Spotlight on Games
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1001 Nights of Gaming
- M -
- Macao
Another of Stefan Feld's games which are driven by dice
(Roma,
Die Burgen von Burgund),
but have much more going on afterwards, this one is set in the
Chinese port during its 17th-century Portuguese
period. Six dice in the same number of colors are rolled and
each non-exclusively chooses which two to use, gaining cubes
in that color equal to the pips and placing them along edges
of their personal ship helms. The twist is that if the number
is say, four, then the four cubes are placed four positions
away, in effect four positions into the future, thus creating
a nice tradeoff between quantity and timeliness. Each round
then, a player may only use the cubes which have been placed
for it. Activities include activating cards, buying properties
to collect their goods, shipping goods to Europe, acquiring
gold, improving turn order position and taking special actions.
Each round they also draft a card from those on offer, the deck
of ninety-six including many different special abilities, many
of them interrelating and mutually reinforcing, or at least
should be if one wants to win. They are
also priced according to usefulness. Over twelve rounds players
earn points by shipping, buying, from card abilities and
buildings. While all may sound attractive, in practice not
all about this harbor is so fragrant. The chief innovation is
the wheel of cubes tied to dice, but somehow it feels like
it should have been easier to use. The presentation, from the
box cover to the board to the components is rather attractive,
but also unnecessarily difficult since the wares on the islands
look too similar. In addition the card texts often give the
names which are not printed on the board, rather than the icons,
which are. Despite only supporting at most four players, this
also requires a surprisingly large tableprint. There are also
issues with the instructions. Somehow they seem to have been
infected with acronymitis, annoyingly using terms like GC for gold
or coin and AC instead of cube. They also refer to cards of a
particular type and it's often not immediately clear what
types of cards are meant. In German the equivalent terms for
"activate" and "use" have very different meanings, whereas in
English they're generally synonymous. The rules would have
been clearer had a special term been employed for one
of them. But the biggest objection is that at two hours this
is unfortunately too random for the amount of time
required. If due to bad luck of the dice one falls into a rut
the cost is a three victory points penalty, meaning that now
one is into the rut that much more. There just isn't very
much catchup mechanism here – only the ships and player
order; the districts which one might think could help
tend not to be very significant in final scoring. The scoring
itself is a bit strange in that it's so geeked out. One scores
points for district sets as well as tokens taken. Then there are
sailing points as well as purchasing points. Weirdly it seems a
challenge to figure how to do something which does not score
in some way (actually that might make an interesting game
idea). But this whole pattern starts to remind of too many other
Alea games which have been looking rather too similar lately.
MMMM5 (Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 5)
Stefan Feld; alea-2009/Rio Grande Games-2009; 2-4; 120
Amazon
- Macher, Die
Karl-Heinz Schmiel
game of German elections features very close measurement,
relatively little luck and lots of planning.
Original edition for four players; second edition
for five cleans up and improves several game concepts.
Appeals to those who like a more detailed sort of endeavor.
By the way, Paragraph 218 which is one of the issues in the
game, refers to the German law against abortion.
[chart]
[summary]
[notes]
[variant]
[summary]
- Mad Monks & Relics
Like medieval wine, a rich, but not smooth simulation of the
attempts of medieval monks to travel around Europe and find
valuable relics. Limiting their efforts are other players and
historical events such as the Black Plague, heresies, bandits,
storms at sea, etc. Several historical monks are included and
each has a unique special ability and set of characteristics.
Although the game accommodates five, it is probably best played
with three to limit downtime between turns. Trading knowledge
liberally is probably a good idea to keep the matters short.
Most of the nasty events never take any effect as they cannot
be played unless a player remains in the same city for more than
one turn which is not that frequent. The Black Plague can be an
annoying feature, particularly if it appears early in the game, as
it must be rolled for and moved at the start of every turn. This
is a lot of work for something which, in the way that it is
implemented, can mostly be ignored and generally easily evaded.
At least the map might have had printed on it the dice numbers
which cause it to move in various directions. The Holy Grail,
not surprisingly the most valuable of all artifacts, is probably
tipped a bit too strongly toward history. This relic is no more
difficult to find than any other relic, but if it is in the game,
generally gives the finder the victory regardless of prior accomplishments.
[Simulations Workshop]
- Maestro
Tile-placement game about placing musicians in mostly classical
music concerts is similar to Café
International and by the same inventor. What it
omits in the strategy of side effects of placements,
it gains in the difficult dilemmas of stocking the
agency and how long to wait. Players of the later RA, will quickly recognize the
system for determining the ending. All of the musical works
look authentic, but in fact there are quite a few problems,
including with the way the instruments have been depicted.
This is detailed by musician Moritz Eggert in his German game
report.
[rules translation]
[Frequently Played]
Rudi Hoffman;
- Maestro Leonardo (Leonardo da Vinci)
This is a game of competing inventors in the overused setting of
Renaissance Italy. I suppose an historical's greater likelihood
of winning the Spiel des Jahres keeps these games from being
about something more novel – this could have been about
21st century game inventors, for example – but
then, this one was never going to win that award anyway. There
are far too many moving parts. These parts include the items
you would expect inventors to need such as consumer demand
(cards), five types of raw materials, workshops, assistants,
cash and advanced information about future demand. The means of
acquisition is that form of rolling auction in which players take
turns placing meeples ("assistants") on various items, à
la
Ys
and
Pillars of the Earth
to name just two recent ones. The
player having the majority on an item gets first draw – others
paying for the privilege or taking nothing at all. The invention
"contract" cards are sort of an auction as well since they are
not awarded to anyone, but are laid out and available for all
to target. All who succeed get at least some credit, but the
first to finish receives more and if there is a tie it's resolved
via blind auction. There are quite a few wooden pieces, but the
publisher cleverly cuts costs by providing the gray "mechanical
workers" who are fought over by all players, which adds another
dimension to play as well. Production is quite good in general,
though, featuring Leonardo-like drawings on the invention cards,
an especially fine touch. Those who don't like a game safety net
may be somewhat pleased here. At the very least a player can get
considerably ahead of the rest, the only way to stop them being
to concentrate bids against them. But by the time the need for
this is realized it can be too late. It also seems that victory
tends always to be found on a particular path. For example,
a player starts with one basic workshop and has the option to
stay that way, but it seems far more likely that the winner
will not only upgrade this, but also buy the second workshop
and buy that as well, the main issue being the timing. Overall,
compared to other auction/evaluation games its thematic elements
make it better than many, but really it does not exceed
Pillars of the Earth
(even if its random factors are better hidden)
and is a middling effort in the German gaming scene.
Games of the Italian Renaissance]
Strategy: Low; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 6
Stefano Luperto, Antonio Tinto, Virginio Gigli &
Flaminia Brasini; daVinci; 2006
- Magellan (Pizarro & Co.)
Game of thirty-six auctions by kings of various explorers from
Marco Polo (b. 1254) to James Cook (b. 1728). History becomes
compressed; as individuals recede into the past, they become
nearly planar. Probably if the competing alternatives had
ranged from Bill Clinton to Sir Walter Raleigh, players would
find it a source of humor, but their gap would be smaller than
the one presented here. But even if the theme doesn't work –
neither does that of, say, Pacific
Northwest Rails, which works well – so the question
is, how is it otherwise? It should appeal best, I think,
to shrewd bidders who instinctively know the monetary
value of everything and enjoy the clever little tactical
moves. I like it better than an auction game like Das Letzte Paradies, but
not as well as The Merchants of
Amsterdam, which features more to think about outside
the actual auctions. Another consideration is that like Modern Art is fairly fragile if
players of unequal ability are involved. The fact that boards
are back-printed with alternate versions of the game to increase
variety is a nice touch which should be more practiced. It would
have been nice had a way been provided to show which players have
dropped out of an auction – especially in six-player games the
not knowing can cause a lot of time to be wasted. May be better
with fewer than six players in general. Maybe because of the
prior title by Flying Turtle, the Rio Grande Games edition box
keeps the same portrait of Magellan, but re-names it Pizarro
– bizarro!
