarts flavor-wise (only Hogwarts is a high school, not a university).
Each round, players will take turns placing workers (with special abilities), casting spells, or taking other actions in order to gather power to sway voters to their cause.
There are twelve voters in the game, and two of them are public. The other ten voters are pull randomly from a deck of cards. There are ways for players to be able to peek during the game (and thus adjust their strategy), but not everyone does.
The two public voters are "Most Influence" and "Most Followers." Both Influence and Followers are gathered over the course of the game. "Most Influence" is the most important voter, as it breaks all ties. Other voters will give you votes based on how learned you are or how invested you are in one of the factions in the game. There are a couple of "second-best" voters, who vote for second place in one of the categories, and so on.
The whole game is all about gathering stuff. You want to gather followers and influence and magic items and spells and knowledge and money and ...
I really like this game. It's primarily worker placement supporting point salad, and there's nothing new in the game. It's not hugely innovative, either. It just ... works.
I'm not saying the game is without flaws, mind you. It's a huge table-eater. Each player has a player display in front of them, and then there is the (modular) board and four lines of cards and their decks as well as supplies for gems (mana) and coins ... If you think your table is large enough for this game, it probably isn't. Unless you're only playing with three players, in which case ... maybe.
Fun is also highly dependent upon which rooms you have. The last time we played (with a random selection of rooms), the only way to get money was to choose that option when one of your mages was wounded and sent to the infirmary. At the same time, there was a room in play where the top reward was 3 Buys. That room was only very rarely occupied over the course of the game.
The game leans a bit random. There are, as I mentioned, four decks with a number of face-up cards available, and there are times when nothing available is worth going for. Or when only one or two cards are worth the struggle. I've played entire games where people only bought new spells to change the available in hopes of something useful appearing.
But with the right rooms, this game is just fun. There are enough decisions to be made that it's not dull, and the decisions (and the order in which you make them) matter.
Second Edition is now out - I have the first, but I also backed the Kickstarter for an upgrade kit. It reduced the footprint of the game by a small percentage and reduced some of the fiddliness at the same time. The rules themselves are (so far as I can tell) unchanged.
It's solid and worth a look.
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