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- Ab die Post
Light game of airplane racing does not offer a great deal
of strategy apart from measuring risk appropriate to one's
position in the standings. The title's reference to the
delivery of mail refers to a largely irrelevant option to
pick up a "mail package" during the race. Movement rate is
determined by consulting a small ball shaken out of a fun plastic
"mail pouch" device, similar to the movement system employed
in Die Sternenfahrer von
Catan.
- Abalone
Abstract has nothing to do with mollusks, but features nice,
large components which provide a very tactile experience. That
must explain the popularity since in terms of strategic play there
isn't much. The best idea is to defend as much as possible and one
player can trivially force stalemate. Its continued re-publication
(in the year 2000 it has re-appeared once again) is surprising.
- Abenteuer Menschheit (The Settlers of the Stone Age)
-
Klaus Teuber must love sewing wholly disparate systems into
a seamless whole, or so he has demonstrated in a number of
his past inventions. His enhanced version of the venerable Siedler system takes
it further than ever. The topic is humanity's rise and spread,
not just "Out of Africa", but also into new areas of technology
and learning. As a consequence, players don't just construct
new settlements, they spread their holdings across the earth
and develop their abilities in construction, nutrition, conflict
and art. Without losing sight of the original production system,
now on offer are entirely different ways to reach victory
which even including moving pieces, the nomads which race to
claim valuable prizes. Here too is a borrowing from previous
design Die Sternenfahrer von
Catan in the form of event chips, which form part of a
set collection subsystem or even permit movement of the stone
age equivalent of the robber, the Sabertooth and the Neanderthal.
One downside of a world representation is that
unlike the original game the board layout is always the same,
but it appears that there should still be plenty of replay value
because of the many things to do, the randomness of the chits
and the ever changing settlement locations. One knock is that
the victory condition, the simple achieval of 10 points, seems
rather unthematic and deflating – how about reaching a more
intuitive level of civilization instead? – but at least it is
true to the original system. This is one of the expansions that
fans of the original will definitely want to have, even in the
original German as everything important for play has been nicely
internationalized. On the other hand, those who don't care for
the original probably won't find anything different enough here.
The racing nature of the game would seem to make it a natural
for a two-player variant that perhaps Teuber or someone else
will eventually provide. Strategically, first time players
should look at trying to make sure they quickly reach all four
areas of the earth and not neglect their production numbers.
Perhaps even more importantly, bone resources are rare and
their production hexes must not be ignored in the original
setup. One the other hand, while the five movement point bonus
seems valuable, frequently its holder does not win. By the way,
some minor aspects are rather amusing in an only in Germany way,
e.g. the nutritional advance of smoked meat.
Title can be translated to "Humanity's Adventure".
[two-player variant]
[background]
[Dinosaur variant]
A
- Abenteuer Tierwelt (Wildlife Adventure)
Designed by Wolfgang Kramer with Ursula Kramer, a game about
three photo expeditions searching the world for various
rare and glorious examples from the animal kingdom. Although
the board is nicely populated by very attractive images of
the animals, feels gimmicky and for children because of the
random effect cards, lack of information about each player's
goals and the educational element. Kramer's re-design, Expedition, turns this
concept into a more satisfying adult strategy game. The ideas
of the later version can probably be successfully backported
by eliminating the cards, reducing starting vouchers to three
per player, giving a voucher each time a red dot is visited,
placing chips at the start of the game and introducing the
branch-upon-closing-a-loop rule.
- Abracadabra
Set collection card game for ages 8 and up is about gathering
apprentice wizards in various combinations. Each wizard card
has three attributes: type (wizard, witch, imp), clothing
color and element (fire, earth, water). Each turn a player
drafts two from a set of four cards, three of which are face
down and one face up. The face down cards offer partial
information, however, as their elements are also shown on the
backs. The player seeks to discard a set in which for each
attribute the three cards are either all the same or all
different. It is possible to use one card from a previous
player's set in lieu of one of them. The player then draws the
top prize card from the deck corresponding to the type of
combination turned in and thus gets a random prize. The first
player to reach fifteen points can end the game and likely
win. There are a couple of other paths. A player lucky enough
to draw two special items and any other can claim an immediate
win. A player to draft three special elemental cards can get a
big point bonus and likely also win. This is a game of simple
concepts and complicated calculations, which if you think
about it, is exactly the opposite of what's wanted. Perhaps it
could be of some use with the younger set as it requires
organized thinking and since a game is often over in about
fifteen minutes, at least in its two-player incarnation.
Adding players lengthens duration linearly, however, and there
is little to consider during others' turns. Theme is probably
an attempt to cash in on the Harry Potter phenomenon, but
doesn't fit particularly well. Illustrations are about
average and some of the rules slightly ambiguous.
Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 5
Roberta Barletta & Domenico Di Giorgio; 2004; daVinci games/Mayfair Games; 2-6
- Acquire
Perhaps the classic Sid Sackson game, originally published
by 3M and often re-published both in Germany and America. An
obvious inspiration for many German games as well. Many grew
up with and find it one of their favorite games but I have to
disagree as I find the topic of hotel chain building very dull
and the waiting during others' turns quite long. I much prefer
Shark,
which offers a different type of chaos, for this sort of game.
A
- ad acta
Andrea Meyer game of modern bureaucratic practice. Each player
heads a government office and is trying to get their pet projects
completed. The problem is that their files cannot be stamped
done until they pass through the other players' offices,
the required path being indicated on the card itself. So a
player's turn consists deciding which cards (representing files)
get moved from the tops of players' "In boxes" to the tops of
their "Out boxes". From there they will probably go to yet more
"In boxes", unless they are completely processed, in which case
the project owner will finally get some points. Getting points
at all is good because often the game ends before all projects
get processed, but exactly how many points are earned depends
on a probably clever table which cross references the project
ID and when it is completed. This table's values go up and down
so it's a matter of being neither too early nor too late. Given
this deterministic setup, it's a great job for a computer which
could figure out everyone's optimal and probable moves and
always make the best choices. But, we are nicely saved from this
because every player has four special cards which can be used
once per game. Each of these has extraordinary powers to, for
example, force files to the top of stack or completely re-order
a player's "In box", so prediction becomes much trickier. The
presentation is complete with four player boards, paper clips (!)
and a stamper to indicate the start player. The clips are used to
track how far the project has been processed, but they can be a
bit hard on the cards. A solution from Jay Tummelson which omits
them is to start processing with the last player doing cards
one at a time and continuing anti-clockwise. It's masterful
the way an engaging game has been drawn from an entirely new
and seemingly prosaic theme. The play is also challenging, the
first time perhaps even a bit overwhelming. Some may find it a
bit overanalytical; actually given the aforementioned special
cards – a great deal of analysis is probably not worth the
time in any case. But it is a sophisticated game and deserves
the attention of players at that level. Title is Latin for
"to file", a bit of a comedown from the Kansas state motto,
ad astra per aspera or "to the stars by hard ways".
[Bewitched Spiele]
- Ad-Lib Crossword Cubes
Word game akin to Boggle.
Letter cubes are rolled and from these the players
must form words in a crossword pattern within a time
limit. Each letter is rated for points à la Scrabble and there are two
worthless wildcard sides. Luck of the roll can play a large part.
Boggle has more strategy although this game (published
1973 by Milton Bradley and originlly by E.S. Lowe in 1963)
can pretty much be used to play that one.
- Adel Verpflichtet (By Hook or By Crook, By Fair Means or Foul, Noblesse Oblige, Hoity Toity)
Innnovative game about British castle owners and their competing
art exhibits with nice, clean mechanics as usual by designer
Klaus Teuber. Best translated as "Noblesse Oblige,"
also released as By Hook or by Crook by Avalon Hill. A
rock-paper-scissors type of game in which players must decide
which action they wish to pursue and thereby (in general) collect
the best set of paintings, although being a detective who catches
thieves helps a lot too. A surprising strategy of never going go
the auction house is pretty much a sure winner if no one else
at the table has thought of it. Update: Re-published
2004 in English as Hoity Toity (by rights Hoity-Toity)
by Überplay. Curious that this game has been published
so often, but never by either of Teuber's companies, Kosmos
and TM-Spiele. This edition is attractively realized with large
wooden pawns and support for up to six players. The point values
are too small to be easily read from across the table, however.
- Advance to Boardwalk
Rather light game of rolling two ordinary dice plus one special
die to place hotels on various beachfront properties, the goal
being to dominate each property and therefore hold the title
to it. Player with the most points in titles wins if the goal
is reached or any player runs out of hotels. Event cards induce
further chaos. Although interesting decisions are possible,
particularly with respect to whether one concentrates or
diversifies, really doesn't last long enough for these to be
played out satisfactorily. Worse, a player not in contention
frequently must decide which other player will be the winner.
Lamentable also are missed opportunities such as attaching more
significance to the four color groups, neighbor relationships,
etc.
- Africa
Light, exploration game by Reiner Knizia is sturdily
made by Goldsieber and attractively illustrated by
Vohwinkel. As in his previous designs such as Stephensons Rocket and The Merchants of Amsterdam,
there are multiple ways to score, not just thematically, but
in terms of mechanism. Mining depends on a number of minerals
being grouped around a common center. Nomads depend on having a
large open space. Animals depend on a number of them collected
together. Etc. However, the complete randomness of the of
the tile distribution makes strategy very difficult to form,
and easily foiled. There are plenty of clever tactics and small
optimizations to make, however. The result becomes a frustrating
experience for the master strategist: one of wanting to do
something, but being rather bored waiting for others as there
is no strategy to formulate in the meantime. This one will end
up being played by those who don't want too much thinking
or are just starting out.
Source of the Nile
fans should stay away. Where that one was too heavy, this one makes the
same error in the other direction.