- Magier von Pangea, Die
Game of magicians trying to collect five different amulets on
a wraparound world where they can shift the continents as in
prehistoric Pangea (properly "Pangaea"). Features a number of
interesting tradeoffs such as choice of fortress location, how to
best re-shape the geography, balancing production vs. collection,
bringing in amulets early when it's easier but makes subsequent
ones more expensive vs. waiting, etc. The rules are simple,
the choices interesting and the best plans far from obvious.
Each player has a unique set of forces, each being able to produce
on only three of the five types. The nature of the race requires
close attention to the activities of others and the ability to
play joint defense. At times it may seem like final victory
is only an accidental result, but it is probably more common
that the seeds of that victory have been laid far in advance.
Mechanics are very clean and the obstacles to non-German
speakers acceptable, even if less than ideal as the terrain
types are written on the counters, leaving it to the player to
first match name to picture, then picture to tile. If only the
counters featured pictures rather than names, this would have
been avoided. For those interested in the practical forms that
magic takes in games, here it is used either to bring on a new
piece, shift a land or prevent a board segment from being changed.
Recommended for alert players who enjoy a lot of strategic and
tactical possibilities. Even works fairly well for two players
since the absent players are still present as neutrals.
- Magna Grecia
-
Board game of the expansion of unnamed Greek cities in "Greater
Greece", i.e. on the ancient Italian peninsula. (A long
time ago I had a game design prototype with this same title
and was told by one of the playtesters that he wouldn't buy
a game whose name he couldn't pronounce. Clementoni didn't
listen to him and published this anyway so I am curious
to see whether he will get this one.) This feels like
another in the Tikal
/ Java / Mexica series by Kiesling and Kramer,
but in fact is by Leo Colovini and Michael Schacht. The wholly
original mechanics consist of expanding cities, connecting them to
shrines and villages and buying markets. The primary strategy,
primary in the sense that it does not depend on any other,
is to influence as many shrines
as possible, which itself depends on the city connecting to as
many other items as possible. The secondary, dependent strategy is
more obscure, involving creation of many markets in others' cities
while they are still cheap, hoping to predict correctly which will
become valuable. A mixed approach is also possible, but the best
plan is probably to do what others are not. Although there are a
wide number of options and plenty to understand about the dynamics
of a hexagonal grid, the sequence of play is very straightforward,
the players receiving new tiles and being able to play them at
variable rates as given by cards. The tension of choosing two out
of three possible action types – placing city tiles, placing road
tiles, replenishing tiles – is there. Scoring rules are a little
more involved, but not to the point of being overly taxing. The
art design features a bright yellow board with tiles in yellow,
orange, brown and red. At the time of this writing a graphic
re-design is reportedly underway to address the difficulties
this causes. The wooden shrine markers are very similar to the
temples sported by Ulysses
while hexagonal cylinders indicate markets. It would have been
nice had the theme been grasped a little more strongly and
sometimes there is some down time as up to six other turns are
taken before you have another, but this is one of those more
complex, mostly luck-free vehicles which are difficult to play
well at first, but rewarding and ever-novel for those seeking
more than the usual challenge.
- Magnificent Race, The
Players engage in an around-the-world race via different travel
modes. Features a circular spinning tray holding a dozen marbles,
one of which lands in a depression near the center to determine
the winner of the competition. One of the marbles belongs to a
nemesis non-player. The gadget was the best feature as the rest
had little strategy to offer. Nevertheless was said to have
sold over a million copies. [Balloon
Aviation Games]
- Mah-Jongg
Asian Rummy derivative featuring
melding and discarding, often played for monetary stakes.
However, is a challenging exercise without this additional
drama. The traditional tiles provide nice tactile and even aural
pleasures as they click, click, click along. Comes in Chinese,
Japanese and American rules versions, with many additional
variations besides. Those which do not use the flowers and
seasons reduce the luck and are the most interesting for serious
players. Probably invented around AD 1850 in the city of Ningpo,
China, by two brothers from the earlier ma tiae. It was
imported to the United States c. 1922 and in just two years
became so popular that Congress had to enact a law regularizing
the name under which it was published. Read more at
https://www.daniel.gottesman.com/maj/majHistory.html or
at
https://members.aol.com/pungchw3/brief.htm.
Mah Jong Handbook: How to Play, Score, and Win the Modern
Game [analysis]
[scoring chart]
[Buy it at Amazon]
- Major Four of Heizei, The
-
The theme of this Japanese card game by the inventor of the
noted Inotaizu/Kaigan and The Master of the Merchant
in the Sakai is of contending Japanese politicians in the
year 714. It's great to have this unusual theme, but probably
no one will notice. What you will notice are cards in four
suits and rules which specify how they are played and then drafted.
Taking a turn consists of playing a set of cards in
the same suit. These advance a corresponding token a number
following the triangular numbers scheme.
Then the player replenishes the hand using previously
played cards, but sets these cards aside. The track should
have been numbered to make it easier to use. The Japlish
translation provided is just terrible. But the scoring
system is a real innovation. The first time around it's fairly
standard: you get three points for each card of the most
advanced token, two each for the second most advanced and one
each for the third most. But then the second round is played
in the same way... with clever scoring rules. Now you must
ensure that the cards you have most of are the least
advanced on the track since they each count negatively, no
matter how far the token has progressed, and now the range of
card values is one to four. The eventual placements, being
constructed by the cumulative efforts of all
the players and constantly evolving, are difficult the predict
and usually difficult to react to since one might not have
the right combination of cards and/or the right cards are not
in the display. There often tends to develop a groupthink which
one can either join or try to go against. Cards showing busts
of politicians are fairly attractive as is the board. Tokens
are basic cubes. Simple rules, difficult decisionmaking and
short duration make this indie production a major winner.
MLMH7 (Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 7)
Kenichi Tanabe; Takamagahara-2009/Ascora Games-2009; 3-4; 45
[Shop]
- Mamma Mia
Card game by Uwe Rosenberg in which players compete to complete
the most pizzas. Initially seems like a memory contest, but
since players may (1) supplement their orders with ingredients
from their hand and/or (2) bluff about what they are building,
is really won by having a sort of Zen-like feeling about the
right time to drop an order. Also, putting yourself in the
right situation for the next round also helps. Worth occasionally
bringing out as a light offering.
Uwe Rosenberg; 1999
[Buy it at Amazon]
- Manager
Economics-oriented game includes both managing a company and stock
investment. Includes a clever gadget for simultaneous bidding.
Does not work as once a player gets ahead of the others, it is
impossible to stop him.
- Mango Tango
This very simple auction card game has a theme
– about dancers hoping to qualify for competitions
– but it doesn't matter. What happens is that each
player begins with ten cards from the nine suit, rank 1-12,
108 card deck. Of the undealt cards, the top one is turned up
and each player chooses a hand card to make a closed bid for it.
