Spotlight on Games
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1001 Nights of Gaming
- F -
- Facts in Five
Word game in which
players have limited time to come up
with words starting with a randomly-chosen letter in several
categories. This will always remain a party game without
a more definitive way of adjudicating near-miss cases.
It can be especially problematic if only one player knows a
category well as the game provides no way of verifying the words.
A simplified version eliminating the obscure categories has been
published as Scattergories. I have always suspected that
this game existed as a parlor game long before any formal
publication.
[Party Games]
- Fairy Tale
Japanese card game of passing and drafting. Over several rounds
players are dealt a hand of cards, being able to keep one and
passing the rest along to the next player. This process continues
until each receives back the one remaining card from the original
hand. Then there are four rounds of simultaneous revelation of one
card each. The goals are to achieve suit dominances as well as
achieve certain inter-suit combinations which are worth points as
described on the cards. There are also special effects cards which
temporarily de-activate (turn over) or re-activate either one's own
or opponent's cards. The card passing mechanism is a good one, a
specialized form of drafting really, but the direction taken with
it results in limiting the audience. Instead of keeping cards
simple and layering another subsystem atop this, they are filled
with little captions and icons that are practically impossible to
comprehend in their entirety, especially when displayed before the
player across the table. Players thus tend to concentrate mostly on
their own collections and matters tend to to multi-player
solitaire. The fact that not all the cards come into play tends to
reduce planning and increase luck as well. Benefits are the short
duration and the attractive anime-style artwork. Tacticians and
fans of the theme, some possibly crossing over from collectible
card games, will find some enjoyment here. Most everyone else will
probably find a mild level of interest.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium
- Falling
One of the fastest games ever, both in simulated and real time
as players are trying to be the last to go splat after falling off
a high building. Requires a lot of skill as the nonplaying dealer
to make the game go well. The real time features can be a
turn-off for the serious gamer.
- Familienbande
Leo Colovini card game on the little touched topic of genealogy,
yet not an educational game. We've seen titles on inheritance
(Die Erbraffer, Coronets) and on breeding
(Garden Gnomes Society),
but this is the first I've seen in which players track five
generations of a family group. Each player is dealt a secret physical
trait at start which he tries to make common at every generation.
Traits are things such as large noses, red hair and large ears. As
no one knows who is working for what, scores must be kept for all
traits, not just the ones which actually matter. People cards are
played in one of two modes: as a marriage partner (someone new
joining the family) or as a child. Spouses need to have the
right gender; children must feature only genes carried by their
immediate parents. Marriage plays containing one's favored gene
should be avoided as no points are scored, yet it is the only resort
should one's gene be dying out. The per-card penalty for cards held
at the end is further reason to get them played. It seems that
secrecy applies for only about half the duration. By then it should
be pretty clear who is who since too much bluffing will rapidly
leave one out of the family. Luck of the draw is pretty strong here
as well – fail to draw enough of your own and you'll be hard
pressed to advance the cause of your selfish gene. The theme is
quite nicely handled, however, and the cartoon illustrations add a
feeling of levity. Theme fans will probably enjoy this short outing
best.
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Low
- Fan Tan (Sevens, Parliament)
Traditional card game of the stops family. Features considerable tension
as players wonder if they will be able to get rid of all their cards, or,
more agonizingly must decide whether to burn a cheap card which might
eventually prove playable or an expensive one which will only need to be
burned anyway. A rule forcing play so if possible adds urgency as well.
The chief ploy is the tactical burning of a card for a personal penalty
in order to create even larger penalties for others. The problem with this
kind of attack, which a house rule for pre-game card passing would address,
is that it may strike the last place player as easily as the first. In
modified form this game also forms part of the suite of games in
Barbu as well as Scott Marley's
Guillotine.
- Fantastische Ballonreise
Multi-player game of balloon racing created as a promotional item
by Ravensburger for Fanta, the soft drink. Very nicely-presented
including the nice moveable balloon pieces which are apparently the
same ones used in the game
Ballonrennen.
Play is probably rather too chaotic to reward strategy very much.
[Balloon Aviation Games]
[rules translation]
- Fantasy Business
Game for up to eight themed around setting up various shops selling
items for fantasy adventurers. The theme is actually completely
superfluous and no doubt calculated to catch the attention of the
RPG and CCG crowds. Each turn is composed of an auction of as many
shops and event cards as there are players.
Reminiscent of
Parts Unknown,
players set prices
(which have constrained minima and maxima) for each of their
shops. All sellers except for the highest price get paid (in
plain plastic coins of different metallic colors), with the low
price being paid a substantial bonus. Negotiation (collusion)
in price-fixing is permitted. The system is easy to use, but
tends to devolve into always setting the lowest price, except for
areas where a player has a monopoly, in which case the highest
price is used. The true arena then should be in the auctions, but
this has been artificially restricted by permitting each player to
buy only one item a turn, leaving players few options. A larger
problem is that it can be difficult to catch a leader. The other
players have few ways to attack him – such a player will use
larger funds to buy most of the event cards – and collusion
becomes problematic since players end up with different numbers
of shops and why should a player with one potions shop agree
to help another who has three? Although it does illustrate some
important economic principles for the uninitiated, sophisticated
players will probably be disappointed with this offering.
Published with the same title and artwork in separate French,
German and English editions; there is significant card text.
- Fantasy Pub
A player navigates a team of warriors, orcs, dwarfs and hobbits
through a pub attempting to get each of them sufficiently,
but not overly drunk. The engine of movement is dice, but each
character has unique abilities. For example, hobbits steal coins
while orcs leak them. But even more interesting are the drinking
rules. No one can drink alone. If someone sits down next to you,
they buy you a drink if more powerful than you, but the reverse
if weaker. If someone of your rank is already at the table,
you can't sit there, unless only that type is there, in which case
it's a party and everybody buys their own drinks. But don't run
out of money or have more than eight beers or you're liable to be
bounced right out. Characters find it hard to leave otherwise as
each beer consumed loses a dice pip in movement. But if successful
escaping the pub, a point is earned for each beer consumed. As
you may have gathered, merely explaining the instructions is a
source of hilarity in this lighthearted vehicle. There's not a
lot of science or strategy here, but considerable elegance and
a large feeling of fun. This should work quite well for groups
willing to get into the spirit of things, regardless of whether or
not it's turned into a drinking game. It's unfortunate that the
small press nature of the product did not afford thicker cards
and tiles which would be easier to maneuver, but it's not so bad
as to prevent play. Setting aside a lot of space so that cards
can slide rather than be picked up will help a lot. Seems to be
ideally suited for three players – above that, the bar can
get so crowded that it's difficult to do much and decisionmaking
becomes more a matter of finding the one available option.
[Holiday List 2003]
- Farfalia
Trick taking card game using a 52-card deck in which a trick winner
gets to claim one card from those played. The aim is to exactly match
the suits of five cards drawn at random. There can be some
trickiness to this if any butterfly (will you join my campaign
to rename it a "flutterby" 'cause what do they have to do with
butter?) cards must be matched. Flutterbies are in all four
suits, but only appear on the 8, 10 and 12 ranks. Reception of
this game will probably differ widely. If the card deals
happen to be fair, all will seem fine. But sometimes they
don't and here the game does nothing to mitigate it. A player
who gets most of the high trumps and most of the high cards
can devastate the scores of others, particularly if the cards
which must be matched are in the trump suit. A game like
Tichu
makes low cards valuable by permitting creation of straights
and bombs and allows hand improvement via passing. A game like
Wimmüln
allows players to predict how they will do and so score
accordingly. But here there is no relief at all. There are
partnership rules for four or more, but they're nothing special. With
two or three one or more dummy players are involved and here
is the one point of innovation. A dummy hand does not show all
of its cards, but only about half of them, the others being
placed face down, one each beneath a showing card. This can
lead to interesting dilemmas as players try to decide
whether to risk losing a void. It also means that voids can
come and go. This could also be an interesting way for any
developer to work solitaire on a multi-player trick-taking
game. Maybe the game should have been based entirely on this
idea with even live players making decisions on this basis.
But as it is, the best advice is Avoid.
[Two vs. Two Games]
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Low; Personal Rating: 4
Derek Carver; daVinci games/Mayfair Games; 2004; 2-5
[Buy it at Amazon]
- Fast Food Franchise
Game inspired by Monopoly but concerning the expansion
of American fast food franchises. Although considerably more
strategy has been added, there is still quite a lot of luck in
the game, particularly in the cards. There also seems to be
one best franchise, which differs depending on the number of
players. Perhaps best are the interesting tactical decisions
to be made in the center of the board regarding linking up and
cutting off of franchises.
- Fauna
Suppose you hear about a game and learn that it's in the
trivia category, about animals. Interest plummets. Then you
hear it's by Friedemann Friese, who has a refreshing
take on everything. Now it rises considerably. So where do you end up?
There are 360 illustrated animals on large cards. Players can
take their best guess by placing one of their cubes on any of
the current animal's
worldwide locations, length, height, weight or tail length.