Even the oft- and unfairly-maligned
Rheinländer seems to
have more strategy than this one. [Holiday List 2002]
- Age of Discovery
Despite its board game-style packaging, this is actually a card
game for two to four. Players draft small ship cards which come in
a variety of colors and send them either to trade card journeys
to earn money or to exploration journeys to earn victory points,
the other difference being ships sent on trade missions come back
and and can be used again. The trade missions are drafted, so
once taken are private. This is not the case for the expeditions,
however, each of which also has a limit on the number of ships it
permits. A yet further restriction is that the color of the first
ship sent on an expedition determines what the color of the rest
must be. The most surprising and and controversial feature of the
game is its mission cards. Each player is randomly given one of
the four expedition-related missions, which give extra points each
time they are accomplished. These vary from placing at least one
ship on as many expeditions as possible to placing all
the ships of as many as possible. While at first glance this
seems grossly unfair, it seems that the inventor did know what
he was doing and by virtue of the varying mission point values
and simple awareness of the missions on the parts of the players
– it's fairly easy to deduce who holds what – it is in the
end balanced. Indeed we have seen a four-player game won by the
holder of the "difficult" mission (by six points). It is a rather
courageous decision by the game's makers though, in that some
players may look at this and be so put off that the game never
gets its first playing. But even if players aren't convinced by
this, it wouldn't be hard to devise a more acceptable variant. A
more serious complaint can be leveled at the drafting systems,
both of ships and of trading contracts. A skewed drafting pool
can put a serious bottleneck into a player's plans for a couple
turns and as there's no real catch-up mechanism, this can prove
troubling. Aesthetics-wise, when all of the ships are laid out
in their multitudes of colors it's like regatta day on your
table - a dazzling site. Even better, each of the expedition
cards includes a map that appears to depict an actual historical
expedition. This is one of those games that requires juggling
a great number of variables at the same time as well as a fair
amount of number crunching. Yet it finishes fairly quickly –
and includes a healthy admixture of luck – something of a rare
combination, but this works about as well as any given these
conditions.
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 7
Alfred Viktor Schulz; Phalanx; 2007
- Age of Steam
Martin Wallace railroad game grows out of his previous Volldampf, itself
a descendant of Lancashire
Railways. The two chief innovations are (1) tracks are
no longer fixed, but created by the players (in the form of
nicely made hexagonal tiles) and (2) the cards system has been
integrated into the main game, each player getting to choose
a different one each turn. One of these forms a further minor
addition – the ability to place new cities in the American
Great Lakes area which forms the setting this time. The overall
result is the most complex in the series thus far. There is a
lot of analysis needed even for something as simple as bidding
for turn order because besides its intrinsic importance for who
can build track and run goods earlier, it also greatly affects
which advantage each player will choose. As any player may
move any good, the fact that new track can be built anywhere
creates a dizzying number of possible opponent actions traced
through a bewildering maze of tracks which must be considered to
make a rational decision. Previous complaints about the series:
slight kingmaking, the themelessness of goods and the fact that
they start in the color of their destination all still apply.
Add to them a new thematic objection: player-drawn tracks mean
that items usually get delivered by the longest route possible.
But they are all inconsequential compared to the heavy levels
of analysis required. But fail to do it and you just may hand
someone a nice free advantage. On the other hand, it's equally
possible to casually make a move on one's own behalf that
completely ruins an opponent without even realizing it. Perhaps
this is a good time to mention that there is little safety net
here either – without due care it's possible to be eliminated
long before the playing is over. Makes a good repast for those
wanting a multi-player meal approaching the analytical levels
of Chess, but will be at best
an acquired taste after many plays for the rest, many of whom
will never try it enough times to get there. Wily tacticians
and logistical wizards should appreciate this the best.
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: High
- Aggravation
Basically a simplified version of Pachisi has a few
tactical decisions to make and may be of some interest for
introducing new players.
- Agricola
Let 2007 be remembered as the year the children of the amazing
Puerto Rico
arrived. Earlier we saw the copycats
(Age of Mythology)
and the spinoffs
(San Juan),
but with this game and with
Cuba
we see Seyfarth's essentials developed along different axes.
In Uwe Rosenberg's game about farming (whose Latin title is
pronounced with emphasis on the third syllable and means
farmer), there is of course also the concept of agricultural
production. Each player also has a personal board. But there
are far more items granting special abilities, some 300-odd in
the form of occupation and minor advantage cards. Each player
begins with seven of each, distributed randomly. These cards
must be brought into play by choosing a particular one of the dozen
or so occupations, one more of which is added each turn. These
permit activities such as gathering (food, wood, clay, reeds
or sheep), plowing fields, sowing fields, fencing in pastures
and even having babies, which provides an extra person
(activator) beyond the original two with which the player
begins. The catch is that no occupation may be activated
more than once per round, making going first one of the more
valuable choices. Similarly valuable are having more
activators and, during feeding rounds, food, an insufficiency
of which earns penalty cards. Play ends after a set number of
rounds with victory going to the player with the most points.
These are awarded per a comprehensive schedule which considers
levels of sheep, pigs, cattle, pastures, plowed fields,
houses, people, etc. It's wise to have done something in each
category to avoid penalties, but the big points are in
maximizing particular areas. As may already be gathered there
is an amazing amount of material in the box – not only
cards, but also boards, cubes, disks and chits. There is also
a considerable amount to read and internalize – players
disliking reading card text in a game should avoid this one. And, for
this reason it's critical to get an edition in a language the
players comprehend unless one is prepared to spend
considerable time adding translations. Thematically it's a
mixed bag. The concepts of breeding and harvest work well, but
it does strike oddly when one can't, for example, sow because
someone else has already done so that round. This type of
problem, by the way, represents the main form of interaction
in the game. Because it's so difficult to tell exactly who is
winning or exactly which occupation they want to choose most
– often there is no single answer – the usual
question the player asks is, "which of the things that I need
to accomplish are more likely to be picked by someone else
this turn if I don't pick it right now?" A secondary
interaction comes in the form of the major advantage cards
which may be purchased by anyone, but as these are similar in
function, there isn't a great deal of contention over them. So
while there's more interaction than in
Empire Builder,
there is less than in games like
Neuland
or
Roads and Boats,
i.e. rather little. Think of this as competitive puzzle
solving, and one where some may have an inherent advantage due
to a fortuitous combination of cards. On the other hand the
cards and occupations individually appear to have been
thoroughly tested and balanced to a level which is rare.
The combined occupations, particularly the one conferring
start player status, demonstrate particular cleverness.
Very careful attention has obviously been paid to which
new occupations appear and when as well. Even if a puzzle,
it's a pleasant one, which doesn't overstay its welcome and
which is radically different with each playing. To avoid being
overwhelmed, first time players should focus on getting a few
of their cards played and then performing the complementary
actions that they benefit as much as possible. Many actions
are rather obvious – when the pasture is full it's time
to get a new pasture – and to this extent the decisions
make themselves.
Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
Uwe Rosenberg; 2007; Lookout Games/Z-Man Games; 1-5
[Buy it at Amazon] - Airlines [Abacus]
Players compete to make the most money in this Alan Moon game
of airline expansion. Rather good, especially if development
can be completed by bringing in the improvements introduced in
the revised version Union Pacific. For some reason the
North American geography makes little sense.
- Al Cabohne
A standalone fourth in Uwe Rosenberg's popular "bean" series
which includes Bohnanza,
Bohnanza - La Isla
Bohnità, and Space
Beans. Curiously, this unlikely bean theme (amusing
pun and sight gags help) has been so admired that totally
unrelated inventors as in Nicht
die Bohne and even publishers – as in High Bohn
– have gotten aboard the bean bandwagon. In this card game for
two (and unusually, also for one), the trading aspects have
been replaced with a new dimension in the form of bean mafia
who demand protection beans for their own fields. Since it may
be that both players lose to this non-player, an interesting
semi-cooperative situation arises, slightly reminiscent of Republic of Rome. Consequently
this has become the most attractive of all the series personally,
although it would be nice if the mafia were slightly stronger
opponents. The rules mafia would like you to know that
the current English translation does not really make clear
that a player giving cards to the bean mafia from the hand, can
choose any card and is not limited to the first one in line. The
big rules question however is whether bean mafia can get cards
from the discard pile. My best guess from the ambiguous text
is that yes they do, but only when a card matching one being
collected by mafia also matches the card atop the discards.
[This supposition has now since been confirmed by an email
exchange with Mr. Uwe Moelter of Amigo.] The dictionary
mafia would also like to get in a few words here: Blaue Bohne
means blue bean, but also is slang for "bullet". Puffbohne means
puff bean but Puff is slang for "bordello". A Stangenbohne is a
pole bean (US) or runner bean (UK), a "Stange" a stick or pole.
[FAQ in German]
- Al Capone (Stimmt So! - Tante Emma
Kauft)
Dirk Henn game originally published as Al Capone is
better known under its republished title which can be translated
to something like "It does so! Auntie Emma buys". Each player
represents an elderly Auntie Em, investing in various worldwide
enterprises. This is done using various different currencies.
The goal is to gain majorities in all of the different investment
types, but the real interest is in the currency drafting.
In particular you want to try to draft currency so as to be able
to pay by exact count and thus get a free turn. Thus there are a
number of interesting decisions to make in a game which should be
absorbing for quite a few replays. Seems to share the idea of surprise
scoring rounds from Alan Moon games such as
Airlines
and
Reibach & Co.
[db-Spiele]
- Alcatraz
Somewhat abstract game of convicts trying to escape the famous prison
on the island in San Francisco Bay. The movement of the guards toward
the prisoners being dependent on how fast they run is quite
nice, but it is disappointing that it seems the only wise
way to move forward is along the sides. Somehow it seems
like moving down the middle should be an option at some time.
I might like a triangular Alcatraz that is wider at the
base better than this square one. Or an Alcatraz shaped like
a continuous cylinder. Anyway, once one gets prisoners off
"The Rock", the board position becomes weaker, a nice tradeoff.
But the machinations of the endgame as everyone foils the others'
plans go on too long. It may well be that like
Ido,
previous one by this designer, it is better with only two players.
- Alexandros
Board game of fencing off territories is played on a grid of
triangles representing the Near East and Central Asia (including
a grotesquely large Caspian Sea). These are the territories
conquered by the Macedonian Alexander III whose governors are
portrayed by the players. They employ cards to move Alexander,
laying down pieces to mark the path. When an area is completely
enclosed, it becomes a province ripe for takeover. Then when
anyone calls for a taxation round, points in direct relation
to size are scored for all conforming provinces. It is also
possible, via card play, to take over another's province,
but one can't be everywhere as a player only has four governor
markers. At least being taken over provides a fistful of cards
and the taker may soon become the takee. It's fairly novel,
the movement and "fencing" rules in particular, and has some
some strategic options such as choosing whether to get all of
one's governors out on the board even if in tiny provinces
versus trying for a couple very large provinces and keeping
spares. There might even be a radical strategy possible of
creating a very large province early in the west, then waiting
for Alexander to leave the area so it can no longer be cut up,
then removing the protective governors so it could be frequently
taxed for large profits. But for the most part play is tactical
with the the twin immediate concerns of what can be gotten and
what will be left for the next player dominating. Given this,
and that there is very little hidden information, it should not
be surprising that some kingmaker situations can develop as well.