The highest card decides whether the card is selected or
tossed. If a card is tossed each player draws a card to
replace the one just spent. This continues until five cards
have been selected (and each player is left with just five
in hand as well). At this point, every hand card that matches
a selected card in either suit or value scores its rank for
its owner. The player having the most points after several
rounds wins. The artwork, showing various numbers of
anthromorophic mangoes, is colorful and fun. There's plenty of
randomness in play and matters can feel unfair, especially
as there's little value to low ranked cards. The only rule
helping them even a little is that if there are ties for the
high bid, all of the tied cards are ignored and the next
highest wins. But even so, as in games like
Drahtseilakt
or
Shit!
the decisionmaking is challenging. Some examples of evaluative
questions a player needs to resolve: what should be the ratio
between card bid and value received? is it better to keep many
suits or one card in each suit? Should one just always bid
one's lowest card or when is it worth going higher? Beyond
these kinds of questions, by watching the way in others act,
one can make good guesses about what they are holding, which
can also inform play. Besides the interest thus lent, play
can move very quickly so that an entire match might finish in
twenty minutes or less. This can work for younger players as
well as for many players, in fact probably working better for
a larger group.
Leo Colovini & Dario de Toffoli; Piatnik; 2005; 2-7
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 7
- Manhattan
Architects compete in skyscraper building. English edition is set
in various districts of New York while the German edition is more
realistic in setting it in the cities of the world. Competition
is district by district and there is no limit on which district
a player can enter, the only restrictions being the exact block
available (due to cards and pre-existing buildings). This gives
rise to perhaps too much table coercion/pleading and relatively
little strategy, although there are plenty of tactics. May also
give rise to kingmaker situations.
The
"Godzilla variant"
requires adding a figure to represent the monster which is
placed in the center of one of the cities, preferably Tokyo.
Since there is no Tokyo, Hong Kong will have to do. Now each
time a card is played it moves one square, orthogonally or
diagonally in same direction as the card's activated square
is in to the card's center (which can get tricky to calculate
when moving between cities). If a center square card is
played, the beast does not move at all. Should it ever enter
the same space as a buiding, the latter is completely
destroyed without chance of mitigation, its components removed
from play. Not surprisingly, this is an event which occurs
quite frequently. In fact, by the midgame monster moving
dominates building placement as a card play consideration.
In effect, this variant converts a German game of close
measurement to an American bashing on a mostly empty board.
It certainly does nothing to lessen the kingmaking. So this
is a variant not for those who enjoyed the original, but rather
for those who did not.
This game has been re-issued by
Rio Grande Games
in 2008, sans Godzilla figure.
[Spiel des Jahres Winner]
Strategy: Medium; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 6
Andreas Seyfarth; Hans-im-Glück/Mayfair; 1994; 2-4
- Manhunt
Logical deduction game in which players represent modern police
forces trying to gain clues and thereby eliminate all suspects but
one. Includes not one but two gadgets. One is the battery-operated
box which replaces a spinner and gives the player's car its speed
for the turn. Also has two other functions regarding gaining
information, possibly from other players. This one is perhaps a
bit too controllable by unscrupulous players. The other gadget
box holds what is essentially a simplified computer punch card
(if anyone remembers what those are) which goes into a slot in
the box. When a player receives information he places a special
probe into the holes at the top of the box. If the probe does
not go through a hole, then the player has found
which of four clues is true. He then looks it up in the
information book and crosses off suspects accordingly.
There is not much strategy, but some tactical possibilities
in deciding whether it is better to get information from a
crime site or simply to try to steal it from other players.
[Pictures]
- Manila
If Niagara is a Zoch game
as its best, this one by Franz-Benno Delonge, being either
too long or too random, is its opposite. It does feature an
extremely attractive presentation including wooden barges that
carry price charts and some of the best plastic coin pieces
ever seen. But this last may relate to the fact that the supply of
them may run out well before play is over. The subject is river
trade in the Philippines, the mechanisms periodic major auctions
followed by allocations to various opportunities (gambles really)
or abilities which are ultimately dependent on just a few rolls of
the dice. This is suitable for game inventors who could tinker
with the rules or cannibalize the bits, but it's hard to see
for whom else.
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Medium
[Buy it at Amazon]
- Manitou
Card game by Günter Burkhardt on the unusual theme of
American Indians hunting buffalo to get the most points. Players
select seven cards with which to compete over the hunt. Hunters
are numbered cards while warriors fight rival warriors à
la Rock-Paper-Scissors. The tribe with the most hunter
values will gain the biggest buffalo, the second the next, etc.
Situation is really too random to include much strategy.
(Mark Johnson writes in to dispute this, writing "A strategy
that sometimes works is to mostly or entirely Great Warriors
in the first round, crippling your opponents by capturing so
many of their hunters. You don't win any hides (though even that
you can fix by playing just one big hunter on a small buffalo),
but neither will you get the -10 penalty. If it works, you might
grab many buffaloes during the final round, easily overcoming
the -10 you'll also take. You're choosing this strategy blind in
the first round, but thereafter you begin to track the holes in
your opponent's tribe, and plan accordingly. I also think this
game has the best graphic design of any card game I've played,
including the card backs.")
- Mansion Murders, The
Standalone mystery-solving game is a spinoff from
Sherlock Holmes, Consulting
Detective.
This time Holmes and Watson set you to work
solving five mysteries, the first of which comes with an extra
dimension of difficulty: it
all took place in a many-roomed mansion – a major consideration
in the investigation. Preserving all that was good about the
original while adding another wrinkle makes this the perfect
sequel for the many who loved the original, although it is not
necessary to know it to play this. One instructional omission
important for new players who are probably being very careful
not to cheat by reading ahead: before starting the case it is
okay to read the list of personalities and rooms on Casebook
page 11-11 as well as the mansion description on the next page.
The cases are still difficult. John, Phil and I sat down to play
and solved the first case in ten clue points only to discover
to our chagrin that Holmes needed less than half that. The
third case is something you'll want to have a computer nearby
to use this
play aide
to solve. But this case appears to have a problem in that if you
go through all the process of elimination you come up with one
name, but the solutin gives another.
For the fourth case it really seems that
not all the info you need to solve it is present.
- Marathon
Depiction of the track and field event employing a simple track
and ordinary decks of cards. Rules appear more interesting
than the game actually is. Drawing the best cards dominates
any possiblity for strategy or tactics and those who have not
so done will sit and watch in helplessness. There is something
to be said for giving a player difficult choices, but it is
possible to overdo this concept so as to reduce rather than
increase fun. The way that this game reduces hand size as the
game goes on is a canonical example.
[6-player Games]
- Marchands d'Empire (Himalaya)
"Merchants of the Empire" is a traveling merchants game set
in a ficitonal empire. Each turn players secretly program a
combination of six moves and/or transactions which are played
out in interleaved fashion. Items in five varieties are there to
be picked up and contracts specifying unique mixes waiting to
be filled. A prohibition on taking more than one item per city
per turn keeps players moving while a rule forcing a player to
take the least valuable item available makes timing a delicate
issue. There is a nice attention to balance in two ways. First,
players going earlier have the advantage in filling the contracts
while players going later have the advantage in picking up
items. Second, while players who fill contracts get points,
those who do not are more likely to get the "most items" awards
that pop up every three turns. Having something meaningful to do
with earnings is in my opinion the chief challenge of a traveling
merchant game. Here it is nicely solved by permitting players
finishing a contract to invest in two of three forms of power:
money, religion or politics. While the first two are more
or less straight races, the third is a more nuanced region
dominance subgame. This all culminates in one of the more
byzantine victory determination schemes yet devised. First the
player with the least religious influence is eliminated, then the
one with the least political and then finally the one with the
least economic. With elaborate tie-breakers backing it all up,
a winner is eventually determined, but he may be as surprised as
anyone at the result. Innovative, yes, but is it good? Overall,
this should satisfy most fans of the category and as it
can be finished in less than an hour, others as well. One
shouldn't try to make the theme work too hard, however. And
there are a few glitches. We tossed the rules requiring that
programming be completed in under a timed minute and the need to
memorize electoral placements, just making them open. A further
modification might be to address the luck in having valuable
items or contracts show up exactly where one is standing, or,
contrarily, only at the far end of the board from one's current
location. An ability to look ahead to see where, say, the next
three contracts will appear, even if their details are not known,
would certainly permit better planning. It might also be good
to permit contracts and items to appear at the capital. The
power of this centralized venue could be weakened a bit by, say,
only allowing one action there. At the time of this writing,
only available in downloadable form at
Hexagames.