The problem, besides simply not knowing the answer, is that each
choice can only be taken once. Moreover, each player can make multiple
selections. So that there are more possibilities for reward,
players can also earn lesser points for guessing a place which
is adjacent to the correct answer. But to prevent too much
random guessing, those which do not even meet this standard
are lost to the player. As a catch-up mechanism, the
last-placed player gets to make the first selection, which
generally constitutes the low-hanging fruit. There are two
ways of trying to play and success really requires the use of
both. The direct approach is to try to reason out what the size
or location must be. But attention must also be paid to the
collaborative. The knowledge around the table is necessarily
better than just one's own. Observation of others' selections
provides a good idea of where the truth must lie. On the other
hand, beware the wily first-playing opponent who places
something he knows to be rather wrong in order to have everyone
else follow in error and then who then places the correct
answer after everyone else has already dropped out. The game
includes a nice map of the world for locations and tracks for
the numerical categories. Illustrations are well done, though
it can be infuriating for animals where tail length is an
issue and yet the animal is depicted from an angle where the
tail is not visible! It's arguable whether this is a bug or a
feature. This has only been published for the German market
at the time of this writing and thus the numbers are in metric
units which may be difficult for English speakers. Each person
will have to decide their comfort level on this issue. Perhaps
surprisingly, this is probably not that great for children.
It's not that there's anything objectionable; it's just that
it will be difficult for many of them to compete against the
wider knowledge and experience of adults. Overall though, this
is a challenging and also fun exercise of wits, much in the same way
that
Wits and Wagers
is, probably for most, on a more enjoyable topic as well.
An English language and measurements edition has been promised
for some time now; let us hope it will be so.
[6-player Games]
LLMH7 (Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 7)
Friedemann Friese; Huch & Friends-2008; 2-6
- Favoriten
Involves players betting on a race of five colored horses.
Players are each allowed three bets. Interspersed amongst
the bets the players are moving the horses via die rolls.
Simple rules and a lot of interest in choosing when and where
to make bets and which horses to move early in the die rolls.
Do you take the roll you have or hope for something better?
Lasts about twenty minutes.
Walter Müller; Walter Müller's Spielewerkstatt;
- Fette Autos
Auto racing game is another which, like Formula Motor
Racing and Stock Car
Championship Racing Card Game, is without a traveled
track, the cars simply changing position relative to one another.
Actually, there is a board, but it serves no real purpose apart
from minimal atmosphere. There is a track too, in the form of
eight cards which the cars traverse one after another. These do
matter as each player's current speed is represented by three
cards containing icons. Each icon matching the current track
grants two of the all-important acceleration chips. Each turn
consists of three parts. First, each player draws a speed card
and possibly sees one of his speed cards change depending on
some detailed rules. Second, he can either deliberately change
one of his speed cards from his hand, or if things are really
desperate, change out his hand cards. Third, from back to front
players can try to overtake with help of the
aforementioned chips which are held in hand and simultaneously
revealed. Cars go as fast as possible on the straights,
but if they take the curve too quickly, must either discard
chips or lose hand size and have their speed reduced by a
random amount. It's all rather straightforward, yet there
are interesting problems to solve and bluffing to accomplish.
Tarnishing the otherwise nice system is the fact that so
much depends on the chips, supply of which tends to rely
too much on luck of the draw. Although up to seven players
are supported, may be better with just a few – even
solitaire is possible – as the non-player cars are
unpredictable, making figuring them out an interesting
challenge. A suggested variant: make sure the last
piece of track is a straightaway to provide a more exciting ending.
The game is made from sturdy materials, even the box, while the wooden
cars appear to be painted cross sections of house moulding trim.
The title means Big, Heavy or Powerful Cars.
Update: see the publisher's site for advanced variant rules
which may increase the strategic possibilities.
[6-player Games]
[Edition Erlkönig]
- Fettnapf
Light card game by Reinhard Staupe
(Edel, Stein und Reich;
David & Goliath;
Shit!)
with a strong memory element. The title is another one of
those delightfully laconic German expressions meaning
"faux-pas" or with the earthiness a German would
appreciate, "to put one's foot in it". Players take turns
revealing cards that are addeded to a running total – or
subtracted when the limit is reached. If anyone is
holding a numbered card showing this total, the
unfortunate active player has "stepped in it" and must
take a penalty. Upon taking four of these, the game ends
and has been won by the one with the, ah, cleanest shoes.
To its credit, the system can induce a real feeling of
dread, as in "am I about to set a foot wrong again?" It
does try to help with the memory problem by regularly
revisiting which numbers are land mines, but on the other
hand, exacerbates it by always adding new mines. It's
best to get this as a memory trainer; strategists can
leave it lie. Besides, I can never seem to draw any of
those all too convenient "0" cards! (he remarked
ruefully). I'd rather play
Shit!,
but maybe one could get both and make a theme night. Only,
a couple more games are needed for a full evening.
Is Herr Staupe planning to oblige us and make a niche of
this odiferous topic?
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium
- Feuerschlucker
Knizia "play a card, draw a card" game for ages six and up
casts players as rival ringmasters trying to attract the most
customers to their particular circus. Attractions are rated
for the number of people they bring in, but if one can match
another's attraction, it's possible to steal from their audience
instead. There are also a few specials. Human pyramids bring
customers based on the number of other human pyramids already
in play. Clowns can be played in large batches. Lions cause
audience loss equal to the last inflow. Despite the stated ages,
this can also be interesting for adults who with memory and
tactics can layer on more meaning to the plays. For example,
it might be a nice idea to play attractions held in pairs so
that if someone steals from you, you can steal right back. The
only downside would be that the publisher appears to have saved
money on the artwork. Title means "fire-eater", one of the more
popular attractions.
[Holiday List 2003]
- Fiese Freunde Fette Feten (Funny Friends)
Another in the family of games combining the strategy and
party games
(Hart an der Grenze,
Cash and Guns,
Die Kutschfahrt zur Teufelsberg,
Shadows Over Camelot,
Saboteur,
Gerüchte Küche
et al.),
this one adds the delicious twist that the topic is modern
life, or more particularly modern foibles and relationships.
This is accomplished by giving each player life goal cards in
five areas. The first to fulfill them wins, though there are
there also a few mega-goal cards fulfillable by anyone, which
confer a more competitive aspect. The cleverest bit are the
nine tracks found on each player board which denote how much
a player has invested in drugs, smoking, drink, obesity, wealth,
melancholy, religion,
medicine and, finally, wisdom. What's cute is that reaching
the end point of a track completely nullifies all progress in
another. Going too far into drugs loses all wealth. Get enough
wisdom and stop smoking. Etc. To make progress on these
tracks players draft cards for the purpose of auctioning them
off. What commodity permits buying these events? Time of
course. Each event has two sections: a set of prerequisites
and a set of results. But the fun doesn't stop there. Many
events also require the participation of friends, who can be
either neutral pieces or other players. In fact other players
can force their inclusion using cell phone tokens or force the
active player to use his cell tokens to choose someone else.
Friends can eventually become sex partners – even
same-sex ones – and share engagement, marriage,
parenthood, estrangement and divorce. All along there is
plenty of humor and especially so in this last area.
"Start a rock band", "Trip to Amsterdam", "Discover BSW",
"L7", "Condom broke" and "Become a game designer" are just
a few of the 140 different cards (amusingly illustrated in
cartoon style by the talented Maura Kalusky). But there are
tactical aspects too. Just when is the ideal time to use that
cell phone token? When should you take an event and when
should you pass to collect more time? Or even change your life
goals? A particularly sneaky tactic can be to bid strenuously
for an event and let the opponent own it, but then join it as
a forced friend and derive the benefits anyway. The German
edition appears to be slightly racier and the English version
also makes some changes for cultural reasons as
well, e.g. soccer fans become baseball fans, a lodge becomes a
Bridge
club, a sex scene shows less nudity, a loss of faith scene
omits a crucifix, a crew race becomes a softball match, etc.,
but it doesn't ruin the game the way that self-censorship
ruined
Eyes Wide Shut.
There's also a blank card so you can add your own event!
Although strictly speaking only icons are needed to play, many
cards do need their descriptive titles to bring out the funny
flavor. There are only two notes of caution. One is that while
up to six players are permitted, there are really too few goal
cards to support this; matters can go on much too long. The
other issue is that the instructions are a bit vague in a
couple of areas, but on-line play aides from the creators make
up the difference. If you don't mind mixing a little laughter with
your games, don't pass up this one.
[6-player Games]
Friedemann Friese &
Marcel-André Casasola-Merkle;
2F-Spiele/Rio Grande Games; 2005; 2-6
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
[Buy it at Amazon]
- Fiese 15
-
"Vicious 15" is generally the best so far of Schmidt's new Roll &
Play series of dice games. Features of the series so far are
short and simple play, plastic boxes which unfold to become
dice rolling towers and
The idea in this one is that players take turns rolling six
dice, each in a different color against a revealed card.
The card shows a target value for each die color which can be
matched, but not exceeded, the total always equalling the 15
of the title. Players have three rolls of as many dice as they
like, trying to achieve the highest total possible, but having
to allocate at least one die each time. If a player is unable to
allocate any, the score is equal to the numbers on the
unallocated colors, but if all six are allocated, the total
score is doubled. It was surprising how differently players
approached the problems here, there being different aspects,
e.g. safety, doubling, high scores, to priortize. Of course
this is all quite lucky, but the push-your-luck nature of it
all is fun and exciting, even for the onlookers, who of course
are always brimming with "helpful" advice for the current
roller. On the other hand, not having a turn can get tiring so
probably a limit of three players is the best bet. There's
another reason for that too: although the tower is quite
handy, it's difficult for more than about three to see the
dice at a time.
