I seldom see anymore the little tickets I remember so fondly when I was a kid for discounted or free entry to the circus. I believe Barnum and Baily was the most common, but there there was Ringling Bros, and Circus Vargus. I don't even know if these exist anymore. I know none of my kids have been to a true traveling circus. In all honesty I don't even know that I went to the circus myself as a kid, but I do remember having many opportunities. Maybe that is why we just don't see them much anymore. I think it must be the difficulty in getting animals around and caring for them. Now it seems only carnivals appear anymore. That said I can appreciate the entertainment value of a good circus simply on knowing what must have gone into making them good, and the danger involved with working with wild animals and high wires, staples of the Big Top. This is the theme of Drum Roll, the Big Top, complete with animal trainers, fire eaters, clowns and of course Ring Masters.
Game Length:
OK, I only played this game once, it was also the first full game played by each of my three friends who joined me. One friend, Mike, whom helps out with Game Night at the church spent some time before hand reading rules, watching videos and just trying to get a basic grasp of the game before we started. (such dedication, I prefer to make my friends suffer through the rules with me so we can more fully appreciate the game.) His efforts did help get us started but we still made many trips to the book and it was slow going for the first round of the three the game requires. Even with Mike's pre-game prep our game took nearly 4 1/2 hours, ouch. I do believe though by the time we were done we were moving pretty well. Final round scoring and end game bonuses add 15-20 minutes depending on the number of players so just because you are done with the final round (pre-Performance actions), does not mean you are done. The game I states that it will be 90-120 minutes, and with 4 people fully knowing what they are doing I think 120 is the minimum. 90 minutes? maybe with only a couple players, well versed. Game length gets a 7 out of 10 where 1 is a blink and a 10 is full nights rest, or in this case unlikely full nights rest.
Complexity:
Few games I have played have anything on Drum Roll in the complexity department. There are many actions, many goals to achieve, lots of math, lots of iconology, just LOTS to this game. Now I have heard of games that are more complex, and I will reserve some space in my rating for the day I take on some of those monsters but this game will get an 8 of 10 out of me in this category.
Mechanics:
There are quite a few mechanics, maybe not types of mechanics, ie drafting, dice, resources etc. But there are several. I would say the two primary mechanics are worker placement and Resource management, the first round of your first game will be
LONG! Basically you have three tokens (can't remember if these had a name or not, I think they are just action tokens) to pick one of several actions, 5 of which are different resources. The others are Ticket sales (money), Investing (a random card that provides a one time assist either during the game or in scoring at the end), Hire Performers (pick a performer from several face up options, Hire help (a different selection of cards providing multi-use benefits). After the workers are placed players take their selections in order of placement, execute actions provided by their help, use investment cards and distribute two of their resources. Actions of the workers, investments, and resource distribution are all optional but they also have limits on use. Overall I say they work well together. Nothing really felt extraneous, except maybe the ring master since we had the expansion and completely forgot about him; could be because when we finally realized he was not being used we discovered we did not have his cards in the game (probably left on the table at Mike's house during the initial prep.). 7-10
Theme:
The name, board design, Icon-ology, Color pallet and terms are very clearly a circus, however, I am not completely sure what the resources are in this game. There are five, and each performer is required to have a minimum of one and at most three to perform at the end of each scoring round and not quit your circus. You do not want them to quit, because you have to pay them before they go and that would be a waste. If you get all three on a performer they perform very well, if only one, they perform poorly, what the cubes mean and why they are colored the way they are, I have no idea, it made no sense to me, it worked for functionality though and, the rules probably said what they were but it was not my game and it was not important enough for me to look. Apparently the performers are very generous when they are successful because if they perform very well you have the option of cutting their pay to 1 from whatever it was in exchange for fame instead of the reward you gain at end of the performance. That is another thing, why would one performer doing very well accept a cube of whatever in order that another performer does not have to be paid, or be paid less???? Cubes have no inherent value in the game other than to meet the requirements of the performers to do well. Art is nice but some of the mechanics make no thematic sense, regardless of how they enhance game play. 5 of 10. I would rate it even lower, maybe a three but just looking at the board and cards it does look circus-y and the board actions do fit the theme well.
Rules:
Rules are another weak spot of this game, Drum Roll relies VERY heavily on icon-ology and though my friends and I are pretty good at deciphering most of these types of things there were still many items that we had to do internet searches for (thank you BoardGameGeek) in order to figure out. With all the cards this game has it could definitely do with an Icon Appendix or card almanac or both, not just the brief description of a few cards on the back. The expansion is not a lot better. We were however, able to play, and it cleared up as we gathered momentum in the latter two rounds so they apparently were not unusable. 5 of 10.
