The long-awaited article about the popularity of Ra. Perhaps I hoped that promising this article would make its substance magically apparent to me; regrettably, this is not the case, but I’ll do my best here.
In my gaming group, Ra has caught on quickly. It’s currently the flavor of the month, and although it’s not going to replace Catan or Puerto Rico, I think it’ll continue to see frequent play. It’s often compared to Modern Art, being another auction-based game by the same designer. But I’d have to resort to begging or blackmail to get pretty much anyone to play Modern Art, especially when they will be asking “why don’t we play Ra instead?”
First, Modern Art is stressful. It feels high-pressure; one of the reasons for this is that you’re bidding, at a very raw level, with victory points, for victory points. Are you throwing too many away? Are you not getting enough? The only way to end a round is throwing a painting away. Are you going to be forced to bite that bullet yourself, or will one of your opponents be even more desperate than you? Naming the price for fixed-price auctions is tricky, too. Ra is gentler. If you don’t bid high enough now, you might miss some good tiles, but you’ll be able to bid later and you’ll even have an advantage. If you’re biting your nails over the end of the round, it’s only because you’ve been saving your strength; as nervous as you may be, your opponents are even more worried, worried that you’ll make off with a king’s ransom for a song.
Modern Art also has the problem that decision-making is hard. When faced with every auction, you have to think “what, exactly, can this be worth?” When choosing a card to auction off, you have to consider a web of factors–how much you can sell the card for, what it will do to the prices of existing paintings, whether it will bring the round to an end, whether it leaves you in a good position for future rounds, what other players are likely to auction as a result, and so on. There’s a lot to think about, and it’s really pretty taxing. And if you end up losing, it’s hard to feel other than just outplayed.
By contrast, the decisions in Ra are straightforward:
- Should I pull a tile or start an auction? This is an easy decision 95% of the time, and you get to feel clever when you call an auction at an especially appropriate time.
- Which one of my three suns, if any, should I bid for this lot? These are the hard decisions and certainly the game is won and lost by them. But in any case, you get some gain after every choice, whether it’s a set of tiles or a weakening of your opponents’ bidding strength, so you’re not immediately going to be swamped by regret in either case.
Because the decisions are discrete and memorable, when I look back at a lost game of Ra, I can think “these were my mistakes” rather than “Somehow, I didn’t manage to accumulate enough money.”
Another advantage to Ra for many people, myself included, is that although it’s very competitive, it doesn’t feel cutthroat. The reason for this is that not all the tiles have the same value to every player. For instance, a flood tile might be worth 8 points to a player with a bunch of rivers and no flood; but just 1 point to a player who already has a flood. A couple of unmatched monuments can be worth zero points to a player who already has one of each, but 10 points to an opponent who already has two of each. So although you’re bidding, not every auction is a heated competition. (Also, keeping track of these imbalances is a neat part of the game. For instance, you can call Ra on a small set containing an important tile for your opponent, knowing he or she can’t afford to not bid on it.)
Finally, despite my complaints about the tiles, Ra just feels like a much nicer game. The suns and Ra piece are wooden and have a pleasant heft; the cardboard pieces, tiles and scoring tokens, are sturdy. Contrast this to Modern Art where the pieces are cheap–flimsy paper score screens, plastic bingo chips for currency/scoring, and a deck of cards decorated with deliberately insipid modern art.