LLMH6 (Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 6)
Steffen Benndorf; Schmidt-2010; 2-6; 30; 7+
- Fifth Avenue
This is another in the line of games having a large number of
mechanisms at work. Essentially, however, players attempt to
place as many of their skyscraper pieces as possible next to
the largest number of possible shops, receiving a final score
by multiplying the two quantities (in one case actually a Fibonacci
number based on the number). One of four types of
actions forms a player turn. They include placing shops,
drafting cards, scoring a region, acquiring more skyscrapers,
initiating skyscraper placement, etc. Placement is conducted
using auctions in each player may only use cards of a single
color (plus wild cards). The dilemma here is that the higher
the card values, the lower the number of skyscrapers that can
be placed. There are also issues of adjacency within
districts. This is a system in which a great deal occurs
outside the player's turn, sometimes to the detriment. There
can also be a blackmailing factor in which a player forces
someone to the left to take a particular action in order to
prevent some succeeding player from gaining too great an
advantage. So there are a fair number of tactical
possibilities. It also appears to have more than one strategic
approach, but one of simply placing as many skyscrapers as
possible appears a dominant one. The overall feeling here is
of a fundamentally simple situation made complicated with a
number of artificially layered-on mechanisms which fail to add
an equivalent amount of interest. Of course there's no
thematic connection to midtown Manhattan or its history
either. Artistically, the various streets and squares and
Central Park are labeled, but are filled with rather pastel
boxes. The plastic skyscraper pieces are nicely realized.
They would have been even more fun if they stacked. The cards
are large and nicely realized except for the communication
design which features too-similar colors and a difficult
typeface. Also the actions are multi-part requiring a
language-heavy player aide.
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Medium; Personal Rating: 6
Wilko Manz; Alea/Rio Grande; 2004; 2-4
[Buy it at Amazon]
- Fight the Power
Simple dice game of recruiting elves is reminiscent of
Button Men. The idea is to start with four dice and win
by either recruiting to eight or by getting rid of all of them
to others. While the concept are rather elegant, the strategy of
starting out by recruiting and falling back on trying to lose if
unsuccessful is a little too obvious. The fact that it often ends
after just four or five player turns means it is over before it
had even begun to get interesting. Originally included as part
of Chief Herman's Holiday Fun Pack and also included in the
marketing materials of other games. Not nearly as absorbing as
Can't Stop
or
Exxtra.
- Fiji
Multi-player game by Friedemann Friese. Here he continues his
mock-gruesome niche by having victory points awrded in the form of
shrunken head tiles. I'm reminded of the time I aroused the ire of the
docent at a Fiji pavilion by innocently asking whether a long-handled
fork was intended for eating human brain... But the main operands here
are not heads, rather jewels (in the form of plastic beads
in four shapes and colors). Four auctions are set up, each
specifying a particular jewel type or types and each having
a different result. For example, "whoever bids the fewest blue
forces every other player to take a red" or "whoever bids the most
green and yellow combined can alter one victory condition". The
auctions are resolved via blind bidding, but the fascinatingly
new wrinkle is that all four auctions are conducted at the same
time! Layer on top of this the fact that each auction criterion
and each auction result is specified on a different
randomly-drawn card and you have a system both New and Good. The
victory conditions – whether a player wants the most or the least
of each jewel type – are randomly determined as well. To win,
players need both analytical skills to parse out the consequences
of the combined auction rules as well as psychological skills for
what is probably the best version of Rock, Paper, Scissors
yet devised. Unfortunately, this combination may be problematic
for the game's reception as too few are good at and enjoy both
(probably 10% of the general population, maybe twice that or
more of experienced game players). Thus are illustrated three
paradoxes: blind bidding can be a successful mechanism; Rock,
Paper, Scissors can be made into an enjoyable mechanism; and
a game can be very good and yet not have a wide
fan base. There is also a two-player version which uses special
scoring rules for rather a different game.
Strategy: Low; Theme: Low; Tactics: High; Evaluation: High; Personal Rating: 7
Friedemann Friese; 2F-Spiele; 2006; 2-5
- Fill or Bust (Volle Lotte)
Dice game in which one chooses between standing pat or
risking current winnings to win even more. Not much strategy.
German edition known as Volle Lotte at leasts adds more
colorful and interesting textless cards.
Without the bonuses and other special effects added by a deck,
known as Farkle.
[6-player Games]
- Filou: Die Katze im Sack (Felix: The Cat in the Sack)
Friedemann Friese's (as in "Porsche" don't forget to pronounce
the final "e") latest endeavor since
Fiji
continues in the auction vein, this time finding out who can
do the best job at buying closed sacks of cats. "As I was
going to St. Ives ..." – but I digress. Actually the
sacks are not completely mysterious as each player contributes
one face down card having a positive or negative value to
each. (Or a card may contain a dog which chases one of the cats
away.) Plus, each time a player drops out of the bidding one
of the cards is revealed. Dropping out, by the way, yields a
small payout to the dropper, which is the only way to gain
funds. Repeated play reveals two conflicting realities. The
first is the geography of the situation. The last bidder,
knowing the content of the last card to be revealed is in the
most powerful position. The first bidder is in the weakest as
his card is revealed right away – everyone knows more
than he does. On the other hand, the player with the most
money and the ability to buy any valuable sack is also in a
powerful position, the second reality. Deciding how to choose
a card balancing these realities is half the game and a tricky
game of bluff the rest. But a consequence of all this is that if
the player to the left of you is starting the auction a lot
and you have a lot of money, life is very nice. Because this
can happen through no "fault" of your own, it might make a
nice variant to adjust the turn order each round so that the
overall leader goes first and the last placed player last
(considering both cards and coins to determine this). Overall
though, it's an auction game to appeal even to non-auction
fans. Think of it as a slightly meatier
Geschenkt
perhaps. A playing does not take all that long and the extra
large cards are both amusing and attractive. The three player
version employs special dummy player rules.
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 7
Friedemann Friese; 2F-Spiele; 2007; 3-5
[Buy it at Amazon]
- Filthy Rich
Very innovative form of a game from the inventor of Magic:
the Gathering gives rise to humorous speculation that it
was invented to find something to do with too many binders and
clear card pages lying around. Actually the game works fairly
well as players try to start businesses and market them Hong
Kong-style using flashy billboards. Each page of the binder
represents a different wall of billboards and only the currently
showing page and those cards that show up from beneath it can
pay off. In addition each wall rolls a different number of
dice, the more dice the more likely a payoff. These features
lead to several challenging considerations
when establishing a business. Players who fail to realize that
financial conditions are very tight will probably go bankrupt
from taxation. More care in investment is needed than in the
typical game. The goal is acquisition of three luxuries at which
point the game ends, but these rise
in cost as the cheapest ones tend to be acquired first.
[variant]
- Finito!
This game joins
Ra,
Tichu
and
I Doubt It
as another
whose title you say while you play it.
The board is a six by six grid of increasing numbers. Each player
turns over three of their dozen numbered plastic chips and the
first turn begins with the roll of a twenty-sided die. Each
turn players must place a chip on the number rolled and then
reveal a new chip before the next roll. When all chips have
been placed, a chip is instead moved from any on-board
location to that of the rolled one. The goal is to
arrange all of one's chips in sequential order first. This is short,
simple and themeless, but offers the same kind of pleasure in
creating order out of chaos that a
Take It Easy
or a
Ten Days in the USA
does. The challenge is to find the most efficient path
to the goal considering all of the probabilities. Because
there are so few rules it offers the additional advantage of
being both played and enjoyed by young and old, experienced
and not, alike. Everything here is well made and the only possible
complaint is that there aren't enough boards to support six, or
even eight or ten players. Curiously, this eclectic inventor also
created the quite different silk road game,
Die Seidenstraße.
[Top Ten Gateways]
[Top 10 Games for 7 or More Beginners]
[Frequently Played]
Hartmut Kommerell;
Schmidt; 2008; 2-4
[Buy it at Amazon]
LLLH8 (Strategy: Low; Theme: Low; Tactics: Low; Evaluation: High; Personal Rating: 8)
- Finstere Flure
"Sinister Corridors" is Friedemann Friese's horror-inspired
game of teams escaping a monster-infested building. No
one controls the horror, which comes in various cardboard
realizations; instead it is moved according to a set of rules
based on what it can see to the front or sides and partly via a
randomly-drawn speed chit. This manages to be both straightforward
yet tricky since the players, especially the later-moving ones,
have so much effect on where the monster will go. The two-sided
player disks (realized via buyer-applied stickers) elegantly
provide variable movement by flipping to reveal a new rate after
movement. 2F-Spiele have once again not shied away from edgy
material – e.g. the blood pool tiles – even though it
endangers support from awards committees. Production, following
the example of the earlier Fische Fluppen
Frikadellen, continues to be quite professional-looking. A
possible problem for some is that this is an elimination game, at
least in the second half, not just by losing all of one's pieces,
but possibly just by losing enough that it becomes impossible
to improve on the record of already successful players who win
tiebreakers. Perhaps it would have been more interesting to
award the tiebreaker to players escaping later instead? Anyway,
these chaotic possibilities can irritate if there is considerable
downtime, which, depending on one's group, may happen frequently
as players struggle to imagine and count all the possible monster
moves. Play this fast or the fun falls out. At the end of the
day this is elegant, has a lot of tactical interest – along
with possible kingmaking – and should be played, but is not
the lighthearted romp that its storyline may imply. It is more,
but is it too much? A variant for seven players might permit a
human to control the direction of monster moves.