Himalaya is the fully-published version which
transports the setting, losing the central capital city
somewhere along the way. Happily the rules which we
tossed in the previous version are gone, but
unfortunately nothing has been done about the possible
imbalances. The presentation, including a wonderful box
cover and cute plastic pieces, is impressive. The board
is just a little less exciting, but quite serviceable.
There are now advanced rules in the form of three tokens
held by each player permitting blocking a road or taking
a more valuable cube. Unfortunately the situation of a
player being caught on one side of the board while all
the awards remain on the other still obtains. When it
comes to the first elimination rule, a player can see the
end of his chances long before it arrives and this seems
to happen to someone in every playing.
[Traveling Merchant Games]
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Low; Personal Rating: 5
Régis Bonnessée; Web-published/Tilsit; 2002; 3-4
- MarraCash
Nicely-presented, colorful game puts players in the simultaneous
roles of both shop owners and tour guides in Morocco. Has a
strong element of team play, but also blackmail since players will
tend to evade making a defensive play until the last possible
moment, leaving the dirty work to the unfortunate player to the
right of whoever has a big play coming. Will take a complete game
before players truly form a good idea of what things are worth in
the auctions, so be sure to play at least twice before deciding
what you think. Includes optional cards which do not really seem
to add anything. Fairly straightforward rules mean accessibility
to many players. Worth an occasional try with the right group.
[Tourist Games]
Stefan Dorra;
- Marrakesh
Haba game about camel racing for children six years of age.
The broad course is contructed from several narrow cardboard
strips which fit together reassuringly well. A couple such –
the oasis and the sandstorm – have special functions.
Upon these strips race largish wooden camel figures, four per
player. The means of locution is drawing chits from a blue
cloth bag, most of which propel the camel of the player's
choice a specific number of spaces forward. Others work like a
virtual rubber band, either snapping one's own camel to the
same space as an advanced one or snapping an opponent's back
to a trailing one. Finally there are chits which cause the
last strip to be removed from behind the camels to a location
in front of them. Any camels actually on this strip when it
happens are removed from play. Upon reaching the goal there is
a small probability subgame as the player gets to draw a chit
from one of four stacks. Each stack contains one chit hiding a
high value while the rest are inferior. All of the chits are
attractively illustrated, as is the board which shows busy
cartoonish desert scenes that kids can study for a while. The
rules book is a plain, black-and-white affair, including an
English translation which is sometimes a bit vague. The German
version reveals that the intent of the oasis space is for
camels landing there by exact count to move three more spaces.
There's not much here for adults, but kids can enjoy the
camels, the luck factor that doesn't give anyone an advantage
and the tension in choosing a prize chit. Previously issued by
Ravensburger as Up the River (1988) which used dice rather than
chit pulls.
Strategy: Low; Theme: Medium; Tactics: Low; Evaluation: Low; Personal Rating: 4
Manfred Ludwig; Haba; 2002; 2-4
- Marrying Mr. Darcy
Jane Austen might be surprised, were she still alive, at just
how pervasive her works have become. Not only are adaptations
for stage and screen abundant, but an enormous genre, the
romantic comedy is owed largely to her (with a generous tip
of the hat to Shakespeare). But how well a story can fare in
the world of games is another question; many do not lend
themselves to the kind of competition that games demand. Mark
Twain, who designed his own games, was no Austen fan and might
have been a naysayer. Born on the frontier where men of great
gumption took matters into their own hands, he could never
understand how Austen's women could spend all their time
waiting for something to happen, rather than taking some, any,
kind of action. His favorite character might have been Mrs.
Bennet, who at least tries to make things happen, even
to the extent of sending her daughter out for a visit in the
rain, hoping she will catch a cold and be forced to stay with a
suitor for a few days. But Mrs. Bennet as painted by Austen is
a ridiculous character, and hardly typical; thus, the apparent
inaction of most of Austen's characters would seem problematic
for a game.
In this one, each player takes the role of one
of the women, anyone from the five sisters of
Pride & Prejudice
to acquaintances like Charlotte Lucas, Georgianna Darcy
and Caroline Bingley. The goal is not just to make a good
match with one of Darcy, Bingley, Fitzwilliam, Denny, Wickham
or even Collins, but, and this is a canny observation on the
designer's part, also to develop themselves in the areas of
Wit, Beauty, Friendliness, Cunning and Reputation. A player
turn consists of resolving a random event card that closely
mirrors one in the novel,
usually by drawing and playing character cards, but sometimes
by rolling a die to see what happens to each player at a party
or having a teatime where all players may trade cards. Each
character card increases one of the attributes by 1-3 and is
played face up, except for the competitive Cunning cards,
which determine who has the first chance at the suitors and
are thus competitively played face down. The weakest Cunning
cards have a second option, which is to remove another's most
recently played card in a category. Each of the
ladies also has a special advantage or ability, such as being
able to draw from the discard pile instead of the deck, most
of which come into effect during this stage. Upon exhaustion
of the events play continues to the second stage, which
consists of each lady determining which suitors like her (each
has his own prerequisites) and then one by one rolling the die
for a 50% chance that they will propose. Each lady has a
schedule indicating the points she receives for each
suitor and must decide whether to accept a proposal or
irrevocably turn it down in hopes of a higher-scoring one
which may or may not come later. Ladies not finding a suitor
share the Old Maid card and roll a die for one of six
outcomes; this is actually not all bad and we have already
seen one player win with this status. The final score comes
from the sum of the marriage score and her character
points (omitting Cunning), the latter tending to contribute
about two-thirds of the total.
Suggested Variant: before play begins let each player choose a
favorite suitor. Remove all the others from play. This creates a
more tense and competitive situation.
Erik Evensen's
period and cartoon artwork looks just great. Each of the
sisters, for example, has her own look, which is just what you
would expect of her, but they still all look like members of
the same family. The fonts, color scheme and everything are
very appropriate for the topic (and thankfully not the cliched pink
one might expect).
The system itself is a
"take that!" with a twist at the
end, but mild, as the hits are neither frequent nor devastating.
For those playing the more sophisticated games that are coming
out these days, this lacks the novelty and number and intricacy of
decisionmaking that those games have. Generally one just
strives to reach the minimum requirements of the favored
suitor – not difficult – and play some insurance
on top of it. From there one could try to match the maximum
number of suitors or the maximum number of points, but the two
goals are often the same. For such players this is probably a
one and done.
It's not really a gateway to German-style games either for
this level of decisionmaking is atypical of the genre as well.
But this is also an "experience game" and your
enjoyment will track your knowledge of the novel,
your ability to enjoy the topic of Regency romance and to let
these 43 types of event cards weave for you an entertaining
narrative. To this extent, and probably for the non-gaming
Austen fan, this very faithful-to-its-topic effort
has the chance to work quite well.
For more information see
www.marryingmrdarcy.com
and, at this time, the
Marrying Mr. Darcy Kickstarter campaign.
LHLL6 (Strategy: Low; Theme: High; Tactics: Low; Evaluation: Low; Personal Rating: 6)
Erika Svanoe;
(self-published)-2014; 2-6; 60
A complimentary prototype copy of this game was received for
purposes of review and some game aspects may yet be tweaked before publication.