Although Alexander does travel quite a bit, the theme is not very
strong – players needing this should look elsewhere. It should
be appreciated by those who like drier, near themeless abstracts
like this team's earlier Clans.
The nicely made wooden Alexander and helmet-headed governor
figures show that not everything has to be plastic despite
the recent trends in that direction. By the way, although not
entirely clear, we decided that the rule about
moving Alexander implies that he cannot be moved to another point on his current
triangle and these comments reflect that inference.
[summary]
- Alhambra
Re-make of Dirk Henn's
Stimmt So!
translated to the Spanish castle
immortalized by Washington Irving. The start-up has
been slightly improved by permitting players to draft their
cards. Course of the game drafting has been balanced by permitting
multiple drafts if their values are low. Both of these innovations
can easily be brought back into the original design. The other
main difference is that the purchased items no longer just sit
there, they form part of Alhambra castle. They must be added
on so as to preserve a fountain view. In addition, the more
the walled sides of tiles can be linked up, the more points
the player can achieve. Players compete in five races for
types and these items are coming up randomly and
building to see the fountain becomes rather problematic and
wall connections become quite difficult so the experience is
one of strong constraints, in which the player eventually feels
trapped. Perhaps the tile and wall selection should be somewhat
relaxed. Unless one falls in love with the admittedly fun artwork,
for most this probably doesn't improve on its predecessor.
[Buy it at Amazon]
- Ali Baba
A re-issue of a British game Calamity translated to
a colorful, but not particularly apt theme. Although tension
is high, players often feel there is far too little control
over their destiny, particularly as the number of players
increase. [errata]
[variant]
- Alibi [Adlung]
Card game of criminal investigation in which players employ
"reverse deduction" to identify the culprit, i.e. their suspicions
create the reality rather than allowing them to find Truth. Is
this a dark commentary on our times or what? There are forty-six
entirely pictorial clue cards for attributes such as male,
female, thin, fat, bald, long-haired, short-haired, bald,
stripe-shirted, polka-dot shirted, solid shirted, sunglasses,
gun, knife, newspaper, bag, etc. A player aid indicating how
many of each type exist would be very helpful as most of the skill
consists in not giving the opposition the chance to complete work
on a suspect by being the sole holder of a particular attribute
which can be known by closely observing the discards. Of course,
it gets more tricky when this pile gets re-shuffled, as it does
when someone holds a 2X card which allows playing two attribute
cards on the same turn. This makes it a lot easier to get to the
requisite five attributes. On the other hand, since players also
get points just for holding the cards of the eventual culprit,
the opposite of this scorched earth policy is also possible:
just play as many likely cards as possible and hope most are
included when someone else solves it (at least in playings
with more than two). Obviously there can be luck of the draw
issues here, but they seem mostly addressed by permitting
an optional discard and replacement at the end of the turn.
There are also cards which can be played on the opposition,
but far fewer than in the similar Who
Stole Ed's Pants?. Here there are only two types: the
bribe which can discard another's suspicion card and the alibi to
nix a suspect. It is unclear how inventor Markus Nikisch may be
related to Joe Nikisch, long time chief at Goldsieber and Abacus,
but prior to this most of his projects have been for children
and like those, this one is very easygoing, not taxing either in
the presentation or the rules. Those looking for something in
the light and elegant category can certainly do worse as once
again a German design shows the judgement not to clutter up a
good idea. Although it can accept more, plays best with just three
players. The card artwork has a spare but attractive style,
particularly that of the suspects. It is interesting to me on both
the artistic and sociological levels that whether a suspect is fat
or thin has been rendered quite clearly, yet without making large
exaggerations in either. Whereas rationally we may tell ourselves
that obesity is a spectrum, this artist has suggested that
actually there may be line somewhere that we all draw internally .
- All-American Football
Very light simulation of an American football match. Teams
are generic and players have control of the situation only at
the playcalling level. Each secretly chooses from a series of
available play disks, installs it in a spinner and spins. Then
the defense sees if it managed to stop the play, which wll depend
on how the defense matched up with the offense. If the defense
was unsuccessful, then the offense gets to see how many yards it
gained, although a turnover is always a possibility. Provides
a nice experience of being a playcaller although the results
are mostly luck. The "stands", represented by a stand up
cardboard piece which supports time and score dials, add drama.
[chart]
- Alles Futsch
Card game whose title means "all gone" has ostensible theme
of collection of modern art, French furniture, etc. Each card
has three such items, which come in five colors. Players bid
for a card and the winner scores the treasures on his personal
recordkeeping card. When a player has collected three of a type,
he gains 30000, but when he reaches four he must lose 20000 and
when he reaches five, must lose another 10000. But when a player
reaches three, he does not take any more items in that color
when he buys a card. Instead he forces another player to buy it
(representing a confidence scheme?) and pay him 20000, which may
force that player into the four or five position on that color
which will then cost him even more. In addition, each player has
one color that he is not collecting. Any treasures that he buy
of this color are always forced on others. Thus most of the game
consists of bidding for the right to inflict nasty pain on one's
opponents, the main strategy being to remember how much money each
has, even though this amount is fully trackable. At some point
someone goes bankrupt and then the player with the most remaining
wins. Very dissatisfying, not even redeemed by attractive artwork.
- Alles für die Katz (7
Safari)
Multi-player card game designed by David Parlett for ages 5
and up. The animals in the zoo have gotten loose and players
must attempt to collect one of each type out of a face down
tableau which represents the zoo, but must avoid collecting any
cats which don't anyhow belong in the zoo. Adults should always
be sure to use the Advanced Rules to ensure an interesting game.
Designer feels that in addition, the senses of the 1 and 7
should be reversed in the case of the Cat cards. By the way, as
a bit of "inside baseball", apparently the cats were originally
black mambas. As is often the case in games designed for those
under 10, skill here is generally overwhelmed by luck, but is not
without a few challenging tactical decisions. Illustrations of
the various zoo animals and cats are nicely realized by artist
Oliver Freudenreich. Title means "Everything for the Cat"
and may have an idiomatic meaning of "all for nothing" as well.
7 Safari is an English edition by Gamewright.
- Alles im Eimer (The Bucket King)
Stefan Dorra designed-card game of the climbing family,
which includes games like Frank's
Zoo, features unusual rules for changing the lead and
scoring. At the outset each player constructs a virtual pyramid
of fifteen buckets colored to match the five deck suits. When
a player is unable to play cards with a total larger than the
previous play, he loses a bucket of the corresponding color,
and all the other buckets it was supporting. But, unusually,
this player is the one to lead, whereas normally the next
player in series begins. While up to three cards may be played,
only one is replenished, so the starting handsize of thirteen
gradually dwindles. As the winner is the player with the most
standing buckets when the first player has none, is mostly
about mean-spiritedly doing the most damage to the downstream
player(s). Unfortunately, the vagaries of card drawing are
likely to undo the best of strategy and in such a case there is
really nothing a player can do about it. Particularly pathetic
is the situation of a player having a void suit which is led
him over and over. Perhaps a variant whereby a player could
turn in some kind of pair to stand in for the void card would
help, but basically, this should only appeal to the members
of the "take that" segment who want something rather simple.
Even so, Sticheln has
more to offer. The rules suggest that multiple hands be played
in order to even out the luck, but it really seems to last
too long (at least half an hour) to warrant such an approach.
Although the cardboard buckets are formed from desireable thick
cardboard and this game is part of Kosmos' Spiele für Viele
boardgame series, had the buckets been made from simple cards,
this could have been packaged much more handily as three decks
of cards plus rules. Title means "Everything into the Bucket",
but is also an idiomatic expression most similar to "everything
down the tubes". The rules are ambiguous about who leads after
the first player elimination in the 5-6 player version. E-mail
from Kosmos specifies that the player to the left of the player
who went out starts the next round. An interesting variant may be
to let the player with the fewest buckets remaining start the next
round. Ties could be resolved by having each place down the card
or cards they wish to use with the highest total winning. (Further
ties could be resolved randomly.) [Holiday List 2002]
- Aloha
This is a tile-laying, press-your-luck, majority-control game
set in Hawaii's hotel development boom in the early 1960s.
Hexagonal tiles show land, beach and sea in various
combinations. A player draws one of the 66 tiles and if can be
matched up with
the tile containing his tall meeple, places it, moves his pawn
there and places a lounge chair piece on the beach. Otherwise,
the player's turn ends and all chairs placed on the current
turn are lost. Some tiles are sure losers as they contain only
sea. Others contain harbors which double the lounge chair
value and others contain fish which increases the beach size
value. Beaches are long spans that comprise multiple tiles.
When all tiles have been drawn, players find the ten longest
ones and rank them, placing a points marker of "10" on the
longest, "9" on the next, etc. The player having the most
lounge chairs on a beach receives its points. It's not clear
that there is much decisionmaking for players to make apart
from picking the likeliest point to continue a beach. Usually
the decision of whether to continue or not is fairly obvious. On
the other hand, there is a great deal of work to do when a
tile does not match the current location. In that case the
rules specify that it must be placed in the location where it
would touch the most other tiles. This takes a lot of time and
feels a lot like busywork, as does figuring out the various
beach lengths at the end. As the number of placed tiles grows,
it's easy to make mistakes as well. The tiles artwork is clear
and usable, but aesthetically are a dark green that seems a bit
wrong for the bright green leaves of the fiftieth state. The
instructions point the reader to the publisher's website for
information on how some of the tiles work, which though we
become more wired every day, could be annoying in some
circumstances. The lounge chairs are a cute idea, but are somewhat
small. With all of the non-player determinations that
need to be made, this probably would work better on a computer
implementation. Plus one often feels more played than playing.
On the other hand there is a leisurely feeling to play which
creeps up on one. Though those who take their games quite
seriously should stay away, this could work when playing skills are
uneven around the table. Also, in this majority control
hexagonal system one probably identifies the predecessor of
Gipsy King. Strangely enough,
one could probably, just by playing it over and over, get good at this
just because of the constant feedback loop of learning which
situations are likely to produce a successful match and which not.