- Fische Fluppen Frikadellen
Friedemann Friese travel and trade game is set in a world which
is themeless apart from every thing in it beginning with the
letter F. Players use up to three movement points each turn, at
the end of which usually having the chance to buy/sell/exchange
with a merchant. Prices are fixed on a big board and only vary
per merchant depending the size of his supply. The act of selling
reduces prices by an amount based on the price's position,
not by the amount sold. Interacting with a merchant usually
has one or more side effects; this is how prices rise. Also
included are some rather powerful special effects such as being
able to move goods around and even to alter the geography by
swapping merchant positions. Winning is essentially a matter of
"buy low and sell high", but the actual race is to buy three
fetishes from the unique fetish dealer, each new fetish being
more expensive than the last. The board has twelve positions
for merchants and thirty-six merchants available which means
that (1) replay value is good with the essential geography
being different each time and (2) an expansion kit is likely.
Apart from this initial positioning and determination of start
player, which has been carefully balanced by giving succeeding
players extra movement points, there is no luck. But because
the actions of other players can vary so very much, and have so
many side effects, one does not feel the lack. It is possible
that analysis paralysis may develop with some groups.
Overall very complete and well-developed; should find many fans,
especially those who appreciate a fine system.
With reduction of some of the chrome, e.g. the complicated
movement and ferry rules, could entertain a more general audience
as well. Play works fine with as few as two, but uniquely,
with multiple sets can support up to fifteen, players departing
to other board to collect their fetishes. For this reason is
sold in three versions, A, B and C, the only difference being
the sizes and shapes of the pawns. This is a clever idea, but
somewhat less exciting in practice as with more than five players
at a table matters become chaotic in the extreme. The board art
is green as the inventor's hair with a delightful look as well
as a collection of quirky merchants, including the inventor,
who, by the way, is not content with just any number, but is
assigned one whose spelling begins with an F, 14. There is also
a jab at a neo-Nazi and a joke on the two squabbling Chinas,
one communist, one not, but joined at the hip nevertheless.
My favorite though is the one inspired by Nosferatu. Be prepared
for a few rules ambiguities which have since been addressed.
[Q&A]
Title means Fish,
Cigarettes, Meatballs – three of the five commodities in
the game – or if you want the alliteration, Fish, Fags,
Fricassee.
[Traveling Merchant Games]
[variant]
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 8
Friedemann Friese; 2002; 2F-Spiele; 2-5 (15)
- Fischer von Catan, Die (The Fishermen of Catan)
Nature abhors a vacuum and apparently so does Catan. So often
new players have asked, "what are these all-sea tiles for?"
One is forced to admit they are only there for flavor. But no
longer! This expansion kit provides thin overlays that cover
several of these tiles. Printed on each is a number in the
range 4-10, indicating that when the number is rolled, a
player having an adjacent settlement makes a random draw from
the fish pool. These two dozen or so tiles depict varying
numbers of fish which may be spent or saved. The larger the
number of fish turned in, the greater the effect. Besides the
expected card stealing effects, it's noteworthy that for the
first time the robber can be forced back to the desert. One
of the fish tiles does not show a fish at all, but an old
boot. Drawing this piece of bad luck means that the player now
needs eleven points to win rather than the usual ten. But
that's not all. At the end of the turn it can become the
problem of any other player who h as at least the same number of
points. Not all playings will feature this tile, but thos that
do will likely have a more exciting endgame from this moving
of the goalposts, though at the cost of more time. Overall,
this is a good expansion as it fits seamlessly, does not
overwhelm the original and yet does alter the building
analysis to some extent. I wouldn't want to play this
expansion every time, but it is certainly welcome
occasionally. In terms of playing advice, probably the fish
are not worth thinking about too much during setup, but should
be considered when deciding where to build new settlements.
And since fish can be used to do some surprising things, e.g.
steal several cards during a single turn, opponent fish supplies
should be carefully monitored during play. One question remains
and it's for Mayfair: is fishing a male-only sport or can
women participate too?
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
Klaus Teuber; Spielbox/Mayfair; 2007; 3-4
[Buy it at Amazon]
- Fish Eat Fish
Reiner Knizia board game of stackable plastic fish for
children eight and up. Fish movement is kept admirably
simple so as to focus on the mechanics of stacking
and struggles for survival. The latter are resolved by
simulataneous card play which has fewer options than Knizia's
Lord of
the Rings The Confrontation. Played careds are afterward
hidden away, putting matters squarely in child's memory game
territory. Victorious fish stack up on the vanquished and
yield points when height exceeds five. Therefore deciding which
stack to target forms most of the strategy. Play decisions lack
the usual Knizian subtlety and even the colorful graphics are
disappointingly impersonal. It's depressing if these are the
highest production values the American market will support for
an original Knizia publication.
- 500
Trick-taking card game with bidding. The game exists in several
versions, the best of which are the Australian rules. The game
might have been a nice, less demanding version of Bridge,
but doesn't quite work because each bid is too much of a
commitment. Whereas in Bridge there is a range of seven
bid levels,
here there are only four. Moreover, once one passes on a bid, it
is impossible to come back in. Thus any real communication with
one's partner is mostly impossible. One might as well save the
time and simply play
David & Goliath
or
Der Flaschenteufel
instead.
[Two vs. Two Games]
- 5ive Straight
Abstract for up to six, including possibility for partnership play.
The plastic board is a 10x10 grid marked with numbers which decrease
in a spiral towards the center. Players hold four number cards and on each turn
play one to put a peg on the board at that number or higher. Objective
is to get five pegs of one's own color in a row. Very similar to
Sequence without the wild
cards, but slightly more sensible graphically as the numbers can
be found much more readily than card illustrations. The ability
to play on a number which does not exactly match the card is
also a good idea, one sort of picked up later in the game Rheinländer. Just
as in Sequence, requires a lot of attention to what is
happening, but not much thought. Partnership play is not really
all one would want as there is not much ability to communicate
intentions. Strategically, it is probably a good idea to get
rid of high-numbered cards as soon as possible to avoid having
dead cards in hand which can severely limit a player's options.
[Two vs. Two Games]
- 5,000 Years of Chinese History
Basically a variant of Monopoly in which players attempt to
collect various properties and not go bankrupt from paying rents.
Published in Taiwan, Republic of China.
- Fjorde (Fjords)
Two-player tile-layer by Benno
(TransAmerica)
Delonge. Each time players place a randomly-drawn tile they may
also place one
of their farmer pawns. After all of the hexagonal tiles
have been laid, there begins an Act II when they take turns
placing farm tokens that radiate out from the farmers onto
vacant tiles. Players seek to fence off territory and claim
the largest regions for themselves, the winner being the one
with the most farms. The rules are easy, but play difficult
as "Norway" only rarely seems to develop in the directions
one expects. Watching this natural growth is an amusement
in itself, much as it's fun to watch the networks grow in TransAmerica. But growth
is rather restricted by the placement rules which require each
new one to abut at least two existing tiles and that their sea,
mountain and meadow components all match. Very frequently a player
has no choice about where a tile must go which is already no fun,
but it feels even worse when that tile helps the opponent. On the
other hand, it's possible that after many plays one develops such
a thorough knowledge of the tile set that land growth and thus
farmer placement becomes much more intelligent. But if this is
true, unless it's a couple who have been playing only together,
it's likely one player will have a marked advantage over the
other. So while this is probably a good option for regular
opponents who don't mind going deeply into a single game, it
probably features too little control for the average player.
[Frequently Played]
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Medium; Personal Rating: 6
- Flaschenteufel, Der (The Bottle Imp)
Another trick-taking game with non-traditional rules. This one
is actually based on Robert Louis Stevenson's delightful short
story "The Bottle Imp". How many other games can claim literary
origins? The unique feature here is that a small number of low
cards are trumps, but each time one is used this group shrinks
to all cards below it. This eventually converges to nothing and
the last one to play a trump is stuck. This one may be a bit
random, but does induce a maddening feeling of terror akin to
that of the story. The game has a definite learning curve. Of
particular concern are the questions (1) which cards should one
pass? and (2) when is it a good idea to "volunteer" to take the
bottle? especially early in the trick when other players can
use this to ditch low-valued cards. The art is not necessarily
professional-looking, but still attractive, perhaps more so
than if it were professional. Update: Re-released in
a more professional edition at Essen 2003 including a wooden
bottle facsimile, attractive art by Carsten Fuhrmann and two
two-player variants. The game has two natures, one when played
with 3, another when by 4, and the variants reflect this, "Lopaka"
mirroring the first and "Bright House" the second. The former
is more easygoing and avoids some of the confusion of playing
two hands while the second has considerably more subtlety,
especially as one can set things up with the first hand when
the opponent doesn't know exactly
what's intended and then finish them in the second. Both work
well and are satisfying. Note that in scoring the Bright House
variant: the player who
ends up with the bottle only gets negative points.
[Frequently Played]
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 8
Günter Cornett;
Bambus;
2003; 2-4
- Flickwerk (Turbo Taxi)
Friedemann Friese vehicle is, à la
Ricochet Robot,
really a puzzle turned into a multi-player speed competition. A
9-square grid constitutes the board, the center of which receives
a random "road" piece. At the margins are randomly placed two
sources and two corresponding destinations, the goal being to
connect them by placing the roads. To keep things challenging,
it's also necessary that all roads connect and do not lead off
the board except where required. Road configurations include
straights, tees, four-ways, turns and a cul-de-sac. It's
interesting to speculate whether this puzzle arose from Friese's
life as a designer or his other existence as a mathematician as
there appears to be plenty of theory under the surface. Sometimes
a setup does not work, i.e. has no solution. As there are too
many ways for this to happen, it is left for the players to
ascertain. The puzzles are quite difficult to solve initially,
but one develops with practice. There will be significant
disparities in results until all players reach similar leves
of experience. Unlike Ricochet
Robot, there is unfortunately no opportunity for a more
leisurely bidding system that could tend to equalize matters. No,
it's perform fast or lose, which is too bad
for the slower, deeper thinkers among us, but great for fast and
clever tacticians. While what's here is fine and is probably good
brain exercise, there's something of a feeling that there should
be more. But if you're a puzzle fan already, this is definitely
worth checking out. Another nice feature is that it plays fine
with two, or even one. Unfortunately there is a player maximum
as each needs his own pieces.