- Marvel Heroes
American-style game by Fantasy Flight based on the super heroes
created by Marvel Comics. Up to four players control one of the
Fantastic Four, X-Men, Avengers or a miscellaneous group of loners
including Spiderman, Dr. Strange and the Daredevil. Crimes pop up
around the map of Gotham in the form of cards and are classified
by type, e.g. rescue, investigation, etc. Players tend to send out
heroes in pairs, mostly trying to match their abilities with the
requirements of the crime, which reduces risk. Combat is basically
a single hero against a single villain, the latter played by an
opponent. In a Rock-Paper-Scissors mechanism, each side
chooses whether to mostly attack, defend or use mental/other
abilities (e.g. flight, magic). These choices provide the number of dice
each player rolls in each combat round until one side or the
other is vanquished. Each side also has a super-villain antagonist
(Dr. Doom, Red Skull, Kingpin, Magneto) who can come into play to
provide a bigger challenge. But just like in the comics, nobody
ever dies permanently. Winning combats, somewhat prosaically,
just provides points on a track which eventually decides the
winner. Fundamentally this is for fans of the comics rather
than those looking for an innovative, exciting challenge.
There aren't really any new or particularly challenging features
or decisionmaking, but there are a lot of little numerical details
and modifiers to track. One particular botch was to place a
"scheming" modifier on the supervillain cards – one must remember
to apply this thing long before the card comes into play. Speaking
of long, that's how it is for the other players when two others
are engaged in a combat as it really has little to do with
them. On the game's plus side, the Marvel aficianado can enjoy
the very attractive, multi-colored plastic figures that remind
of his favorite tales. It's probably also interesting for him
to try the matchups normally forbidden by the comics, i.e. hero
vs. hero to see who is really stronger. But this might not be that
satisfying since environment doesn't really participate in the
equation and you might want to compare how they fight in a city
vs. Central Park vs. underwater, etc. (there is a Sub-Mariner
card as well as cards of the most popular villains). Another
possibly fun activity might be to draft heroes to create your
own team. But unfortunately team actions don't tend to happen
much as heroes mostly act in pairs whcih seems a great shame
as teams against teams have made for some of the most exciting
comic tales. Another shame is that there's a city map of New
York which doesn't really serve any practical purpose as one can
basically move anywhere instantly. So while this could work for
two comics readers, it's unlikely to do so for larger audiences.
Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Low; Personal Rating: 5
- Mary Dowser
Obscure multiplayer game of dowsing for water in the American
West. Two layers of vinyl rollup form the map, one showing a
grid with regularly spaced holes. Placed under the holes are
large squares, one of which is magnetic. In one of the most
unusual game implements ever, players employ a two-handled
metal dowser to test the squares for magnetism (water). This is
trickier than it sounds because the magnet is very weak – you
might even find it and not notice. On the other hand, this does
make it easier to fool the opposition who will be scrutinizing
your dowsing very closely. But talk about assymmetric forces,
one of the players knows where the water is! However, "Mary"
is not allowed to bid on cards at that location, which reduces
most of the advantage and may even give others a clue. The goal
of the card game is generally to collect pipelines from adjacent
territories which one hopes will eventually connect to water. This
is made easier by the possibility of multiple water sources: when
a player guesses the location, he is allowed to also place water
at another location. Auctions use an innnovative mechanism in that
the current player, the auctioneer, receives an ante each time a
player decides to stay in for another round of bidding. Naturally
this has interesting dimensions when the auctioneer himself is
bidding. Card trading is also possible and makes a lot of sense as
players buy large lots of randomly assembled jumbles. A further
oddity is that there are virtually no milestones until the game is
entirely over. Often only then are all the water sources revealed
and each player's relative success known. This will probably put
some players off, as may the difficulties in the magnet, but this
is so weird that fans of the exotic and obscure should be well
pleased as it's not often that something of this type actually
works. Heavy experimentation with the dowser seems to indicate
that the best way to use it is not to hold a handle in each hand
as in real life dowsing, but instead to hold it perpendicular to
the table with one hand on the top handle. This gives a lighter
touch making the magnetism more palpable. Package also comes
with a companion game for children, Little Mary.
- Master Labyrinth
Very attractive entry in a series of Labyrinth games. Players
wander a labyrinth collecting tiles of increasing value in order.
Each player also have a secret goal which yields extra points.
The scoring does not seem to work all that well and there is
considerable, almost mind-numbing, lookahead required, but there
is plenty of challenging fun in just trying to decipher the maze
and figure out what one can do, so much so that the scoring is
perhaps just an unimportant side concern. Should be popular
by anyone enjoying a puzzle; strategists may wish to modify the
scoring to make it more of a balanced game.
- Mastermind
Actually a solitaire game that needs two as one player uses
deduction to guess about the nature of a set of pegs while
the other gives clues about how close one has come. Ideally
a computer game and in fact one can write a computer program
which can provably solve any setup in at most six tries. Mostly
of interest for developing logical thinking.
- Mauer, Die
Boardless game of erecting a Mauer or wall. Players each
hold an identical set of parapets, gates and walls of varying
lengths and attempt to be the first to get rid of all of these
pieces. The mechanism is one of blind bidding attempting not to
match or not match the opponents. Generally fast-moving, appeal
will depend on one's taste for psychological games as there is
relatively little other context. Those who fall behind early can
catch up fairly quickly as no one else holds their pieces. A good
tactic is to notice which piece the player to the left of the
Master Builder reveals as that may well be the piece revealed
when he becomes the builder. Components come in two forms,
one a rather expensive metal set by the designer and the other
an affordable, yet still attractive wooden set. Reminiscent of
Würmeln
and Karawane without reaching
quite the same level of excitement.
- Mauer Bauer (Masons)
Leo Colovini game of wall building and house placement. It
shares with games like
Colorado County
and
San Francisco
the idea of creating particular board positions
to score. (Didn't the publisher realize there are still western
place names ending in "o" available? Take Idaho, for example,
please.) Here players take turns placing a wall along the
edge of any of the triangular spaces. They use special dice to
determine the colors of towers placed at either end of the wall
and also of the two houses placed in the two spaces that the wall
separates. When a new area is enclosed, a scoring round ensues,
during which players reveal secret cards, scoring points for
various arrangements of walls, towers and houses. While there's
little scope for long-term strategy, there are plenty of tactical
possibilities. The most interesting decisions are probably where
to place walls – considering the relative unknowns of what
will be rolled and the generally opaque opponent goals – and
also how many cards to use on each scoring. In this regard the
model should probably be Golf in that the player needs, on each
scoring, to achieve a number of points equal to the scoring track
maximum divided by the number of scorings. Also interesting is
the chance to remove a wall adjacent to a just-completed section,
thereby creating a much larger one, as well as likely lengthening
the game. Although thematically there's not much to work with,
the materials in colored wood are attractive and easy to use. The
cards lack text, but are generally straightforward once one
gets accustomed to them. (I could recommend a few improvements.
The most dangerous thing of all are cards that appear obvious,
but are not, because then one does not bother to look them up
until it's too late.) The game usually moves along well enough
to finish in forty-five minutes which is the right amount of
time and does offer the ever-changing collaborative experience
which can be great fun.
Strategy: Low; Theme: Low; Tactics: High; Evaluation: Medium; Personal Rating: 6
[Buy it at Amazon]
- Maya
Auction plus region influence game ostensibly about the
construction of the Mayan pyramids at Tikal, Chichen-Itza,
Copan, Uxmal et al. The first structural element is a
many-round blind bidding system which generates special
abilities and cubes for the next round in ways reminiscent of
Keydom. The resulting cubes
represent stones placed in successive levels of the pyramids which
are really a series of area dominance contests. Besides points,
also at stake is opportunity since absence from a pyramid level
precludes participation at the next. Wisely a cube of each winner
is always removed so there are openings each round. A lot of
Germans travel to the Yucatan and they will no doubt be attracted
to this game where a lot of intriguing things happen, and have
happened. Unfortunately they won't find such here because matters
begin with the always frustrating blind auction mechanism and are
not saved by the desultory, almost predictable placements. It's
even sometimes the case that a player is forced to give away
points due to the "level building" requirement. Only barely
connected to its theme, Maya feels like a throwback to
the near-abstract German games of a decade ago (i.e. the early
1990's), re-using ideas that have been applied much better
since. At least the artwork and graphics are nicely realized,
right down to the Mayan numbers.