But this is training to the deck. Put in a different set of tiles
and all would be lost. It's too bad that a way wasn't devised to
give the odds of completing a match on a beach – then all players
could make rational evaluations of a particular option.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 5
Corné van Moorsel; Cwali; 2005; 2-5
- Alpha Blitz
Two word games using cards. In Alpha players
score points by combining letters on the table to make words.
Each turn you change one letter to either help you or thwart your
opponent. Blitz is a speed game that goes to whoever can
form a word first. The first is rather uninteresting, especially
if there are arguments about what constitutes a word, and the
second offers only momentary tactical decisions.
- Am Rande des Gletschers
Set in the ice age, "At Glacier's Edge" is a
"take that!" card game with twists. Reminiscent of Goldrush-City, a player turns up
three hunting cards and sees what can be done. Some are events,
weapons and artifacts, but more likely there will be herbs and
prey to which the player can allocate his clan cards to try
to collect. This is resolved via dice, but not before others
play sabotage cards. Eventually the Winter event occurs and
players enter a special phase, comparing their food collected to
clan members waiting to be fed. This will determine whether the
clan grows or shrinks. But this is also the time for the bragging
rights competition that determines eventual victory. In the areas
of hunting, herb collecting and shamanism (artifact collecting),
each player adds a die roll to the best he has collected and the
highest value scores a victory point. Probably after only two
or three winters a winner will be found. Like most "take that"
efforts, can be rather luck bound. The concept of going out
to see what you can find is well-represented by the draw deck,
but it would have been nice to give players more capability.
Perhaps if there had been multiple decks this would have been
possible. As it is now, one player may have all the fish nets,
but never draw any fish. The fate cards are not especially well
balanced and lack of success in hunts is not at all hinged with
good luck in any other sphere. A player can run away with victory
fairly easily as it is difficult to destroy a good position.
On the other hand, the card artwork is rather nice, going for
the nature book approach instead of the usual cartoons and
there is plenty of opportunity for fun with things like the
giant hamster and sacred pebble. In one of our games Ken was the
fishnet guy as he just kept collecting net after net. As he never
saw a single fish, we said he should knit them into stockings!
Grant was the herb guy. He never seemed to find any meat,
but tons of vegetables and partridges. We complimented our
carnivorous friend on his healthy diet! Tanya kept capturing
giant hamsters. Then Ken or Grant would play a Hunter's Dispute
card and try to claim the kill as their own. We decided the
alternate game title should be "Who Stole My Hamster?!" ;) It's an
interesting idea if the inventors intended to create a party game,
but disguised it in the complete framework and presentation of
a card game. Get this one if you want something light in the
prehistoric realm, but be prepared for more of a romp than a
fine study. [summary]
[Take That! Card Games] [Krimsus]
- American Megafauna
Great theme (dinosaurs and evolution), great attention to theme,
very playable auction game and great experience game.
Never have I learned so much from a game. The card deck makes every
playing an utterly unique narrative. Completely (pre)historical.
Released in a second edition September 27, 2001.
[What's the best evolution game?]
[synopsis]
[summary]
[DNA]
[DNA, 2nd ed.]
[analysis]
[errata]
[variants]
[scenarios]
[playback]
[pbem playback]
[pbem edition 2 playback]
[three solitaire games]
[background]
[Sierra Madre Games]
- Das Amulett
Alan Moon/Aaron Weisblum-designed game of spellcasting and
jewel collection is a typical Goldsieber production, i.e. very
produced. Players have a limited amount of magical ability which
is allocated among spell cards that confer special advantages
or "break" the normal rules. Their main function however is
to provide resource cards which are used in jewel auctions –
being the first to acquire the requisite number of jewels is the
object of the game. Unfortunately there is a great deal of chaos.
The variability in starting spells is huge and a player can end
the first turn considerably behind. Theoretically it should be
possible to catch up using unallocated spell points on turn two,
but it can just as easily be that no useful spells appear. There
is also almost no planning possible with the new spells which
appear one at a time as in RA,
which would be fine if as in that game almost all of the
tiles eventually appeared, but here there are only very few
and on them the entire game depends. Finally, the nature of
the bidding restrictions – most areas can only be bid upon
using one type of card – means that the ending is often an
anti-climax. Still, despite all of these critiques, there
is something about this double-auction system that makes one
think that somewhere in there is a strategy to be forged and
a triumph achieved. Maybe with repeated play it can be found,
but probably that is only optimism speaking. The game artwork,
reminiscent of Eschnapur,
seems stark and otherworldly, but also sterile and personally
does not make a strong impression. Plastic jewel pieces are large
and nicely tactile. Text on cards may make play problematic for
other than very determined non-German speakers. On your first
playing, all spells may seem to be created more or less equal.
Don't fall into this trap. Dump your cards if they don't produce
significant amounts of metal. If unable to do so, at least make
the minimum investment in them and attempt to win productive
ones in the upcoming auction.
- Amun-Re
Reiner Knizia game, after Tutanchamun
and RA,
the third set in Ancient Egypt. Amun-Re
or Amun-Ra was originally a Theban god – Thebes is one of
the best provinces in the game – and later became "king
of gods" by the New Kingdom period which is the second half
of the game. Although it's getting to be a hackneyed topic,
perhaps because there is a map and three-dimensional pyramids,
this one seems to evoke more of the Nile culture than ever
before. Reminiscent of Evo,
there is a group bidding round on randomly revealed provinces,
each with its own advantages and disadvantages. Choices here
may also be influenced by secretly held victory point cards
which pay off only if a certain combination of provinces
are held. Players then enhance their strategic decisions
by investing in some combination of more income (farmers),
pyramids which are part of both a set collection and "longest
road" à la Settlers
of Catan points game and in cards, which mostly provide
more points potential with a few giving extra income or special
bidding abilities. A simultaneous blind auction serves, as
in Azteca, a dual purpose,
both to reward the high bidders, but also to set the income
levels of farms, caravans and temples. This phase would be
more interesting in the outguessing sense that one feels in Basari if there were fewer than
the four "Alter Sacrifice" cards that render most calculations
useless. Or, if there were a variant so that the camel marker from
the previous turn remained in place I would find this feature much
more interesting. Then if the new set of sacrifices were greater
(less) than the previous level, they could increase (decrease)
the level by one. Another problem with the cards is that with
fewer than five players, some randomly-determined provinces are
not used, making it very difficult to satisfy many of the special
victory conditions and weakening the cards strategy. The cards
themselves are rather hit and miss in the communications design
area as well. While some are intuitive, others don't manage to
give their meaning clearly enough to avoid repeated lookups on
the back of the rules – make extra copies available. The board
spaces should have been a bit larger also to more comfortably fit
the province cards. The general artwork is quite nice however;
a way has even been found to make the scoring track beautiful.
The first larger game from Knizia in a while is definitely one
for sophisticated play. Featuring many mechanisms already seen
elsewhere, it does not show dramatic innovation in its parts. Its
sum should attract those who who love to figure out the value
of things and are good at gauging how well each player is doing,
even based only on partial information. Some may wish for more
strongly defined strategic paths. Instead everyone is always
involved in all the aspects, making it more of a tactical
endeavor. Still, it is easy to play, but not easy to win,
always an admirable quality in a game not based completely on
luck. But I suspect that for many this would have been far
more enticing had it appeared prior to Evo. In terms
of pronunciation, the game with the title mostly likely to be
confused with a National Public Radio program.
[Ancient Egypt games]
- Amyitis
The latest game from the wizards at Ystari is named after a
Babylonian goddess. This game includes a number of subsystems,
each of them reminiscent of some earlier game – maybe it
should have been named after Frankenstein. There is a card
drafting system, each card conferring an ability. One of these
is the right to add a cube to one of three first-in, first-out
majority control tracks which grant either abilities or
points. Or cards can give money, goods, movement points or the
right to extend a canal on the hanging gardens of Babylon
sub-board. This board is depicted as a grid which begins
covered with tiles. Only when water has reached a tile can it
be taken, the player who takes it receiving both the items
shown and an end of game bonus. But the player who provided
the most water to the tile also receives a couple of points.
But how does one earn the right to remove a tile? Here we come
to yet another subsystem, the one at the heart of the game.
This is a circular, ten-zone track (depicting Mesopotamia)
around which all players move a single caravan. Depending on
where it ends, a player who has the correct set of goods can
purchase the advantage conferred there. Besides taking a
garden tile, the main offerings are advances in one of three
spheres: income, victory points or movement around the board.
Of these, the last appears to be a clear advantage as not only
does it allow the player to grab garden tiles more easily, but
it offers the most potential for ruining the plans of others.
This is an unhappy aspect of the game, by the way: often
players move the camel and completely mess up others' plans
without even realizing. It seems to me that if someone is
going to mess me up, he should know about it! Another unhappy
aspect is that only a limited number of cards are available to
draft each turn, and then they are all re-shuffled. If the
valuable cards, particularly goods, only show up when one is
third or fourth player, these players tends to starve. Probably
a way to bid to draft first should have been provided. The
artwork here feels drab and impersonal. One gets the idea that
Ystari is content to live and die on the strength of the
design alone. Particularly disappointing is the lack of a
camel figure which sould have been much more evocative and
easy to find than the flat chit provided. The English
instructions are well-presented except that more explanation
should have been provided on the palaces. For those wondering,
some of the games which may have influenced this design are
Maya,
Siena,
Vinci,
Santiago
and
Settlers of the Stone Age.
Strategy: High; Theme: Low; Tactics: Medium; Evaluation: Medium; Personal Rating: 5
Cyril Demaegd; Ystari; 2007; 2-4
- An den Ufern des Nils
Tile-laying game about farming in ancient Egypt, which
curiously like another game about ancient Egypt, Cheops, is mostly about looking
ahead to understand intricate watch movements, one action
predicting another and so on down the line until "sprok!" a
random event occurs. Fortunately, these events are not nearly
so dramatic and disruptive as in Cheops. This makes for
a fun and challenging experience with an interesting sidelight
of watching the Nile flood and recede. The title translates to
"On the Banks of the Nile".
[Ancient Egypt games]
- Andromeda
Fairly abstract game about colonization of fictional solar system.
Unique feature is a fun "cosmic ashtray" randomizer that is placed
upside down and shaken to extract a single colored wooden cube
at random. The other unique feature is the card trading mechanism
by which the player successively shows cards he does not want
and each other player must reveal a different card that he is
willing to trade for it. This trading system sometimes works
quite well and at other times is out of control. Strategically,
shaking the ashtray when the opportunity presents itself is
usually the best thing to do. As a whole the game is more fun
for the ride than for the strategies. Players who have bad luck
drawing cards may be annoyed.