Strategy: Low; Theme: Low; Tactics: High; Evaluation: Low
- Fliegende Holländer, Der
Klaus Teuber-designed game about the legendary Flying Dutchman.
Although very nicely presented with innovative systems that
deserve general praise, there seems to be too little control to
be ultimately satisfying.
Bad luck at the draw of the ship cards and/or of the lucky horseshoes
can spell defeat despite the player's best efforts. Worse, the game
permits a player to be completely eliminated before it is over.
[6-player Games]
- Fliegende Teppich, Der (Flying Carpet)
Race game for children which is not bad for adults.
Play a card and move your carpet, but don't run into a wall
or a cloud. If you land on another's carpet, you can stall him
or drop him to the ground. A fun, not-too-serious game
with some wild effects so you're never sure who will win until
the last play. The rules are just a bit ambiguous about whether it is
allowed to overshoot movement and be stopped by a cloud or building.
Perhaps the best way to cope with this is to insist that players aged 10
and up must scrupulously avoid collisions while those younger are allowed
to get away with it. An interesting variant might be to make the race go
there and back again, so that players lagging behind can land on the leaders.
- Flinke Pinke (Quandary, Thor)
Quick Knizia game about a stock market situation is not without strategy.
A pun on the German term "Pinke Pinke" which is a slang term perhaps
best translated for Americans as "moola" or "bread". "Flinke" means
lively or nimble.
Also published as Quandary with nicer components and in 2002 as
Thor.
- Flower of the Lotus (China Moon)
Bruno Faidutti racing game web-published at the Game Cabinet.
Although the theme of ducks, frogs and a lily pond is cheerfully
admitted to be thin, actually it's rather a charming fairy tale.
Players are frogs racing to land directly on lilies which they
collect in sets, including some at the end. Other spaces cause
trades or loss of lilies. The engine of movement is neither die
nor spinner, but simply player choice aided by a special rule
that permits skipping over already occupied spaces. Play is
almost entirely tactical without much strategy which will no
doubt engender jeers in some, but cheers in others. In each turn
one should always gain something tangible, but if not possible,
it's probably better to move the malingerers in the back than
blindly move oneself forward and accidentally help someone
else. In Hare and Tortoise
there is more strategy – do you race ahead? are you a
tortoise? do you live on the chance cards? – and more
calculation. Cartagena
is about the same difficulty, but the "move back to go forward"
motif is more novel and bewildering. Probably the best predictor
is Savannah Café
– if you can appreciate its simple pleasures, you may
well appreciate this one as well. Published for real in 2003 as
China Moon with some improvments in rules, board layout
and, naturally, components including rubber frogs. One almost
wants them to be launchable as in Ants in the Pants,
but alas this is not the case. Otherwise the
feeling of play is mostly the same.
[instructions]
- Flowerpower
Should I plant my annuals with my perennials or would that
be a botanical faux pas? If you have ever asked
such a question, you're a likely fan of this
latest in Kosmos' Games for Two series. Cardboard tiles in
a bag are, like
Dominoes,
double-ended, showing two flowers, or, rarely, the same flower twice.
The turn consists of drawing a tile at random and then
placing on the board so that like flowers touch, much as in
another game with a 1960's flavor,
Aquarius.
Players build on their own halves of the grid, so it's
mostly a solitaire affair, trying to complete tricky plays
that optimize use of rather limited space. The restricted
opportunities for interaction constitute three chances for
each to sow weeds in the other's garden by placing a tile
upside-down and the chance to claim flowers in the other's
garden by linking them up to the same type in one's own.
There are dilemmas, particularly in deciding whether
to go for a few large clumps or many smaller ones. Matters
can go on too long as at the end it seems most plays are
destined to be non-operative or even impossible. The design
team of Angelika Fassauer and Peter Haluszka includes a
woman and reliable reports indicate that the fairer sex is
taking to this title more than most, which is good to see
as men still seem to vastly outnumber in this hobby. I
don't know if an American edition is planned, but even
though there is no English text apart from the rules, it
would seem a good idea to have this one findable by the
general public in the stores. On the other hand it does
conjure up the humorous picture of a hairy-chested male
wargamer working up elaborate strategies in the only game
his woman will play, but having them all fail because trying
to get too complicated will probably be self-defeating. As
tiles are drawn and immediately used, it is difficult to
do too much long term planning; master strategists should
probably stay away. On the other hand, those looking for
a light, introductory game could do worse. If nothing
else, it's a good chance to brush up on your flower
identifications.
[Holiday List 2002]
- Fluch der Mumie
This move and capture style game with a difference takes us
back to those old movies of explorers being chased around a
pyramid by a mummy. "Curse of the Mummy" is a one-against-the
field affair where the mummy, playing one side of the vertical board
attempts to capture the unseen treasure hunters on the other.
The cardboard evidently contains some metal as the player and
mummy magnets stick right to it. Also sticking to the mummy
piece is a corresponding piece on the other side so that the
adventurers can see just where the mummy is at all times. The
mummy only gets an idea where its targets are when they
capture a treasure by revealing the card that goes with its
space. Then if the mummy piece can get to its prey in time,
moving into the space causes the player piece to
quick-as-a-wink and as if by magic jump onto the mummy piece
and stick there, signifying a capture. This does not knock the
player out, however, at least not at first. He is just
transported to the mummy's dungeon from which he can
immediately escape. The player is out on the third capture,
however. This is an elimination issue, but usually when this
happens the game is close to over anyway, either due to the
mummy making sufficient captures or one adventurer retrieving all
of his treasures and thus winning. The way that movement is
determined is a thing of beauty. The adventurer rolls several
dice whose values range from 1 to 4, but may not re-roll any
which show the mummy picture instead. These dice are set aside
and each such one gives an extra point of movement to the
mummy, who also rolls an exclusive die in his turn. When the
number of dice to roll become too few the adventurer, in what
is one of the two most interesting decisions of the game, may
decide to pick them all up to roll, but then provides the
mummy player with a free move. This can endanger adventurers,
but if it is not himself, the player may not care. Always the
adventurers must walk a fine line between keeping the lead
among their colleagues vs. not letting the mummy get too close
to victory. The other most interesting decision is outguessing
where the mummy player will go. The usual situation is that
the adventurer gets one turn of movement before the mummy
arrives on the spot so there is a guessing game to be played
about which of two or three options to use. Here an arrow die
result which permits unlimited travel in a straight line can
help. The artwork here is suitably attractive.
Communications-wise, some of the spaces could have been
colored more distinctively, but this can be overcome. The ankh
tiles players hold to represent their "lives" are somewhat
thin and the dice somewhat small, but there is nothing major
to complain about in this area. Play scales well for various
numbers of players and the simple rules make it accessible to
many ages and player types. It might be fun sometime to turn
out the lights, light some candles, put on some mummy movie
music and forbid talking to induce a suitably spooky
environment for this one. Only available in German, at least
at the time of this writing. Pronunciation (for Americans)
is something like [flook der moomiya].
[Ancient Egypt games]
Marcel-André Casasola-Merkle;
Ravensburger; 2008; 2-5
MHML8 (Strategy: Medium; Theme: High; Tactics: Medium; Evaluation: Low; Personal Rating: 8)
- Flussfieber (Fast Flowing Forest Fellers)
With this one the German man with the green hair has invented
a race game, and perhaps his most American-style game to date.
It fundamentally succeeds in spite of that, avoiding the worst
excesses of the form. The original "River Fever" doesn't quite
convey the topic: loggers racing down river, carefully perched
on floating logs. A player controls two racers, but on each
turn moves only one of them, as determined by the card
played from a constantly renewed hand of three. This design
decision has the
benefit of making sure nobody languishes too long without a
turn (as it would if turn order were completely random as in
Cosmic Encounter),
while still throwing randomness into what could otherwise
become a procession. Of course, the excitement of a race
varies directly with the number of racers as well (to a point,
anyway) and here even with just a couple players there are
enough to keep matters interesting. Each card specifies the
number of hexes a particular racer will move, with one card
permitting the player to decide which to move. Once one of
one's racers is over the finish line, the rest of one's cards
all count for the other. Racing is not the only activity on
offer, however. Pushing, in the form of driving racers and logs
before oneself, features as well.
It even has a (limited) domino effect which takes on added
significance due to the various back currents printed on the
maps. Getting caught in these can put a racer considerably off
course or, in some cases, back to the start of a board. But
what never happens and what in an American treatment would
almost certainly happen, is that a racer be pushed off his
log and out of the race. That a player needs to get both
racers across the finish line to win helps keep everyone
involved also since opponents will gang up on a player with
only one to go. The many riderless logs floating in the water
can often be used to help with this. There's a generous
variety of boards – printed front and back – which
permit a very large number of course permutations.
Pawns are wooden representations of boy and girl log
riders which differ fairly obviously, something the card
illusrations could have done better. Aesthetically, all is
attractive, however, and the wooden log pieces a nice touch.
This is a romp of a game where, except for once or twice per
playing, the decisions are obvious. As such it should be a
little shorter, but the theme certainly shines through.