- Mbogo
This 1966 set collection card game with an African safari theme
has some issues: (1) The rule that players
must lay down a triplet if they have one relies on player honesty.
They are not very motivated to be honest, however, as laying down
a triplet exposes it to being robbed. It would be much better to
wait for the fourth card. (2) Rule 11 talks about playing on other
player herds, but does not make clear the import of this. Probably
they meant that the player plays the cards to count toward their
own scores. (3) They could make clearer that play of MBOGO must
precede the normal part of the turn. (4) If a player uses the second
MBOGO option, what if there are not enough cards left in the deck
to replenish all the players' hands?
(5) Unclear what to do when the draw pile runs out. (Play on without
the drawing step or recreate the deck from the discards?)
(6) If you can only make one meld per turn, what if you have more
than one herd in hand?
(7)Does 'laying off' on other player's herds count as your play?
(8) The MBOGO power seems to be a two edged sword. You get to
draw a card from each player, which may improve your hand, but, the
others reduce their hands by one card each. Since the goal
is to get rid of all your cards, you are actually helping them out.
[rules]
[variant]
- Medici
Three years after Modern Art, Knizia returned to the
perceived value problem with this 1995 title. Moved
to the Renaissance period, the theme is weakened a bit and
been shorn of some its fancier mechanisms. However, what
remains is a delicious essence of the bidding and collection
mechanism all ruled by the terrible tyranny of the deck.
It is Modern Art-lite, but also just as entertaining
and even more accessible, though perhaps a bit more random.
Games of the Italian Renaissance]
[6-player Games]
[Buy it at Amazon]
On-line version by Milton Soong.
- Medici vs. Strozzi
The possibility has been out there for a decade
to make a two-player version of his 1995 hit
Medici,
but it took Reiner Knizia himself to figure out how to boil
down the essence of his own design. Its success depends on two
alterations. First, hearkening back to
Modern Art,
all auctions are of the fixed-price variety with one opponent
setting the price and the other deciding whether to accept
it (shades of
San Marco).
Second, the on-board contest is transformed from a race to a tug
of war, i.e. purchased cards move a marker to one's own side
rather than toward the absolute top. But there are tactical
wrinkles too. A player receives three ships, all of different
sizes (reminiscent of the
Coloretto
two-player variant) and they can go to one of three different
ports. The opponent may draw more cards than any of your ships
can carry. Even more threateningly, the opponent may get all
three of his ships in, ending the round. Ultimately though, it's
about the combination of cards that come up – different every
time – and correctly pricing them. This would be a fascinating
one to program for the computer – deciding how to weight the
intangibles a real challenge. Tactically, at least starting with
the smallest ship and working up seems advisable. Rightsizing the
price is a big challenge and there is really very little guide,
but one can start by computing the maximum gain each player would
receive and the averaging. Production is good, the only possible
complaint being that some of the product illustrations look a
bit too similar as their colors are muted. Overall it's another
good production by Abacus which continues to stride forward.
Appreciation of this one depends on a strong interest in accurate
pricing, a bit on psychology and only secondarily on tactics
and theme.
Games of the Italian Renaissance]
Strategy: Low; Theme: Low; Tactics: High; Evaluation: High; Personal Rating: 6
- Medina
Stefan Dorra-designed game of constructing the medieval Arabian city.
Borrowing liberally from both
Torres
and
Big City,
could serve as Exhibit A for the case that today's German games fail to
break new ground and are content to merely feed upon one another. It
doesn't help either that rather abstract rules result in a cold, silent
atmosphere devoid of excitement. A failing in perhaps my eyes alone is
the utter lack of any historical reality, save one: by the end is
constructed a kooky, colorful patchwork of a Medina that resembles the
real thing better than any artist could contrive. But the amount of mileage
one can take from this purely visual will vary widely. Speaking of graphics,
the usually sure-footed Hans im Glück have here made an annoying mis-step,
coloring red the tile meant to match the brown buildings.
- Mediocrity
Simple bluffing game for exactly three is reminiscent of
Rock-Paper-Scissors,
but offers more interest as score is kept
and points awarded based on the numbers chosen. Playable using the Ace-2-3...10
cards from a traditional deck of cards, it has the charming goal of being
neither the highest or lowest, but just the most mediocre. Perhaps it should
have been called the Antonio Salieri game after the composer who so envied Mozart.
Invented by Douglas R. Hofstadter and published in
Metamagical Themas.
O
- Members Only
Reiner Knizia invention is not about cheaply-made jackets,
but rather the silly predilections of upper crust (or crusty)
London clubs. Players make bets one at a time in five categories
of events, but simultaneously also play a pair of cards that
help determine the actual outcome. The more extreme the bet, the
higher the payout. But as there is no telling what cards others
are holding and since some special cards actually remove cards,
predicting is a very murky affair. Another layer is added by the
fact that one can only gain up to ten points in a category, making
it often necessary to rely more on what others do than on one's
own hand in the latter stages. This outing is simpler than
the inventor's
Modern Art
as there is no exchange of funds, even though the motif of gradual
card revelation is shared. There is also a strong similarity to
Titan: the Arena
although here all of the competing choices are always operative.
Finally there is similarity to
Palmyra
in that the decision of which cards are not played – here only
one – is often the important one. Of the four, this is the
shortest and most straightforward. It offers scope for bluffing,
outguessing, timing and risk. It can also sometimes feel like it
has a life of its own – especially with five players –
and it might be useful to see whether having one or two more cards
to not play would help. One valuable tactic: when one is down
to only two betting pieces, feel free to make more extreme bets
because even if they fail, all the pieces are returned. Another
idea to play with is looking for outlying extreme bets and
making the bet which is just inside it. At the end of the day
despite less availability in the English-speaking world, this
realization probably has the more staying power than any of its
relatives, even if its understanding of English clubs seems to be
out of date. As I understand it, they are more organized around
professions these days while this depiction, although mentioning
Prince Charles by name, would seem to correspond more to the
Victorian era.
- Merchant of Venus
Train-style or through-trading game in a science fiction
setting. Actually, apparently originally about East Indies
spice trade until the theme was changed by the publisher. The
early going is a nice exploration game and a chit draw demand
system works well throughout. However, there is a great deal
of chaos including a luck-based movement system, an unbalanced
set of artifacts to find and fortuitous, essentially private
trade routes. Worse, it is nearly impossible to slow down
a player in the lead unless the combat rules are used, but
these are rather too strong and turn a trading game wholly
into a combat game. Purchase of factories and space stations
is too automatic – it would have been nice if deciding to buy
them were more of a tradeoff between cash and victory points,
but as they are, they count for both. Upgrading a ship is a
tradeoff decision, but only once a game or so. The interested
audience will be science fiction fans who are close planners,
but these same planners are destined to be disappointed in their
results by the heavy, though perhaps inobvious, influence of luck.