- Antler Island
This time the Lamonts bring us a testosterone-drenched stag party on
a Scottish island. Well, maybe not the way it sounds. Here, not two,
but four-legged beasts fight to be king of the hill and rut
with every female in sight. You know what rut means, don't you? The
opposite of being stuck in one. Actually this is very much a
contingency-planning affair as well. Using a card illustrating the
possible actions – move, feed, rut, grow antlers – and a
set of numbered tokens players program activities and their order.
It's a nice wrinkle that one of the tiles is a bluff and another
permits doing its action before the next numbered one, i.e.
interrupting the planned order. (Advice: this tile usually works best
in the "move" slot.) While rutting gives points, a player cannot
win without having won at least one combat. These depend on allocation
of food tokens whose values are hidden. But there is a limit to the
number of food tokens which may be burned, not to mention held. So it
makes sense to convert some of them to antlers – represented by
Catan-like
road pieces, even if at a 2 for 1 rate, as they also help in combat.
Acquisition of a pair of antlers or winning a combat confers a special
advantage tile (a "wily" and that's not the coyote), some of which
seem to be better than others. In particular, the one I think of as
the magnet or charisma tile draws in one doe from each neighboring
space. This has been absolutely instrumental in more than one victory.
Sometimes a player can even use it to sneak to a win by scoring an
astounding four points in one turn, giving a rather undramatic and
unsatisfying conclusion. This is not really so bad in itself, but the
upshot is that players really need to play in a continuously
aggressive way to ensure that the game works well. Still there are
some very pretty and humorous plastic stag figures – the Fragor
trademark – and a tri-level board (courtesy of some cardboard
risers) to move them on amid the wooden doe-meeples. It generally
finishes in good time with ties going to the tallest player. Tall
folk, after years of being discriminated against, at least your day
has come. And as this review probably demonstrated, there's no end
to the amount of innuendo you can make during play.
Strategy: Medium; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 6
- Apples to Apples
Amusing party game similar to The Big
Idea in that it involves the humorous pairing of a noun
and an adjective which have no business being paired, and a judge
who decides just how appropriate (or inappropriate) it is. Like
most party games, works best if played fast and mileage varies
considerably depending on the nature of the players and how
much energy and ability they put in to keep it amusing. At its
best it can keep several players laughing for quite some time. [Buy it at amazon.com]
- Aquadukt
This game by Bernhard Weber
(Alcatraz)
is an atypical combination of pure abstract and dice.
Ostensibly about building aqueducts in Ancient Roman provinces,
the theme here is rather weak since springs are not discovered,
but placed as a during-game option. Other options are to place
wooden aqueduct pieces which radiate out from springs or to take
over and develop properties. These last come in four different
point values, but only count if by the end water has reached
them. These developments are not paid at all, but are placed
via roll of a twenty-sided die as the board's 92 squares are
divided into twenty districts. The trick here is that if a square
doesn't have water yet, any tile may be placed, but otherwise
only one's lowest value tile can be used. When a district is
completed, any of its squares not having water are removed,
which can create areas where tiles go to instantly die. (These
are the areas which I roll, invariably.) Obviously there's a
lot of luck here, but it's not without meaningful decisionmaking.
Timing is an issue. When is it best to add tiles vs. controlling
the direction of an aqueduct? Once the water starts flowing the
wrong way, bringing it back can be tough. Judging where water
is likely to go requires intuitive skill, even amid far from
perfect information about what future die rolls will be. There
are also the competing approaches of getting rid of low-value
tiles early so as to be able to place
good ones next to water vs. placing good ones where you think
water is likely to flow. So there is plenty to think about even
if one should not be too surprised that it all goes as awry as
the best laid plans of mice and men. Artwork here is reasonable,
on a mostly green board. Aqueducts are represented by blue Cata
"road" pieces with glass pieces standing in for springs.
Taken in the spirit of a lighthearted romp, players who enjoy an
Indus
or a
TransAmerica
may appreciate this as another short outing in the same kind of vein.
Bernhard Weber; Schmidt; 2005; 2-4
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Low; Personal Rating: 7
- Aquaretto
The latest standalone game in the
Coloretto
family can also be used as a
Zooloretto
expansion (not yet tried). But this one concentrates on
aquatic creatures including orcas, porpoises, crocodiles, etc.
Where before there were fixed-size zoo areas and
somewhat inelegant rules for swapping animals between them,
now there is just one large, expandable zoo area per player
and it's a challenge to fit everything in without any animal
group touching any other. This new task is at the right level
of difficulty, i.e. easier than in
Alhambra.
Also added are aquarium workers in the form of meeples. These
are earned for every multiple of five tiles of the same type
and can earn bonus points in one of four categories:
amount of money held, number of fish icons appearing on tiles,
number of viewable tiles (orcas, porpoises and sea lions)
grouped around the meeple or savings on penalty points
incurred in the holding tank. This last – the depository
for extra animals – has interesting
dimensions also since the tank contents are a vertical stack,
only the top tile of which can be purchased. Although the
publisher could have skimped, the nice wooden truck pieces from
Zooloretto
have also been included here. All components, including
natural wood colored meeples, are of good quality as is the
artwork, although the polar bears seem to resemble less a bear
and more a dog. With all of these
attractive features, this one reverses the usual quality slide
in sequels, instead actually exceeding its predecessor.
Michael Schacht; Abacus/Rio Grande; 2008; 2-5
Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
[Buy it at Amazon]
- Aquarius
Card game which is a tile-laying game. Players try to build
up conglomerations of linked cards in the color that they
secretly prefer. The trouble is that certain cards permit
players to exchange goals at any moment, so strategy is almost
impossible here.
- Arabana-Ikibiti (Kahuna)
Two player game about two wizards trying to dominate a collection
of islands by placing bridges between them. The game has a theme,
but will appeal strongly to players of abstracts. Plays quickly. A
new version of the rules was inadvertently introduced at the Game Cabinet in the course
of mistranslation of the German. These became the standard rules
for the Kosmos Kahuna edition. As inventor Günter
Cornett jokes, "Translation Error" was his co-designer.
[Bambus]
- Arabana-Opodopo (Kanaloa [Tilsit])
The multi-player version of Kahuna
supports two to four players on an expanded map and uses the rule
originally introduced during mistranslation of its predecessor.
The new game has all the fun of its predecessor and magically
manages to avoid the kingmaker problems that I was sure would
inevitably pop up. This is the result of clever endgame rules
and by virtue of the fact that a player's options are restricted
by the cards in hand. This version adds considerable material to
support a variant which jazzes up the usual system with a form of
variable powers. Now control of some of the islands confer the
support of one of the gods – true to Hawaiian mythology – each
of which provides a rule-breaking advantage, e.g. stealing cards,
wild cards, faster replenishment or immediate scoring. Now players
have to decide which powers are most important whether advantages
or geography is more vital. With such an elegant concept, at
least one of the versions should appeal to just about all players
and the vanilla version especially so to abstract fans. Kosmos
missed its chance on this version, so it was first published
by Bambusspiele and
then by Tilsit as Kanaloa, not to be confused with Kanaloa. The Tilsit production
is solid and attractive with a lot of wood.
- Arche Extra Mix (Ark Expansion)
The expansion kit for
Arche Opti Mix
adds twenty-one cards
including new beasties like a woodworm, short-beaked echidna,
rhino, porcupine, snowman (!) and even two carnivorous plants,
but no new categories. This expansion seems to have both good
and not so good aspects. Before it arrived one sometimes felt
that the game ended too soon, before one had the chance to
make enough plays. With extra cards the game tends to last
a bit longer. The downside can be that the deck has a greater
chance of becoming skewed, both players' hands and the draft
pool becoming clogged with "shy" cards which are hard to play
and prevent much progress being made. Actually, as I play this
more it seems a worthy experiment to try removing at least one
of the restrictions – perhaps shy – to see if there
are more turns where I have a choice of which card to play rather
than just scanning my hand to see which one card I can
play, if any.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Low;
Personal Rating: 6
Frank Nestel & Doris Matthäus;
Doris&Frank; 2006; 3-5
[Buy it at Amazon]
- Arche Opti Mix (Ark)
Card game of fitting animals into the ark (isn't it strange that a
nice, short word like "ark" sees so little use except in biblical
contexts?). Each card depicts a different animal as well as some of
its characteristics, e.g. herbivore/carnivore, size, panicky/not
panicky, etc. These tend to limit where in the ark they can be placed,
e.g. no situations where an animal can eat or panic another is
allowed, and so on. (I struggle to keep in mind that predators can
only eat smaller animals since in
American Megafauna
where predators are thought to target eggs and young, it's
exactly the reverse.) Yet another consideration and my favorite bit
is the elegantly-handled weight situation: the ark has two sides
which must remain load-balanced or else the card cannot be played.
These many restrictions can also become a problem however and it's
not unusual to spend one's entire turn just trying to find the
single possible allowed play. So the most challenging play decision
is usually not what to play, but what to draft. Unfortunately this
is hard to do well as one doesn't know what cards others are
holding and there aren't many choices either. An interesting
variant, though turns would become much longer, might be to play
with open hands and all the rest of the cards openly draftable. But
it seems a light, fast game was intended, though the restrictions
do sabotage this somewhat. By far the best element is the wonderful
Doris Matthäus card artwork, whose well-known flair for drawing
animals is in full flower. Tacticians are the most likely
audience here, but it's too bad the rules cannot be simplified a
bit to permit play by children, who might enjoy the art and theme.
At the end of a playing I like to look at the animals that have not
made it aboard and think about how different our world would be
without them, and remember that we too ride on an ark, the earth,
where our animal friends face danger every day. Maybe this was the
real point.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Low;
Personal Rating: 6
Frank Nestel & Doris Matthäus;
Doris&Frank; 2005; 3-5
- Architekton
Two-player tile-layer by Michael Schacht. Players draft tiles of
two types: buildings and landscapes and then place them. Each
placed building is owned by the placer who seeks to surround it
with landscapes that match its four different sides. Normally only
a matching landscape may be placed, but if a landscape is to touch
more than one building, the player has the choice of which to
match. When a building is finally surrounded, it is scored based
on the number of matches. Simultaneously, there is another ongoing
game, that of owning the most buildings in a continuous (diagonal)
row. While the concepts here are good, there isn't quite enough
latitude for player decision and this ends by pretty much playing
itself. It feels like publisher Queen may have been in a hurry to
get its new two-player series started and took some designs which
were not quite ready. One is reminded of the inventor's successful
Rat Hot which in its
earliest incarnations were not the model of fine-tuned quality the
final version became. Still, this can serve as a gateway game in
which to illustrate gaming concepts for the young or inexperienced
in an environment where they can even win. Title is Greek for
"architect" (archi = chief + tekton = builder).