For an interesting variant, try having no hand and the player
just using the top card from his deck. Also permit sideways
pushes as one passes.
Friedemann Friese; 2F-Spiele/Rio Grande; 2008; 2-5
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Low; Personal Rating: 6
[Buy it at Amazon]
- Fluxx
Multi-player card game in which the victory conditions,
as well as the rules, continually shift. While definitely
an innovative idea, it is unfortunate that so often the
implications of the changes are so broad and thus strategic
planning is for the most part lost. The result is a rather
mindless, though amusing experience while the idea thus
remains under-exploited. Has affinities to Das Regeln Wir
Schon, Democrazy and
more distantly, Guerilla.
[Looney Labs]
Strategy: Low; Theme: Low; Tactics: Low; Evaluation: Low; Personal Rating: 3
Andrew & Kristin Looney; Looney Labs; 1997; 2-6
[Buy it at Amazon]
- Foppen
The primary unique feature of this trick-taking card game featuring
a non-standard deck of three assymmetric suits with four wild
cards is that the
player of the lowest card (failure to follow suit is considered
lowest of all) must sit out the next trick. Negative points
are taken for still holding cards when the first player goes
out while the player going out receives a ten point bonus unless
finishing with the lowest card. A bit subject to luck of the draw,
but the primary skill is in remembering what has already been
played. A high hand permits always being able to play as well
as the privilege of the lead while a low hand at least provides
a low negative score. Thus there is at least one interesting
dilemma of whether to try to stay in suit using a wild card or
holding onto a cheap "1" card while taking the opportunity to
dump a more costly one. Not being able to play on certain
tricks can be something of an annoyance as the player has
little to do. Cards are attractively illustrated, each with a
unique humorous figure after the style of Paul Klee drawings.
Title literally translates to "to tease" although "Fool" has
been suggested as a more useful translation. Playable by children
8 and up.
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
Friedemann Friese; 2F-Spiele; 1995; 3-6
- For Sale
Ingenious, quick game of purchasing properties with the
interesting mechanism that the player who drops out gets the
lowest valued property and his bid back while the one who stays
in longest get the best but must spend it all. The second round
of then selling the houses à la Raj is just as
challenging and tricky to evaluate.
[Frequently Played]
[6-player Games]
Stefan Dorra;
- Formel Eins (Niki Lauda's Formel 1, Daytona 500, Top Race, Detroit-Cleveland Grand Prix)
Auto racing game driven by cardplay has been published under
several titles, some with slightly differing rules. Keys are
that bottlenecks can be jammed and prevent forward movement of
those behind and that sometimes it is necessary to play cards
to help opponent cars. Luck of the draw plays a large role and
may turn off serious players. As with other auto racing game,
has little to do with what makes for a true auto race.
- Formula C Minus
After finding a previous game (Trailer Park Gods)
by this publisher atrocious, I was shocked to find one even worse.
In this stupendously lacking auto racing game, even the most
primitive items are wholly absent, such as how to set up the
race cars in the first place, race car counters themselves,
rules for choosing the first player, rules for determining the
player order, rules for determining the result of a tie on a
ramming attempt, etc. And again, just as in the previous game,
a player who is already in the lead is rewarded with more cards
and thus the rules actually encourage runaway leaders. The only
slighly redeeming features are the attitude embodied by the cards
and background and a map which is not too badly drawn. Games
which reach this low level make one stop and think that perhaps
the whole thing is being done as a proof that the public will
buy anything — otherwise could someone really put out a product
which is lacking in so many ways?
[6-player Games]
- Formula De (Formula D)
Game about auto racing fails to feel like it because a good race
is won by running around a track over 100 times, edging up on
your opponent and then zooming by at the crucial moment. Here,
passing other cars is trivial and the best "line" to take through
corners is almost always the opposite of real life. Instead of
cutting to the inside and "smoothing out" the corners, here it's
better to go to the outside. Rather this is a game about risk
management concerning what one's speed should be going around
the turns. Additional complexities arise when tracks narrow
such that cars cannot easily pass. Various interpretations of
the rules seem to exist, requiring discussion beforehand with
unfamiliar opponents. At least the presentation offers a sense
of color and excitement. Many expansion kits depicting tracks
from all over the world have been published. Title is a bit of
a pun as "de" is French for "a die".
[6-player Games]
- Formula Motor Racing
Reiner Knizia design originally published by Gibson's in
1995 and re-released in slightly-changed form by GMT in 2001.
As in Stock Car Championship Racing
Card Game, there is no track and cars simply change
position relative to one another. Chief interest is in the
team racing effects achievable by getting one's pair of cars
together. Positions are affected by card play, some of which
are very powerful and can take opposing cars out of the race
with a single roll of the die. Rather simpler than Stock Car
Championship Racing Card Game with much more basic components,
the GMT edition employing the same plastic cars used by Detroit-Cleveland Grand Prix.
The result is mostly light fun – not a game to be taken seriously.
Strategically, given the "take that" nature of the cards, being
out in front early is probably a bad idea. [Take That! Card Games]
[6-player Games]
- Fossil
Each player represents a paleontological researcher trying to make
major fossil finds. Success brings more money and fame; failure
the opposite. The board is a 9x9 grid, each space of which is
covered by a tile depicting a portion of a fossil. Each tile also
contains a point value from 1-3. On the board are two stones,
one of which can be moved by each player on his turn in order
to claim a fossil. There is something very nice and clean about
the mechanics of this one. Fame is expended in quantity equal to
the number of spaces moved. When the last tile of a particular
fossil is removed, players receive points based on the number
of components they have and the point values on those tiles.
In addition, the player completing the fossil can exchange a
tile he has collected with one of those from another player.
Players who had no component in the fossil lose points which are
then given to the player who had the most points in that fossil.
The game is dependent on all of the players being at about
the same level, otherwise the game can easily be given away.
Strategically, if you can collect the most pieces of a single
fossil before running out of fame, you will probably do well.
[6-player Games]
- 4 in 1 (Mü & Lots More)
This package o' games permits play of four trick-taking card games:
Mü,
Njet!,
Was Sticht
and
Willi.
All of the cards use the charming
artwork of Doris Matthäus, including a delightful dragon for
Meinz. In the case of Was Sticht the chits are also
replaced by cards. Although these games are good, one wishes that
even more card games could have been included, especially some that
are long out of print. How great would it have been to also have
had
Foppen,
for example? Well, if this is a success,
perhaps another similar effort will appear later. Nevertheless,
this is a great treasure for trick-taking fans.
Personal Rating: 8
Amigo/Rio Grande; 2007
[Buy it at Amazon]
Njet!:
In this edition the number of cards goes from forty to sixty,
including three zeroes and four(!) sevens in each suit. Now the
zeroes rather than the ones are the potential supertrumps. The
greater number of cards
permits an additional player and every row on the decision
board has five options, including a no-trump option for the regular
trump suit. There are also options for pre-game card handling, e.g.
removing one or two cards, removing two non-zero cards or passing
two cards to the right. In scoring, the added option makes every trick
take costs two points. For uneven teams, the starting player chooses
which player of his, smaller team has a doubled score. Play is fairly
similar to the original except that the hand size with fewer than
five is a trifle large and there are some additional wrinkles caused
by the multiple cards of the same rank. In these cases, by the way,
the last to play a tied card takes the trick. It is disappointing
that the Njet! rules do not address at all the
endgame problem.
Willi (Meinz):
This game has been re-named Meinz and given special
rules for a dummy player – which can do quite well –
when there are only three.
- Fowl Play!
Capture game for two to four by Richard Breese. This simple
contest of player foxes pursuing neutral chickens (inspired by
a Wallace & Gromit marathon?) has very few rules and most
of them are found in one of the more byzantine scoring sections
ever composed. Even
Himalaya
has nothing on this. The fundamental idea is that each of the
chickens has different traits in three categories. The player
has a secret goal card which tells which three traits he must
avoid to maximize points, i.e. the more trait-friendly chickens
survive, the more points he gets. But in addition he scores more
if he can capture complete sets of four in any type, even though
this must include some from his avoidance group. (Math majors,
do group theory and even the term "abelian" spring to mind from
some distant recess?) In addition, a player stands to gain extra
by capturing the chicken of the type having all three traits on an
opponent's card. So this is an opportunity plus calculation plus
mild deduction game. As for the on board activities, they are
not at all novel. Each player chooses a hand card which defines
which chickens he may move. Chicken and fox moves ensue on the
hex grid, including some teleportation to keep things moving
and fluid. Thematically it seemed like there would be a lot,
in the nature of a
Tally Ho!,
but actually there's not a great
deal as calculation greatly overwhelms feeling. Minimizing and
maximizing without other innovation has its limitations. Most
replay value will come from different different amounts of chicken
trait overlap, but this number does not appear large. Components
are of good quality and the illustrations appropriately silly,
but do require careful consumer sticking of chicken labels. The
tokens may be a bit too helpful actually, in their communication
design as it can confusingly seem like the chickens have more
traits than they actually do. This is a good one for those
looking for something rather different from the rest of the field,
even if in some ways it is too much more of the same. On the other
hand, the marriage of intense calculation with the move-and-capture
motif may well put some players off. The group that comes to society
games from war games should also be more amenable to it than most.
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Medium; Personal Rating: 5
Richard Breese; R&D Games
- Freight Train
Alan Moon card game of operations in a freight yard as
players compete to draft the longest chains of identical train
cars. Cards are reminiscent of those in Express while play reminds one of Reibach & Co. Particularly
interesting is evaluation of the value of taking a good card
versus what valuable action this will enable for the next player.