[6-player Games]
- Meridian
Abstract placement game by Leo Colovini. Longitudinal lines
create board zones on which towers are placed – the zone to use
being chosen by randomly drawn card. But victory depends not on
lengthwise considerations, but on majority control of islands
which straddle several zones crosswise. Towers are stackable and
within each zone all towers must have different heights, and each
player may have only one. In addition they may bump opponents to
the next island when placing. Players instinctively concentrate on
the central high point islands, trying to win as many as possible
by the barest of majorities. But such an approach may beat itself
because the ratio of pieces to islands is rather small. Instead, a
player who manages to be the only one on several, smaller outlying
islands may well coast to victory. As players gain experience
with the system, middle paths emerge and luck of the draw with the
cards gains importance. Despite all the oceans, this is a rather
dry affair that can act as a bridge between fans of abstracts
and the rest. Those for whom theme is vital will be left cold,
despite the plastic tower bits resembling upside-down flower pots.
- Merkator
Is it okay to choose a title having nothing to do with the
topic so long as it sounds good? Apparently so, for this one
about Hamburg merchants has naught to do with the Flemish
geographer. Instead it's a seventeenth century
pickup-and-deliver affair by the inventor of
Le Havre
that works in an unusual way. At its heart are
contracts requesting delivery of various goods. Contracts come in
eight levels of difficulty/reward and each player begins with
one from each of the five lowest levels. On a turn the player
picks up and places the one travel token in the game onto any
of the map locations, which stretch from Sweden to Italy, Russia to
Newfoundland, and picks up the cubes which have accumulated there.
Each color of cube represents one of two commodities; the
player decides which by placing them on the personal board.
Then new cubes accumulate at nearby locations. If the player
can expend cubes to satisfy any personal contracts at that
location, the result is not profit, nor loss of the
contract, but only receipt of the top
contract of the next higher level. Locations near Hamburg
give players a time chit, but those far away cost one or more;
disappearing chits form one timer on the end of
play. After a player has traveled, other players may state
that they will go along too, by paying the main player in time
chits. By the start of the player's next turn, any contracts
in excess of five must be sold for coin, the money being used
to buy from the cards currently on offer. These are either
production cards which give two extra cubes for visiting a
location or victory points cards, for example, points for
having seven time chits at the end of play. What's makes a
good challenge is figuring out how to synthesize one's cards,
trips and extra points cards to get the best effect. That map
location having a ton of cubes will tempt in one direction,
the new contract that matches existing ones in another and
satisfying a points card requirement in a third. Then there is
also the question of how much a trip might be helping others by
affording ride alongs. On the downside, at least for some,
will be that there is no way to affect others except by taking
or purchasing what they also want. Probably more serious is
the randomness in one's starting contracts and in the points
cards, particularly the latter as maybe only a third of these
ever even appear during play. If, for example, these are
mostly the cards related to time chits, that's great for the
player who has collected a lot of them, but not particularly
fair for others. In a quicker game this level of randomness
would be fine, but it doesn't fit with this more thinky effort.
But these are relatively minor problems easily solved with
simple variants. In terms of presentation, there are many
cubes, in eight colors, representing the commodities. During
play they are stored in small cardboard boxes which are
distributed in square holes distributed around the board.
This was a nice idea, but in practice getting cubes out of the
boxes becomes difficult; it's easier to simply store them
in the more accessible holes. The abstracted map works well,
though the geography arranges places oddly; here the Dutch Republic
is a lot further north than Hamburg, for example. The contract
cards have their locations clearly labeled which is important
for being able to discern what other players are holding. This
should work well in the two player setting because the game system
offers so much to work with while the ride along feature help
the four-player version work faster and more smoothly.
LMHH7 (Strategy: Low; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 7)
Uwe Rosenberg;
Lookout Games-2010; 1-4; 120
Amazon
- Mermaid Rain
In 1984 Prince had Purple Rain, in 1989 arrived
the yakuza movie Black Rain and as of 2003 there
is Mermaid Rain, the Japanese board game. Players
represent mermaids traveling the seas collecting five types
of items for a witch who will transform the most successful
to human form so she can marry the handsome prince. (What
is he, mermaidaphobic?) Turns are in three parts: (1) card
melding for points or abilities, (2) tile placement and (3)
movement and collection. This structure is somewhat similar to
Elfenland,
but avoids most of its negative play by opening everything up. In
particular, the map is no longer a network, but a hexagonal grid
permitting more degrees of freedom and the targets of travel
offer more options and unpredictability. These smart ideas fall
down slightly in the execution. It's likely that points gained
from a melding strategy are too easily had compared to points
from a collection strategy. It's also too easy for the start
player to keep this role throughout the game. But the strongest
impression here isn't any of that, but the very attractive and
shiny rendering of board, cards and pieces. Unexpectedly for a
small press effort, there is no compromise, apart from a slightly
"tight" board, and most generously, there is even support for
up to six players, with all the extra counters, cards and board
space that that entails. The look appears to be right out of
Japanese animé which being unusual for board games
is most welcome. This hits the right spot between difficulty
and strategy and so should appeal to most players – especially
Japanese animation fans – and is worth multiple plays. With some
rules changes, e.g. having the melding tie-breaker begin with
the player to the start player's left, this probably becomes
very good. Certainly this early effort is a positive harbinger
of things to come from the Japanese board games world which with
maturity promises to produce wonders even more special.
- Mesopotamia
Game for up to four by Klaus-Jürgen Wrede, inventor of
Carcassonne,
who here shows his versatility with a heavier, logistical game.
Likely antecedents appear to be (1)
Tikal,
as players turn up hexagonal tiles to discover the world and (2)
the logistical games from
Splotter
like
Roads and Boats
and others (e.g.
Neuland).
Here resources are not always available, but appear when particular
tiles are revealed. In the latter states there are more sites than
resources to appear atop them, so the player has choices about
where. A turn consists of expending movement points on one's pieces
and then performing an action. Probably in recognition that one
does not always finish in position to actually use an action, a
draw from a deck of special cards is also available, which adds a
dose of luck, especially as some cards are completely useless if
drawn too late. Another antecedent must be
Carcassonne
itself – the game is probably the result of a starting idea like
"place tiles and now let the pieces move around on them" – and
like its parent there is plenty of luck too in what one turns over.
In particular, stone is vital, but if it shows up too far away, one
expends too many movement points to stay in contention. The theme
is sort of about ancient fertility, but is damaged by the
inclusion of out of place volcanoes (more shades of
Tikal).
Production is quite attractive including genuine white stones and
tiles which fit together like puzzle pieces. How nice the latter
would be for
The Settlers of Catan!
One very annoying misfeature is that early editions did not permit
these tiles, once punched, to fit into their insert. Caveat emptor!
Beware too the mistranslation in the English edition which falsely
says that delivered stones leave the game. Overall this is
for logistics experts and tacticians, but the only thing really
new is inclusion of considerable randomness in the context of
a logistical game, indicating the young and less hard core as
likely audiences. Something for those who have cut their teeth on
Carcassonne
and are ready to graduate to more?
Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: High
- Metropolis
Seminal game about city planning and building by famed designer
Sid Sackson is the predecessor of 1999's city building games
Big City, Chinatown and others. Players compete
and negotiate over who will build what, always being limited by
what cards they hold. The game graphics and components definitely
look like they come from their time which could be viewed either
as obsolete or nostalgic, depending on one's taste. Instead of
its "Shining City of the Future" look, it would also have been
interesting to design the buildings to resemble those of the
1927 Fritz Lang science fiction film Metropolis. The
game play is not bad, especially for fans of negotiation games,
although one's freedom of action seems to narrow precipitously
in the later stages and play may become a bit stilted.
- Meurtre à l'abbaye (Geheimnis der Abtei, Murder at the Abbey, Mystery of the Abbey)
Bruno Faidutti-invented logical deduction game
uses the setting of Umberto Eco's intellectual novel,
The Name of the Rose. Good innovations on the
genre are the open-ended possibilities for interrogation, the
continuation of the game after a failed accusation and, most
impressively, the ability to score points for making successful
predictions. For this devotee of the novel, the application of
the theme, including the cartoonish monks, is very satisfying.