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Low; Personal Rating: 5
- Arkham Horror
Multi-player board game set in a New England town in the world of horror writer
H.P. Lovecraft. As in
Republic of Rome,
players must cooperate while competing to prevent a joint loss. A
little bit given to luck, but overall pleasurable if players
are not too chaotic.
[1st edition summary]
The 2005 remake by Fantasy Flight is essentially the
same experience with a few improvements to reflect changes in
games technology since 1987. There are many more characters
now and their differences more sharply defined. In what is
my favorite new feature, their attributes are now paired on a
sliding scale in which each attribute is inversely proportional
to its opposite. "Speed" is paired with "Sneak" so the faster
you can go, the less sneaky you can be about it. Players can
adjust these a little each turn. The second best innovation
are the clue tokens, useful either for improving dice results
or closing gates, the main activity of the game. Collecting
these valuables helps focus player activity – too often before
players could feel aimless. Movement is much shorter now, also a
welcome change – the tedious counting is no more. Gone too are
the onerous book lookups and dice rolls for each location. Now
one just draws a card. With so many improvements made, it's
a wonder that more daring, wholesale alterations were not
carried out. This is still a 3-4 hour outing with a lot of
uninteresting repetiion as well as downtime adjusting the
board state. In fact the latter takes even more time now. To
keep attention all around, it's necessary to invent a house
rule that all players act simultaneously – okay as they only
rarely interact anyway. Even then there can be downtime as
turn length varies considerably. There also appear to be some
unbalanced cards in the Mythos deck which can make winning
well-nigh impossible – which is never fun and certainly not
in a game this long. Presentation-wise, the difference between
editions is like day and night. The new one is much more lavish
with illustrated standup characters, a large board and many
full color cards. The board art is functional, but loses a
little aesthetically, especially as the background so dark
and unevocative. Some dice are also included and players will
probably want to supply a lot more as any endeavor is resolved Titan-style,
i.e. by rolling lots of dice trying to achieve 5's and 6's. It
would have been nice
had the new edition relied more on non-probabilistic decisions, but instead it
remains a resolutely American-style effort. H.P. Lovecraft fans and those who can
get into the drama of fighting to save the sinking situation should be the
primary audience.
Strategy: Low; Theme: High; Tactics: High; Evaluation: Low
- Around the World in 80 Days (In 80 Tagen um die Welt)
Multi-player race around the world game for up to six (2004).
Having helped design
such a game
myself, I know how hard it is, but that's not the only reason
I admire this very much. Rather it's that inventor Michael
Rieneck (mostly known for two-player games from Kosmos,
e.g. Druidenwalzer, Dracula) has taken something old:
uncluttered rules and a duality of conflicting goals (getting
there first vs. getting there with the lowest score) and combined
them with something new: card drafting with side effects. The
result is as delightful as Verne's timeless novel: accessible
by old and young alike. Atop these considerations players face
a decent number of planning concerns as often the card being
drafted is not the one being used in the current turn, but will
be needed later. As with most race games, the theme works pretty
well and is here aided by attractive illustrations – in
classic travel poster style – of every major stop. The only
downside might be that there may be a bit too much randomness for
some, and not enough of a system to crack. I suspect that anyone
who still enjoys Settlers of
Catan will feel the same about this one whereas those
who found that, say, Goa,
hit the spot perfectly may feel a bit disappointed.
Strategically, you can think of this a bit like a game
of golf. On each of the 10 holes you need to use no more
than about 7.2 strokes. If you go above that on a particular
one, you'll need to compensate accordingly elsewhere later.
Keep in mind that crossing the Himalayas is about a par 10 ...
[Holiday List 2004]
[Buy it at Amazon]
- Asian Travels
Game invented for the San Francisco Asian Art Museum accommodates
2-6 players. The player is a trader on the routes which existed
at the height of the Tang Dynasty in China (c. 750 AD). He sets
out from Chang An, the cosmopolitan Chinese capital. Traveling
across northern China and then to Central Asia, with a lucky roll
of the die he will arrive at Samarkand, an important trading
center. There, glass, fruit and horses may be purchased. At
Merv, the traveler must decide whether to follow the overland
or sea route. Going by sea offers more opportunities, but also
more danger, so is probably the course of choice for players
who are too far behind. The final leg of the journey passes
through the the bustling port of Guangzhou (Canton) and then
off to Japan and Korea where the traveler will be able to visit
foreign temples and complete final trading before returning home
by way of the Grand Canal. Each location includes a special
paragraph of text describing what happens to the traveler there.
Often they include special trading opportunities. Major trading
centers have specific products which they sell and also another
list which they want to purchase. Commodity holdings are shown by
cards which list the differing values of these items at various
locations. Includes short history and glossary of terms. Although
there are small bits of strategy here and there, really only of
educational interest.
- Astromagie
The title of this unusual card game (the "g" is hard) refers
to astrological magic and is published by M+A Spiele who also
created the "tree game", Arbos. Players hold six cards
and on their turn may play
up to three or refuse by discarding one and replenishing from the stock.
Cards are played to a row of 6 under strict rules. The first card played
goes in column 3 and is one of the astrological signs, Aquarius, Pisces, etc.
All subsequent cards must go to a column adjacent to one
already containing a card.
Column 2 is an element (Fire, Water, Air or Earth) while 4 is an astrological
planet (Mars, Venus, Sun, Moon, etc.). Column one is another astrological sign.
Columns 5 and 6 are special and must be filled in a pair: 5 holding an aspect
(I, II or III) and 6 another planet, but a planet whose number matches that of
column 4. Columns 5 and 6 are special in another way: they are the only columns
which can hold multiple cards, the rule being that if a player holds a planet
different from those already out, but having the same number, he may play it
as long as he also plays an Aspect card whose level is equal to or higher than
that already showing. Finally we come to scoring. When every player has refused
to play a card, the last player to have played scores. He adds up the number of
matches he has in columns 1-3 and multiplies by the planet number in column 4
to receive points on paper. Then the row is cleared and this player starts a
new tableau. The game is rated for up to five players, but because of the limited
number of options, is probably best played with fewer. There seem to be two
strategic paths, one to make as many points as possible during the game, the other
not to play, but instead to collect the perfect hand and thus make a huge score at
the end. The crucial tactic
seems to be in deciding what to discard, the probable best hand being one that
includes one of each type plus extra Aspects and Planets.
Overall probably not
to the taste of most players. Presumably the thematic idea is that one wants to
create an astral conjunction that is the most favorable (sign matching its ruling
planet and elment and in trine with a compatible planet), but it's not clear that
there is enough connection to theme to interest the astrology crowd either except
perhaps for the aficianado who already "has everything" or for someone desiring
to learn which sign is a fire sign, which a water, etc. By the way, this game
seems like a good candidate for a silly "pick the starting player" rule: the
player who will next celebrate a birthday.
[M+A Spiele]
- Atlantic, Chicago & Pacific Rails
Railroading game played out on an abstract map of the entire USA.
Although not in the 18XX series, is more in its vein as the center
of interest and expertise is in management of the stock market, here
represented by a matrix. Stock splits, dividends, bankruptcies and
shareholder meetings are
simulated. Meanwhile players move their pawns around the map's outer edge
via card play or die roll. Movement by payment is here unfortunately much
more limited than in the previous game in the series,
Pacific Northwest Rails,
with which it shares cards, chips and cash. This many-faceted
system is difficult to grasp in just one play, so these
comments may need later revision. Keeping this in mind,
there seem to be several problems. Unlike the previous
game, it seems difficult to do much to harm a leader.
There is a taxation space, but only by luck alone can anyone
land on it. Meanwhile, a strategy of developing a stock
only on one's own does not seem to be very viable. Rather,
the winner seems likely to be whoever works with one or
two others on a single stock. Whichever such cooperating
players are lucky enough to make the right rolls to land
on this stock often enough to expand fastest will be the only ones within
reach of victory.
Among them, the one first able to land
on the stock once more and sell it will win. There are some
thematic problems, for example, a company with a high stock
price can take out an infinite number of loans and never
really pay any price for it. Meanwhile the company continues
to make huge profits for its owners. Another thematic issue is
that a stock split actually weakens a company as it then becomes
not just more, but far more, vulnerable to bankruptcy.
The graphics are not
as functional as they might be as it is not entirely clear
which cities can connect to which, and whether in both
directions. The rules don't help on this, nor on giving
any details about how a shareholders' vote is supposed to
be conducted. Figuring out the optimal way to run trains
between cities is an intended (i.e. good) non-strategic
puzzle for all players to figure out, but it would have
been nice if there were a number of long sticks to mark
which tracks have already been used. Perhaps it would do
to simply borrow some from a game like
Roads and Boats.
The constant exchange of money can get tiring after a while.
An example turn will have a player either paying a railroad for stock
or selling a train card to a railroad, then having the railroad pay
to buy a station, possibly bailing out the railroad if it can't make the
payment, then having the bank pay each shareholder and the railroad
a dividend. On the next player, do it all over again. In addition,
there are at least a couple of shareholder votes taken on each player turn.
Worse, 99% of these votes are entirely perfunctory as it is obvious
what everyone will choose, or, if anyone decides otherwise, in all
likelihood they do not have enough votes for it to matter anyhow.
Taken all together, most of
the issues mentioned indicate this may have been better realized as a
computer game. The nice features are the way that the stock market
matrix operates and in the decisions about which companies to invest
in, but most of this is already available elsewhere.
Lasts about three hours.
[Gandy Dancer Games]
- Atlantis: Pathways of the Deep
Tie-in to a Disney movie is a half-hearted attempt to make a better
game than the usual cheap attempt to cash in on a mass media phenomenon.
The design takes after
Streetcar
in the placement of connecting path tiles and after Quoridor
in that pawns also move on the path even while under construction.