Optional caboose rule does not seem to add anything. Warning:
requires a surprisingly large amount of table space.
Alan R. Moon
- Freya's Folly
Multi-player game on dwarfs excavating jewels in order to fulfill
contracts. Much revolves around movement through an elaborate
underground labyrinth randomly stocked with jewels. À la Emerald, dwarf movement depends
on the location of other dwarfs, here the goal being to have
some in one's path as this permits the longer frog's leap. But
if there are too many one cannot leap at all. A dwarf may also
be given a special ability which modifies this, e.g. moving
further, moving more often, perventing others from jumping or
even carrying extra jewels or employing a bat to fly jewels to
the top. There is some ability
also to steal from others which at first feels mean, the process of
acquiring jewels honestly being so laborious, but by the end
everyone tends to have more jewels than they can use anyway. The
fact that claiming a contract requires the most vital resource
of all – an action – is somewhat troublesome as a player
may claim one and then see his jewels stolen out from under
him. On the other hand, refraining from a claim may lose it
to someone else. To help there is a side game of fulfilling
amber contracts which has the tripartite effect of providing
extra moves, triggering the end of the game and modifying
scoring somewhat depending on the number of these contracts
completed. As free actions can be extremely valuable, probably
every winner completes at least one of these (and maybe no
more than that?). The board is rather large, the pieces many
and all is attractively realized. The thematic fit is apt as
well. The only objection might be that not enough of interest
happens in a turn and little of interest on others' turns so
it is imperative that all play quickly lest excitement flag.
The choices one makes are not so much agonizing as mostly obvious
with only the occasional significant deviation being advisable.
[Sagacity
Games]
Strategy: Medium; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 6
- FrischFisch (Fresh Fish)
Tile-laying game with auctions by Friedemann Friese. One wants
fish to be as fresh as possible, so players compete in four
categories (the others being nuclear waste, petrol and games) to
get their outlets as close to the source as possible on a 10 by
10 grid. Very unusual game of prediction and of measuring risks
and opportunities. There is a slight problem in that players must
be alert to placing road tiles which occur by implication, but
it is not too serious since the same activity also helps one to
play better. Highly recommended sophisticated – what the German
industry calls anspruchsvoll – game. Unfortunately had
only appeared so far in a limited print run, so the subsequent
American edition was most welcome despite a few glitches:
too similar looking red and orange pieces and an unnecessarily
larger package. The box cover art is quite attractive, although it
might imply that the game is for children – definitely not the
case. Some rules have been altered – probably for the better
–
groups must clarify which are to be used before beginning play.
Friedemann Friese;
Plenary Games;
- Fruit Fair
Picking four types of fruit and presenting them at fairs is
the topic; simultaneous selection the mechanism. Four trees
adorn the board, each having a number of plastic fruit pieces.
All players have a card for each tree which they lay out face
down, allocating to them, also face down, their picker and
planter cards. Each picker gets one piece of fruit at the
assigned tree, if any are still available, and each planter
creates a new piece of fruit on the tree at the end of the
turn. This is the only limited means by which new fruit appears; to
help with that, one thing players can do with their fruit is
spend it to acquire more workers. These can act either as
pickers or planters, which generally means that when sent to a
tree containing no fruit, instead of picking they plant.
The other way that fruit can be spent is in buying face down
victory point chips (which represent prizes at the fair). The
chips appear at various costs and categories, e.g. gold, silver, bronze,
etc. and their range of values displayed so that players can
tell approximately the number of points that will be earned.
This is the basic setup, but there are a few wrinkles in the
form of special ability chits which are assigned each turn after
purchases. Each of these is goes with a particular tree
and the player holding the most fruit of the tree types
receives the benefit for the following turn. One gives the
advantage of being the first player, one an extra picker who
brings something home even if all trees are empty, one removes
the requirement to plan the move and then there is the raccoon
which appears to be so important this could have been
sub-titled "The Raccoon is Power". First the raccoon holder
removes two different fruits before picking and this causes
the special ability chits at these trees to be swapped,
probably scrambling the plans of the opponents. But in
addition, the raccoon holder gets an important bonus on all
purchases. As a catch-up mechanism, players tied on the turn
order tree fruit swap turn order chits, so the fourth player
would go second and the second fourth. Thus what tends to
develop for each player is a two- or three-turn cycle in which
they are acting early and acquiring a lot of fruit and then
on subsequent turns acting late, probably getting little or no
fruit, but with any luck having the raccoon and being able to
make valuable purchases. Bits wise, there are oodles of impressive
plastic fruit pieces, round on one side, flat and hollow on
the other. There are also a fair number of cards, they and the
board illustrated in a slightly impersonal, cartoony way, more
traditional American game style than anything else. The board is large
enough to make finding space for your cards, bits and beverage
difficult, and unnecessarily so. In fact as nothing on
it ever really moves, the entire board is actually superfluous
and could have been replaced by cards, or even nothing at all
and the publisher might have saved some costs. Play moves
with little downtime and a three-quarter hour duration is
reasonable. When this much is being planned simultaneously,
and available items so scarce, and the raccoon
can change things so significantly, a large amount of chaos
is inevitable, especially with more players. Many players will
feel their planning is insufficiently rewarded and their
decisions not significant enough. The randomness of the awards
only adds to this. Thematically, picking and planting
operations reflect reality well, but what the special ability
chits represent, why they and extra workers are acquired
via fruit, and how the raccoon has the effects it does, are
perplexing. There is some strategic decisionmaking, mainly
around how many extra workers to acquire and which special
abilities to target, though it's quite possible to acquire one
or more purely by accident.
MMHM6 (Strategy: Medium; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 6)
Kris Gould; Wattsalpoag-2008; 3-6; 8+
- Fuddy Duddy
(Note: a complimentary copy of this game was received for
purposes of review.) Card game for two to eight intended
for both adults and children. Certainly it's easy to play,
but can adults appreciate it? The idea is basically that of Mah Jongg,
cards replacing that game's tiles. Players still try to collect
a set, drawing either from the pile or discards. The chief
differences are that the set to collect is only four cards long
and that there are four discard piles, organized by rank. The
skills are the same – watching what others are collecting
and memorizing same. But three of Mah
Jongg's main attractions are unwisely absent here.
First, the tactile pleasure of handling the tiles should not
be underestimated. Second, the aesthetic pleasure of the
colorfully illustrated tiles has been sacrificed for drab, but
readable cards. And third, the fourteen-item set size has been
reduced down to just four. This last means that now things are
much more subject to luck because drawing a nearly-perfect hand
is much, much easier. Sometimes in fact a hand is over in less
time than it took to set it up. Thus it will generally not be
appealing to adults, nor is the main game skill – memory
–
really fair. Adults can do this rather better than kids can –
if they want to, but of course many don't even want to. In
general, memory isn't a great mechanism on which to build a
family game. It's generally much better to set up a system where
analysis helps, but in which more-or-less random play isn't
that bad either. Thinking of titles in which this is true is
left to the reader. At least the sturdy, plastic-coated cards
are easy to handle, though differently-shaped illustrations
would have helped the color-blind or those playing under low
light to distinguish the suits. Perhaps the publishers can
think up some better games to play with this same card set?
[Let's Play Games]
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Low;
Personal Rating: 3
- Fugger, Die
The title of this card game refers to the Renaissance
financier Jakob Fugger II (1459-1525) rather than
the euphemistic term found in early Norman Mailer
novels. This character, not so widely known in America,
has nevertheless appeared in quite a few games including Conquistador;
Lords of the
Renaissance; and Fugger, Welser,
Medici. Son of an Augsburg merchant, he turned his city
into the financial capital of Europe by lending to the rulers of
Germany, Austria and Hungary and by forming cartels to control the
prices of silks, spices and velvets. It's the setting of just such
prices that are primary concern in the game as well. But if the
theme is rooted in history, the history of the system is in games like
Modern Art and Paparazzo. All three share
the element of cards slowly being revealed to determine which
commodity is most valuable. This game's departure is to base
the valuation not purely on number of cards, but also employ
progression around a sort of price pinwheel in which the highest
price is immediately followed by the lowest. This type of
boom-bust cycle may seem unrealistic, but does look rather like
the progressions of modern fad products. Eschewing auctions,
the system expertly implements its central mechanism as players
simultaneously struggle to divine others' capabilities while
reacting to the rapidly changing situation. Artwork is rather
attractive, but some thought should be given to table arrangement
so players are not required to swivel their views so fiercely.
Perhaps the player cards should be placed more to the middle and
the circle at the margins. This may be better for fewer than four
players anyway in order to avoid cycles of too predictable play.
Games of the Italian Renaissance]
- Fugger, Welser, Medici
Longish Doris and Frank large game about Renaissance European
traders. The name refers to three of the leading trading
houses in Europe at that time. Gorgeously illustrated by
Doris Matthäus as usual. Players send their traders
hopping around Europe trying to make profits and vault up to
the nobility. Somewhat like
Ursuppe,
there is perhaps
a bit too much not very important activity and only a single
crucial decision, i.e. when to make a bid to win the game.
Games of the Italian Renaissance]
[Traveling Merchant Games]
Frank Nestel & Doris Matthäus;
Doris&Frank; 1994; 2-6
- Fundstücke (Unexpected Treasures)
Friedemann Friese cynical take on thieves helping themselves to
others' furniture, clocks, radios and cameras and re-selling
to order. This clever combination of the guessing part of
Adel Verpflichtet and the
fill-the-order part of Empire
Builder works quite well and it is surprising that
no one has done more with the concept in subsequent years.