Alpha Gamer:
If there is someone in the game who is an Alpha Gamer and knows what they are doing then yes they can put their two cents in. I believe however since some actions are taken simultaneously they would be somewhat less controlling unless you ask their help, in which case it is not a true AG assist. A person could greatly reduce the affect of the AG by simply being ready to place their worker when their turn comes. Since there are quite a few things in front of you a person would have to know what all your cards do in addition to their own in order to take over and I just don't think most folks even the most controlling could pull that off easily. I rate the AG effect where 1 is: you might as well go out for a coffee during the game since you won't get to make any of your own decisions, and 10 you will beg anyone and everyone to give you help and only then will the AG bother to pull themselves away from their own thoughts. 7 of 10
Quality:
Drum roll is nice, cards are still a bit thin in my opinion, (OK, I really have high standards for cards) but they are adequate, not bad since you really don't handle the cards much and only the investment cards actually sit in players hands and often they are just face down on the table. Wood squares for resources, and standard if not small cardboard tokens for money and discounts. Board is solid, well organized and themed well, but the scoring track around it is a bit small since even last place was wrapped around the board during scoring. 6 of 10
Strategy:
Strategy abounds in Drum Roll, many decisions to make. Do you flip your performer for the fame and discount or do you keep them up for the benefits? Do you go for more performers, or max out the ones you have? How many end of game goals can you, should you attempt? Do you want to build money or resources? Should I utilize help, investments or just depend on ticket sales and performances? Many options, planning ahead for future performances, cycling performers, cycling workers, discounts, end of game bonuses, and probably a few things I missed. All while trying to make sure you can pay your performers and not lose fame which is ultimately the way you win. I really like the meat in this game because it's these types of games that really keep me engaged. 9 of 10
Game Play:
Each player gets a play area mat that serves to keep your resources, remaining workers, and the little location card for this round. I am not totally sure it is necessary and you could probably save some table space by not using it. The game is made up of three rounds that are made up of at least 5 turns to prepare for the end of round performance (Scoring) of each player, though players can vote to gain a 6th round to prepare and again to get a 7th round all be it with a slight penalty. We generally voted for the 6th round but never the penalty round. In the final performance round the extra turn was voted down and we had to score without that extra turn. Funny though the guy who broke the tie to skip the extra turn came in last. Each turn prior to the performance, players place tokens on one of the nine action spaces until they have used all three actions, however not all the resources are going to be taken as only one per player can be taken so to take more than one you will have to hope other players choose not to take one. In the second and third performance rounds players usually have investments and helpers to assist with resources and thus taking the board option is much easier. The winner of our game actually got negative points in the first round and was almost 10 points behind but ended up winning with big second and third round scores so don't get discouraged with a bad start. The first non resource action space is
ticket sales, you gradually increase your ticket sales each prep round by moving up on this track. Ticket sales are money, money is how you pay your help and your performers. The second action is
investments these are cards that can provide you end of game bonuses, extra actions, extra money, or a variety of other one time assists. I used these quite a bit and combined with the 4th and final action
help I found that I needed to make few trips to the resource spaces on my actions. the 3rd action
Hire Performers is arguably the most important, your performers need to be chosen carefully, first you want them to match, your location piece, or at the very least match the upcoming location piece (each round, you push your token to the left player and they have that for the next round). You match them by their symbol in the upper left, They also have a cost and salary, typically the same but the cost can be discounted if they are not hired right away. Also they have their required cubes to meet the best performance and if you already have those then it would make it easier to fill them up before scoring. Lastly there is
Hire Help These are cards you can choose from and they provide you with resources, change the resources you have, provide better scores, or better money. Lots of possible assists. Keep in mind though if they have the same name you can only use one of them per turn. Once you learn all the cards, which will probably take at least a couple plays there is lots to like and it moves pretty smooth. Yes it's long but I think that is due to the many actions and the long scoring periods. There is so much to do in the scoring round especially in the final round that it is truly hard to track if everyone is adding it up correctly. In fact, if you have someone who struggles with thinky scoring you might want to make a point of helping them out. The game does suggest each person score in order so you can track but it is pretty time consuming to do it this way. I will rate the game play a 7 of 10. I would rate it higher but that scoring can be difficult to get right and thus in a close game might leave doubts on accuracy for some.
Replay-ability
The game has lots to do and many ways to play. I definitely want to play again and could see playing many times. It is however, the play length that might limit my plays as you might want to get an early start especially your first time. Be patient it does clear up in your mind and future should be pretty fun and always changing. 7 of 10
Play Tips:
1. Hire Help and DO NOT forget to use them, some can be used every turn. They are very important and there are end game bonuses to go with them.
2. Investments, at least a couple per round can help you focus your play
3. Last Performance round, pay very close attention to the several end of game bonuses these will likely make or break you at the end in final scoring. The person in our game who got the most of them won while it was only a few points between first and last before we scored them.
4. Build up your money during the round in which you flip the majority of your performers, for me it was the last round while the winner flipped most of his in the second round and had little to pay in the third round. Remember you don't get the benefits of the flipped performer but you do get to score them so obviously early flipping means early points and late round salary discount which helps. The round you flip them though you still have to pay their full salary and without their benefits this can make a very expensive round.
5. When hiring or planning to hire performers keep track of what your opponents need in their location not only for your future planning but to determine if you should hire right away or if you think it safe to wait. Each action is resolved in order so if someone puts their piece there before you they get to hire before you.
Conclusion:
Well that's it hopefully not too much detail. I didn't want to leave anything out. In our first game I took the investment route, once I discovered the potential of those cards. However we did not know what many of the cards did and when I finally managed to find out I may have already played them wrong or missed an opportunity to fully benefit. Since the game was not mine I will have to see if I can get one for myself at a good price so I can bring to my game table at home some time. If you like meaty games, and don't mind sitting back and just engulfing yourself in options this is a good game for you. It is definitely in the "Euro" style of games with very little player aggression and the only luck is in the order the cards come up and that really just provides variety. Overall 7 of 10. Good Luck, and may your circus be everything you remember a circus to be.