Also featured are three innovations: (1) the ability to move another's figure,
(2) the ability to rotate a tile and (3) special effects tiles which are
not placed at all, but confer special abilities, e.g. removing a tile.
But all is betrayed by the abysmally skimpy instructions in which ambiguities
abound and assistance with special situations such as infinite loops and
deadlocks is entirely absent. Maybe the uncredited designers will reveal
the proper way to play this otherwise promising effort or maybe, knowing
their names wouldn't appear anyway, they just never cared. The physical
design's pawns and cardboard sculpture of Atlantis are not bad, but the
tiles tend to warp badly. At the end of the day really only of interest to
tinkerers.
- Aton
Two-player game by Thorsten Gimmler
(Geschenkt).
This time the
setting, probably chosen by publisher Queen, is ancient Egypt as
the followers of the sun god and their opponents wrangle over
control of four temples. More interesting than this mythology
is the game's numerology as it seems to be ruled by the number
4. There are four grids on which to place tokens, using cards
numbered 1-4, four of which are played each turn. There are
four ways to score and also four ways to win. And the winning
score in this "race" is four... ty (forty). In its own simple
way the overall concept is pretty mind-bending. The four scoring
methods and four winning methods really make you feel the system
is wide open to all kinds of possibility. Then you find out that
from your large deck of cards you only get to use four randomly
drawn ones each turn. Your world view just closed way down, and
from a most unexpected direction. Of the four card allocations,
one determines the number of opponent pieces you remove. Another
– usually the most important – indicates the number of new
pieces which are placed and a third the highest-numbered region
in which this can occur. The final one determines the number
of extra points the player earns. The values of the first- and
last-mentioned cards are deducted from that of the opponent
before being resolved so there is an outguessing element as
well. Once per game a player may re-draw in case of particularly
bad cards. The theme isn't grasped strongly at all and the main
elements have been seen many times before, but the many approaches
to winning and the challenge of doing one's best amid poor card
draws should provide several interesting replays. There are more
exciting two-player vehicles available, but this could be a good
alternate for those who play this way frequently. For the
first game the number of rules to memorize is just at the edge
of feasibility. It is probably a good idea to provide homemade
cheat sheets for the purpose.
[Ancient Egypt games]
Strategy: High; Theme: Low; Tactics: Medium; Evaluation: Low; Personal Rating: 6
- Atta Ants
Small package game about the tiny creatures intended for ages 8 and up.
Ants and spiders are represented by wooden disks, leafy food
by green smashed glass. Illustrated stickers for the former would have been
a nice feature, even if the buyer had to apply them. The world is formed
by plastic-coated square cards and grows as events proceed. The player's ants
attempt to gather the randomly-appearing food while avoiding the neutral spiders
which appear and slowly move toward the most populated card. Stealing from other
ants is permitted, apparently including from one's own ants so as to set up a
sort of relay team. The game is elegant and thematically pleasing, but shows a
bit the new status of the publisher as it does not
seem to be entirely stable. The twenty-four cards vary considerably and
the play experience with it. It can take a long time without much to do apart
for wait for the right tile. On the other hand, in one playing with three there
appeared only one spider and even though it was there from the start, it never
consumed anything. Yet there was plenty of food and the result was rather
processional, victory going to the first player in just ten minutes. Unless the
publisher tightens up these matters, perhaps with new instructions at their
website,
it cannot be recommended without substantial house rules.
"Atta" is the Latin name for the leaf cutter ants depicted.
- Attacke
Knizia card game ostensibly about jousting, is a little bit like
Kanzler,
Condottiere
or just the bidding portion of
Taj Mahal.
Features a bit of blackmailing factor in that it is the duty
of someone to stop a leader, but if no one is willing, or if the
person willing doesn't have what it takes, all the rest of the
players lose. There appears to be a good strategy in trying to
win right away before others can acquire powerful hands, especially since
winning does confer the right to choose the color for the
next round. Seems to be a bit dominated by luck of the draw as
there are six extremely powerful wild cards.
Re-released in America with differentiated suits and a few extra
cards as
Ivanhoe.
- Attika
Build the city-states of the ancient Greeks in this board
game for up to four. The usual goal, building to connect two
shrines, is strangely anti-thematic. So let's turn instead to
the design which is based on an interesting idea. There is a
"technology tree" where every item is free as long as you place
them adjacently, but you can ignore it if you prefer, but pay
a little bit more. The reason you might prefer it is that you
what you want might not be available – tiles being drawn
at random. Actually a player works with seven different sets of
trees so getting something which works is problematic. Even more
difficult is figuring out how much opponents can do and how little
can be done to sufficiently hinder their chances. It needs not
simply studying their board positions, but also their private
tableaus, probabilistic estimation of what they may still draw
and the cards they hold. Fail to do this and the likely outcome
is an "accidental win". All of his has serious consequences
for the multi-player experience as it's easy to "blackmail"
a downstream player to do dirtywork. As a result, this really
becomes a two-player game wthere the interests of offense and
defense automatically converge; otherwise there is risk of
disappointment and recrimination. In a way it's too bad that
many of us rarely play tête-à-tête
as, typical for Hans-im-Glück, the physical and artistic
realization are great and make for a very pleasant feeling. The
core idea by inventor Marcel-André Casasola Merkle is
fresh and intriguing as well. So even though it's worth playing,
I wonder if the same ideas and components could have taken a
direction that is not more easily played by a computer brain
than a human one.
[Buy it at Amazon]
- Attila
Despite their joint tradition of presenting systems which
adhere closely to their themes, here designer Karl-Heinz
Schmiel and publisher Hans-im-Glück have presented
one in which point of view is somewhat difficult to locate.
Instead one buys "shares" of different tribes such as
Huns, Vandals and Goths and then scores points if first or
second when the scoring round is triggered. Otherwise interesting
however with a significant make-strategy-as-you-go feeling and
quite a few interesting dilemmas. Reminiscent of
Web of Power
and in the tight integration of the subsystems,
Die Macher.
- Attribut
Party game of matching adjectives to nouns, reminiscent
of
The Big Idea
and
Apples to Apples.
This one offers more than the usual creativity as the current
player chooses the noun freely. Then each player receives either
a "similar" or an "opposite" card and must accordingly choose
an adjective from his four cards. They are simultaneously
revealed and players compete to first slap cards they feel to
be similar. Each actually similar card slapped earns the owner
a point while each opposite card slapped costs a point. On the
other side, slapping a similar card earns the slapper a point
while slapping an opposite card costs one. There is plenty of
possibility for humor and some strategy although one is always
at the mercy of the cards to some extent. As the the player, it
seems a good idea to pick a noun as specific as possible so as to
fit well with the adjective one intends to play whereas when not
choosing, it's a good idea to look at the current player's card
first as it will probably have the clearest relationship with
the noun. Missing is the anonymity of Apples to Apples, a
slight drawback since an unscrupulous player can take another down
– along with himself – by intentionally slapping cards
believed to be opposite. The other drawback is all this slapping
which can get physically painful. For this reason, play on the
on-line Brettspielwelt
is much preferred in this case.
[amazon.com]
[Holiday List 2003]
- Auf Achse (Convoy)
Spiel des Jahres-winning design by Wolfgang Kramer has players
bidding on and delivering loads as truckers in Central Europe.
A fairly easygoing game with suitable chaos factors and yet not
without strategy. While it may remind veteran American players of
Empire Builder,
this group seems to enjoy the game least. They get very bothered by the
fact that their trucks can be blocked by others. But a square peg
doesn't fit a round hole. This is a different, more interactive
game played by its own rules and to complain about it is akin
to determining that an apple's taste differs from an orange.
The brightly-colored rubber trucks and little plastic loads add
a lot to the tactile feel of the game. One of the relatively
few good ones for six players, there are actually at least two
versions: one includes the city Bozen while the other does not.
Later the basis for a card game version (not described here) and
a children's version.
The 2007 edition institutes many changes:
- Players start the game knowing the demand cards so generally
start the first turn by loading something.
- More than 1 truck can inhabit the same space.
- Two dice are now rolled instead of one and the player chooses
the one to use.
- It's permitted to travel less than the full die roll at any
time,
not just when doing a pick-up or delivery.
- When reaching a city by exact count, a player can either put a
public card up for auction or remove one from the game.
- Auctions are in player order.
- There are two new paths coming out of Flensburg so no more
special
rules about that city are needed.
- Rolling a 1, the block is only placed after the move, not
before.
- There are some new event cards and some have been altered.
- The city of Bozen is once again gone.
Overall the changes greatly reduce the frustration of not being
able to move, although if players want to be petty they can get into
road construction wars. Sometimes this is necessary, actually, if
one player is threatening to end the game early. But going for a
short game win has been made a much more viable strategy now
because contracts can be discarded. The new truck pieces are
plastic rather than the former's rubber which is a bit
disappointing, but they are still attractive, now being made to
look the way German trucks do now. The load pieces are no longer
plastic, but tiny wooden cubes which are just right for the their
purpose. Overall, this is a most
pleasing set of improvements to an already very good game.
[Traveling Merchant Games]
[rules translation]
[analysis]
Strategy: Medium; Theme: High; Tactics: Medium; Evaluation: High; Personal Rating: 9
Wolfgang Kramer; 1987-2007; FX Schmid, Schmidt; 2-6
- Auf der Reeperbahn nachts um halb Zwei (Times Square)
"On the Reeperbahn at Half Past One" is Reiner Knizia's two-player
game of nighttime doings in the theater, nightclub, bar and
disco area of Hamburg. There is also a German film,
re-made several times, most popularly in 1954, called
Auf der Reeperbahn nachts um halb eins.
Since Times Square has been Disneyfied and no longer embodies the
racy character it once had, perhaps a better English title would
have been something like "Sunset Boulevard at a Quarter
to Three". The linear board is marked with seventeen spaces that
stretch tug-of-war style between the players. By playing cards, they
aim to attract six different figures to their respective sides,
either all the way to achieve an immediate victory or failing
that, having the majority on their side by the end of play.
Characters movements also affect those of other characters.
For example, he bodyguards always remain on either side of
Saucy Sue; thus moving her is a matter of first providing space
between her and the near guard. Another character acts as a magnet for
a third when the former is in a player's "end zone", and so on.