(Silberzwerg went part
of the way.) The resolution of multiple players making the same
choice of hauling vehicle is quite good: the player holding the
lowest-numbered token gets to go, but must trade this valuable
item with the tied player holding the highest. Players caught in
the middle get nothing. Cameras act as wild cards and I wonder
how that would work in real life. The customer requests you
deliver him a sofa. You arrive and explain "Well, I couldn't get
the sofa, but maybe you'd like this camera instead?" I find this
more humorous than objectionable. Players can also steal from one
another, wrenching plans even further. Artwork is monochromatic,
but appropriate,
suggesting the dark days following World War II. Title means "found item", i.e.
poking fun at the suggestion that these black market dealers are only selling
items that nobody wanted anymore. Seems to fit in well with the world of
Landlord.
Also known as Unexpected Treasures from Rio Grande Games.
Friedemann Friese; 2F-Spiele-2002/2F-Spiele-2012/Rio Grande-2012; 3-6; 30; 8+
- Funkenschlag (Power Grid)
Another game from Friedemann Friese and 2-F; it's bewildering
how he manages to come up with good game after good game
restricting himself to the letter "F" to start the title.
Here it refers to "striking a spark" which is only appropriate
for a game (generously for up to 6) about building and
supplying national power grids using three combined
mechanisms: (1) auctioning power plants, (2) a sliding raw
materials market à la
McMulti,
and a crayon-drawing system akin to
Empire Builder. The auction
is kept various by having different sorts of plants – oil,
coal, oil/coal, wind, garbage, nuclear, fusion – and by having
them flap in and out of availability. It is a game of very close
measurement – accountants should do well – and many tactical
maneuvers, not just on the board, but also in the auction
bidding and supply purchasing. But while play of the latter
two tends to be mostly reactive, it is in the board drawing
that players can form longer plans, and where the game is won
and lost. This sub-game is good enough that the rest could be
jettisoned and it would still be sufficiently satisfying, the
key being that initially only one player can draw to a city
– later it's two and only in the last part, three. There is
nothing here of the German game staple that in helping oneself,
one also helps another. Indeed, virtually every action makes
the opponent's life harder. Perhaps this is one reason that
this longish game seems to be getting a warmer reaction –
more and better reviews – in the English-speaking world than
in the German. It also means that it's a good idea to choose
players carefully as a mean-spirited person could probably make
himself rather obnoxious by always drawing to cities just ahead
of a particular opponent. But there are healthy advantages to
being in last place and indeed, at certain points, it can be
a vital strategy to deliberately get there in order to vault
into first. While there is nothing amiss, it's also possible
to wonder about lost opportunities. Instead of being able to
easily switch between types of power sources, what if there were
a feedback mechanism encouraging continued use of the same types?
Wind power people know wind power well, nuke people know nukes
well, etc. This could have created several different strategic
channels for players to consider, and widened the opportunity
for strategy beyond just the drawing board. Or even a special
prize for "going green" as in Dicke
Kartoffeln. Thematically, it's doubtful that in real
life or even on a fictional continent such as this one that
electricity needs such a wide clearance – it worked much more
believably with railroads – but at least one never needs to
worry about rivers flooding!
The designer is nevertheless to be congratulated for once again
basing a game on a modern topic rather than relying as others do on
old and safe romantic, historical periods. Note: a plexiglas sheet with
dry-erase markers works quite well to keep everything securely
in place. Update: The second edition, also known as
Power Grid, omits the drawing element in favor of a much
higher quality "pre-drawn" map. There are two map options in
fact, one of the United States and one of Germany (on the reverse
side of the board). The game operates much as before otherwise,
but what struck oddly this time were all the little inelegancies:
the necessity of three stages, remembering when to discard plants,
remembering all the different fuel replenishment rates, etc. It
can all be coped with, but it's just unfortunate. By the way,
the above suggestion on a feedback mechanism has been ignored.
[6-player Games]
- Funkenschlag: Fabrikmanager (Power Grid: Factory Manager)
Suppose you were put in charge of a factory? Would you manage
it or mangle it? Now you've a chance to find out. First off let's
dispose of the "Power Grid" name issue. It's sort of annoying to see
a game adopt the branding tactics of other industries, but
when at the cafe folks come over to ask if it's as much fun as the
original, it becomes clear that it works. The annoying thing
to swallow is that this and
Power Grid
have only a spark of electrical theme in common. The
constraining factors here are the limited space available to
contain machine and storage tiles and the limited
number of workers that operate them. Actually it's all
about binary balance. As in
Vegas Showdown,
income is the minimum of two qualities (here machines and
storage). Workers are needed to run machines, but also for
tile acquisition. Then within tile acquisition itself, workers
are needed for bidding on turn order, but the more used to
bid, the less available for use in acquiring tiles. Getting
new tiles is the most innovative feature, a mechanism which feels
like it must have been used before, but it's difficult to think of
where. What happens is that tiles of increasingly better
quality are arranged on a big board (a somewhat tedious setup
chore) and players follow one another in drafting one or more, not
to immediately own, but simply to place in a purchase pool.
The thing is that before the more impressive items can be
drafted, all its lowly predecessors must also be chosen.
Then there is a second round and in the same order, players
are now able to purchase items. Naturally the earlier one is
in a round, the better the item one can buy. The trick is that
only the late acting players can draft the best items, which
they will likely not be able to buy, but by doing so they
likely guarantee better items for themselves as well. Often
players often want to act early in a round one turn, late in
the next: another binary balance. While it's all very clever,
it's slightly dissatisfying that to play properly, before
drafting one should really study each opponent's board thoroughly to
understand what they're trying to and can do, and draft accordingly.
But in the hurlyburly of a game, and to keep things moving, one
doesn't do that, and gets the feeling of not having done one's best.
Ideally this might be played by email to give time for the requisite
analysis. The production is very well done with separate player
boards and oodles of tiles and
meeples. Most probably have Poker chips to replace the
paper money. The overly terse instructions which can lead
to errors. Thematically it's not bad, though the drafting
doesn't quite make sense, and strategically there are
different tacks one can try such as going into robotics or
early entry into improved power sources (power is a cost).
Your entire management stint will last just five turns
or right around an hour or less. Due to its novel mechanism,
it also works better with more rather than fewer players; at least
it supports five which is becoming more and more rare these days.
MMHH6 (Strategy: Medium; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 6)
Friedemann Friese; 2F Spiele-2009/Rio Grande Games-2009; 2-5
[Buy it at Amazon]
- Fürchterliche Feinde (Formidable Foes)
Fantasy dungeon hack-and-slash for up to six. Departing from the
usual, player characters begin entirely undifferentiated in
abilities, although they rapidly gain different wisdom levels as
they defeat more and more monsters. Combat is resolved by
straight numerical comparison – either you have the wisdom to
defeat the monster or you don't. What's uncertain is how much
damage you will take, which is determined by subtracting one die
result from another, the dice being specially made to reduce
variability. Defeating a monster also usually provides a spell
card which is text free, but the picture needs to be looked up
the first time. Eventually a player takes enough damage so as to
be in danger of losing his last power point, in which case he sits
out a turn and collects a portion of the points which have
previously been lost by players. By shading a portion of the
track on which these community markers sit, the game makes it
easy to calculate the number retrieved. Timing this is a bit
tricky though as monster levels are going up all the time and one must
avoid a situation of running out of nearby beatable opponents,
the collection of which gives the victory. So careful observance
of others' situations and intuition about their next couple of
moves can be important. There are special rules to help the last
place player though it's unclear whether they're sufficient in
all cases. It's possible that the Kramer 2000 rule of all players
being in the running right up to the end doesn't hold.
The monsters appear in a maze where some of the
paths must be discovered and in numerically increasing strengths.
Such orderly monsters are quite a departure from the usual in
this genre. But then this is something of an orderly game,
perhaps a bit too much so since the next thing to do is usually
rather straightforward. The end game can offer a few surprises,
but often these depend on spells hidden in hands so solving them
isn't really achievable via planning. The other and perhaps main
challenge is finding the shortest path through the maze – which
includes teleportation points that change on every playing – and
while this puzzle offers some interest, it's really just a matter
of looking and counting. The main difficulty is really a player
tendency to underestimate its difficulty and miss something by
not studying the somewhat murky board long enough. Overall this
genre is not really a good match for the German-style game. This
attempt may in fact be the best one can do under these
constraints and yet it remains basically unsatisfying. If
nevertheless one is determined to play, the best best is to
include all six players, thus minimizing predictability as much
as possible.
Strategy: Low; Theme: High; Tactics: High; Evaluation: Low; Personal Rating: 6
Friedeman Friese; 2F-Spiele; 2006; 2-6
- Fürsten von Florenz, Die (The Princes of Florence)
"The Princes of Florence" is set in Renaissance Italy.
The composer Vivaldi lived in Venice or else he would be
a perfect metaphor for this game where one must harmonize a
number of game elements as successfully as possible. This idea
is taken to a degree not really seen before. Players conduct
auctions each turn to determine how interested they are in
various landscape designs, architects and jesters – there is
great variety as there are actually seven different items from
which to choose. They receive two actions which can include
constructing buildings and supporting cultural activity, which
need to be matched with construction plans, with one another
and with ideologies. At the same time one needs to figure out
how to defeat the plans of others as well as any possibilities
for making use of what they have accomplished. In a sense one
is also engaged in empire-building. There appear to be several
different strategic routes to victory and players should enjoy
exploring all of them for quite a few replays.
Games of the Italian Renaissance]
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