To some extent, as in
Lost Cities,
it's necessary to play the hand dealt and some of the time it
may well be doomed to be a losing one, but at the same time
there are usually possibilities available, especially keeping
in mind that just as in
Palmyra,
the cards in hand are not available to the opponent, which can
be useful knowledge indeed. The feeling during play tends to
be that of constant anxiety where one is pushing a boulder up
a hill and at the same time worried about what
the opponent will come up with next. Probably many playings
will end not suddenly, but going the full time with victory
to the player having slightly more characters on his side of
the center line. Duration is usually in the 10-20 minute range.
The artwork is the up to the usual Kosmos standard with
nice-looking wooden pawns to handle. Players looking for a
lighter duet outing with some "science" could do worse. The
luck factor makes it attractive to play with children or the
less experienced as well.
Strategy: Medium; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 6
Reiner Knizia; Kosmos/Rio Grande; 2006; 2
- Auf Falscher Fährte
The title of this trick-taking card game means "On the Wrong
Track" and here it happens in more than one way.
Each player sets aside a card face down at the outset; these
are gradually revealed during play. Depending on the sum of
their ranks, players will discover whether they are trying to maximize
or minimize the number of tricks taken. In addition, for the last few
tricks the player who has taken the least gets to change the trump.
While there are some interesting ideas working, all of them together
seem to add up to too much influence of luck. Kudos for the graphic
design of the cards which is very clear and easy to read. It seems the
makers of this one were on the right track, but didn't quite get there.
Actually, things might get noticeably better in the Planning Dep't. if, instead
of the revelations occurring after the third, fourth and fifth tricks,
they happened after the zero'th, first and second tricks.
- Auf Heller und Pfennig (Reiner Knizia's Kingdoms)
Knizia tile-laying on a grid is set in a medieval marketplace in which
players try to obtain the most advantageous stalls. The problem
is that the best location will usually not be known until it's too late.
Nicely produced as usual by Hans im Glück, there is a strong
mathematical, specifically combinatoric, quality. As usual in Knizia
games, the feeling of a dilemma is present, but here diluted because
many activities either hurt or help multiple players equally. Perhaps
it is this fact which reduces somewhat the desire for replay.
Puzzling that the rules are unclear on who the first player should be
for each round. The title is an idiom for sharp trading
which roughly translates to "down to the last penny,"
a Heller being an historic coin of very little value.
2002 American re-publication transfers to a fantasy kingdom setting with
lesser quality components and still not resoving the first player question.
- Auf und Ab
Climbing family card game employing cards that match a 9x9 set of
Dominoes.
In the beginning overtaking requires use of the lower of the two numbers
on the cards, but playing higher than the last lead. But if one of just a few
special cards is played, then beginning with the next trick this is reversed.
Now higher numbers must be used and a played card must be lower to overtake.
Usually this event completely changes the nature of one's hand. A similar idea
is used by
Olé!,
but only between hands, not during them. Here it takes some getting used to,
not to mention some time to re-order the hand whenever it happens. One may
have set up the perfect exit plan only to see it knocked awry. A new plan can
be formed, to be sure, but how solid can it be if the cards could change yet
again? All of this is different, challenging, maybe even mind-bending, but
it's not clear all this activity is meaningful. It would be dramatic if flipping
the cards turned a poor hand into a good one and vice-versa, but here the design
of the cards just tends to mirror the existing situation. In fact the best cards
are the specially-powered doubles and, of course, these never change. Thus it
seems what could have been a fascinating idea winds up mostly a peculiar
challenge. The title means "Up and Down" to match the theme of riding an
elevator. It might make an interesting variant to still change the numbers used,
but always consider the direction to be up.
[Franjos]
- Ausbrecher AG
Reminiscent of the famous story of Alcatraz prison escape, depicts the
efforts of seven escapees to race to boats. Strangely in terms of theme,
the faster the prisoner, the slower the boat, but it makes sense in terms
of play as the last boat is the most valuable. Players each predict which
prisoner will be in which boat and then on their turns roll two or three
dice to move them forward. The winner is the one who has predicted best.
There is a strong element of bluff and mind game as predictions are secret
as well as some statistical analysis in choosing which dice are best to roll,
particularly the one which moves an escapee backwards. Title means "Escapee".
- Australia
The most recent Kieslingesque game in the series which has already produced
Tikal,
Java
and
Mexica
is the first not to use an indigenous title. There has been a trend of increasing
accessibility in this series and it continues here, as has the randomness, to the
point where the far shore has been reached without me. Thematically players
place plastic ranger pieces on the border spots of various regions, trying to
either match the revealed number in the region (thus industrializing the area)
or to finish occupying every border location (conserving the area). Why rangers
would be doing both or whether this really has anything to do with Australian
history remains a mystery, a least to me. In terms of play, one gets two actions
per turn and while one's plane may fly anywhere, rangers can only be placed if
one plays a card of the matching color from a hand of size two. Two scoring methods,
two actions per turn, two cards in hand, two coins to play a card out of color –
this number runs through the design, though cards are drafted from stacks which
number four (2 times 2!). The countermix limit on rangers is more than two, but is
still pretty limited. The combination of all these rules can make options feel rather
constrained and I kept seeing perfect moves without having the chance to do anything
about them. Then there is the odd bit: the windmill (a Green power allusion?) which
travels about the board randomly and keeps play from getting too processional.
Putting rangers into it also grants points, but it's far too nice to the players who
happen to uncover it as they're already on the spot and able to utilize it and unfair
to those who don't. It's possible to go an entire game without ever uncovering
one (as I have tragically proven). One can try to work around this by playing so as to always
operate near others, but the end result is a game which focuses all early attention
in one area and then slowly sweeps across the board, which seems rather too limited
when one considers how much more excitement might be generated in the scope the
context provides. Overall, I think Australia will be best appreciated by
those who play with flair, who love to plan in detail and pull off a dramatic power play
because it's frequent that a single move can set off a chain reaction of scoring.
But for this group I think a bit stronger grasp on theme and artwork that is more
exciting than the unassuming renderings presented here would have been wiser.
- Australian Rails
The
Empire Builder
system game set in Australia
seems best for three players. Rails drawn to the north central
tend to be fairly rare. Innovations are desert dots and dry lakebeds.
Fans may be interested to learn that 2004 saw the first passenger train to
connect Adelaide and Darwin:
BBC News story.
[variant]
[Traveling Merchant Games]
[chart]
- Autoscooter
Very nicely made wooden game which is a rather faithful rendering
of the amusement park staple known in America as "bumper cars".
Details even go down to nails in the back of the wooden cars to
represent the poles which support the electric brushes in the ceiling.
But here the nail supports wooden rings which indicate the car's speed.
Somewhat reminiscent of
Roborally
as players pro-program their
turn position and moves and then execute simultaneously, often with
unplanned results. All of the feel of the bumper car experience is
there, the crunch of the head-on hit, the domino effect of a rear
hit, the devastating hit by a fast car of a slow car and the inevitable
jam-ups. One feature
which real bumper cars, or at least American ones, have is missing –
the ability to make a turning reverse move. Not difficult to add
in, it would probably provide even more fun to what is already a
lighthearted romp longer on tactics than strategy.
[Bambus]
- Avalanche
Action game of dropping marbles down a sloped board published in
1970. Marbles face a series of binary choices as they go down
and can also get caught on holders. The goal is to trigger as
many marbles falling as possible, but there is no skill in doing
this, only in choosing the launch point with the best chance. The
noisy, unusual type of game has a lot of fun value and instant
attraction for just about anyone, but without offering anything
deeper does not maintain sustained attention.
- Avanté
Obscure Checkers-like game published in Chicago by
Faynes (their tenth game) in 1968. The nicely-made board
replaces the red squares with beautiful renderings of various
minerals. Checkers are nicely made from wood. Also included are a
number of light amber, dark amber and black square chips as well
as square playing cards each of which contain three playing card
symbols. The game play is sort of like Checkers combined
with Gin Rummy. The cards are dealt face down onto the
black squares of the board while the checkers are placed on the
mineral squares. In additional to normal Checkers moves,
a player may move a checker horizontally to capture a card which
is shown by placing his transparent chip on it. This also captures
the exact same card on the other side of the board. By capturing
these cards the players are creating runs in a Gin Rummy
sense. The game ends when either player is out of checkers or
no one can move. Victory is given for the highest rummy hand.
All of this is probably too convoluted to be of much interest,
but the Checkers can also be used for a home-brewed
action game in which players take turns trying to be the
first to flick their checkers against the opponent's trying to be
the last with remaining checkers on the board.
- Ave Caesar
Lately it's been my lot to encounter one fragile design after
another. Such require being played in a particular way, not
just for the player to succeed, but for it to be fun for
others, sometimes even to work at all. The topic here is
ancient Roman chariot racing. Each player directs one chariot,
the means of locomotion being a set of cards identical to
every other player's set of cards. What differs from player to
player, besides board position and turn order, is the order in
which these cards come out of each deck. This is important as
a player has only three cards available per turn, only one of
which he plays to move forward a corresponding number of
spaces. The race leader may not play a 6 and a player who
cannot move the amount indicated by any of his cards cannot
move at all. This leads the problematic situation mentioned
above. Because the track (ahistorically) sometimes narrows to
just one or two spaces in width, a player can arrange to block
a gap and prevent all progress from those behind, who can do
nothing to prevent the game from becoming absolutely
processional at this point. Despite it being
generally just as penalizing to the perpetrator, it happens.
To try to prevent it (and to have more position changes),
there is a "pit stop" rule (here rendered as waving to
Caesar), but it's insufficient in the face of a determined
blocker. Beyond this, play is quite simple. There are none of
the collisions, whippings or cornering problems which afflict
players in other games on the topic. Play is fast, simple and
thus can be as exciting as a real race ought to be, if only
the players can be relied upon to be well-behaved. But if not,
the fault is not with them, but with the system that enables
it. Production is attractive if one want to re-invent.
Later published as the auto racing game Ausgebremst, which
judging by the "pit stop" rule was probably the original
intention. The 1989 edition features four tracks, the 2006
only two.
Q-Jet 21XX.
This edition by Japon Brand transports the setting into a
futuristic setting. Chariots are replaced with metal figures
which represent rocket cars. (Color stickers must be applied.) The
game functionality is exactly the same, however, including tracks
exactly equivalent to the latest edition.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Low; Personal Rating: 5
Wolfgang Riedesser; 1989-Ravensburger, 2006-Pro Ludo; 2-6
On to B
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Rick Heli.