On the other hand, there are some quibbles about the way the
players must remember a number of rules exceptions as well as take
a lot of notes. One of our players who is just fine for other
European games couldn't be bothered to make any notes at all,
and your group may have players like that as well. Curiously,
he came in second place anyway by use of successful predictions.
To digress a bit, one of the little-realized excellences of Die Siedler von Catan
are the minor rules that eliminate a whole host of rules
inelegances. For example, players must finish trading before they
can build. Seemingly banal, yet it is easily-remembered and really
does prevents a lot of problems and rules exceptions about players
using the things that they build in trading. (Unfortunately,
Mayfair didn't understand this and undid some of Kosmos'
excellent work in this area.) Anyway, some of the same kind
of thinking could be applied here. For example, if it is a bad
thing for a player to go from one Confessional to the other in
one turn, why not simply place them far enough apart that it's
not possible instead of creating a rules exception to the effect?
If each player can only use one Library card per game, why not
deal out only as many of them as there are players? And why
constantly distract players by forcing them to keep track of the
current game turn? I'm sure that occurrence of the Mass could
be driven by some other less-obtrusive mechanism, e.g. some kind
of event card or dice roll. As the mass of players move away
from conventions of wargames, they are getting less and less
tolerant of having to do turn tracking. (Yeah, it tends to
break the theme for mass to occur randomly, but does it really
matter when so much else has already been abstracted?) In some
ways then, the design is somewhat out of date. There are also
some ambiguities, an example being the "De Alchemia" card which
specifies that a player does not participate in card passing,
but leaves unclear whether the player is treated as if he does
not exist or whether the player to his right simply does not
pass and the player to his left simply does not receive. A
case could be made for either interpretation. The information
tracking sheet is a clever, two-layered affair, but the top
layer might offer a bit more information. Strategically, asking
questions is rather a difficult matter. Early in the game,
useful questions are difficult to come by, unless one is lucky
enough have a collection of all but two of a set. Then a useful
question which is still vague enough not to give away the answer
can be asked. Late in the game, questions can be very useful,
but by then it is too dangerous to answer. The Library cards
are quite powerful and this feature should not be ignored.
In terms of notation, I think what players really want to
track is not just whether they have seen a particular card,
but also who is holding what card at the moment, and who has
seen what card. At least this helps in giving your downstream
opponent as many already-seen cards as possible. (So I recommend
just writing a sequence of letters for each monk where each
letter represents who has the card at the moment.) Overall,
quite fun for fans of logical deduction and the novel who can
get into the medieval spirit of things – there is even a party
game-ish event card – but quite possibly disappointing for others
who may feel treated unfairly by bad luck and overwhelmed by
the notational demands. For fans of this sort of game, there
is a lot more atmosphere than most, albeit less elegantly.
Originally published in French by Multisim, web-published in
English for a short time in 2002 by the inventor and re-issued
2003 by Days of Wonder
as Mystery of the Abbey, which takes some of
the above advice to heart. Confessionals are placed further
away. De Alchemia is clarified. The information sheet offers
more information. Unfortunately turn counting is still required,
but it's at least made easier by a special counting card and an
actual little bell, with which the monks are called to prayer.
This realization is quite lavish throughout, but the board
shows a Latin preference for art over communication. There is no
information printed in the rooms themselves, even though there
would have been plenty of space. This causes a lot of annoying
cross-referencing, especially for new and returning players.
It's fortunate that the game play is so fun that such matters
don't linger overlong. Update: The card which permits two
players to swap hands may be unduly powerful. In both of our last
two playings, one of the players involved in the swap proved the
eventual winner.
[6-player Games]
[summary]
[Holiday List 2003]
MHML7 (Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 7)
Bruno Faidutti & Serge Laget;
Multisim-1996/web-published-2002/Days of Wonder-2003; 3-6
[Buy it at Amazon]
- Meuterer
Card game follow-on to Verräter sees the traitor
going to sea and becoming a mutineer. The ideas in the original
game are realized much better and the decisionmaking made much
tighter. In this excursion new twists force players to consider
even more possibilities. The only objection seems induced by
the publisher whose packaging limits the number of cards. If
the ratio of weapon cards to the hand size had been larger,
conflict would be a less certain endeavor, and thus less subject
to simple luck of the draw. As it is now, with only six weapon
cards in the deck, if one's hand of five includes three of them,
one can be fairly sure of winning a conflict. Inclusion of both
more weapon and non-weapon cards would have helped. Although
relatively simple, has appeal for the wargame crowd as
well as for Poker
players. Card art is quite nice, especially so because
of the consistent look across all of the cards.
[Victory Point Board]
[Pirate Games]
Marcel-André Casasola-Merkle;
Adlung; 2000; 3-4
[Buy it at Adlung]
- Mexica
Fourth in the series of action points oriented games
from inventors Kiesling and Kramer is set in the lands
and lakes of the Aztecs. But instead of fighting as in The One World and Azteca, players struggle to
construct the most and highest pyramids to dominate districts
that they themselves interatively create by digging canals.
Players train new brain synapses as they learn how to section off
districts in the various exact sizes that the randomly drawn tiles
specify. The pawn's ability to travel unhindered over water from
bridge to bridge, penetrating the interior here and there over
and over also makes for a challenging set of options. These many
options can make the game last too long however if players get too
involved in their analysis. For this reason it may be best to have
at most three players. Somewhat annoying are the petty plays in
which players steal one another's bridges and it can be rather
repetitive as well since they continually return to the most
valuable regions to take back dominance again and again, which
will remind some of Manhattan.
The ability to save unused action points is a rather handy
feature previously seen in
An den Ufern des Nils.
An interesting tactic can be to try to expend
pyramids quickly and thus end the game, catching opponents
with several unplayed. Of about the same complexity as Torres, it is less difficult than
Java, but more so than Tikal. Overall, fans of what is
now becoming a genre will probably like this one as a change of
pace from the others, but for those coming to them for the first
time, this is probably not the place to start. Thematically,
the bridges seem to behave a lot more like canoes.
- Mexican Train
A new version of
Dominoes
may seem a questionable choice, but a game
championed by Salma Hayek and Penelope Cruz
is worth at least a look, n'est-çe pas?
Like most Dominoes scenarios, this is a shedding game
of playing tiles to clear one's hand first. In this version, each
begins by working on one's own line, the first tile of
which must match the common starting tile. From there tiles
must be chained as normal by matching numbers. Adding to
tactical considerations is that each player
places the tiles to be played face up and in order for others
to see, though without being required to follow the
thus-created plan. From turn to turn a player adds a single
tile to the end of his "train" or to the end of the Mexican
train which is available to all players. Those unable to play
must draw another tile and a marker is placed on their train
which means that from now on anyone can place a tile there,
until the owning player is again able to place there (and
remove the marker). Double tiles (having the same number on
each side) create special problems because they require the
player to immediately add another tile and if unable to
do so, force the first able succeeding player to,
possibly disrupting their plan. At the end of each round each
player is charged points for tiles left in hand.
As should be clear, there are not a few tactical and strategic
considerations. Sometimes diagnosis of the hand and the table
will indicate it's best to deliberately stop the train fast
and get help; at others to work alone. Deciding
on which opponent train to play a tile is a vital
consideration, as is how to use any doubles that come your
way. Of course there is no real theme, but usually this should
be a fast moving, yet decision fraught endeavor likely to
please, and one that still works well for large groups.
Each round is independent of the last so it's easy to set the
number of them to match the amount of time one wants to play,
usually forty-five minutes or so.
[vote the next review]
[Top 10 Games for 7 or More Beginners]
MLHM7 (Strategy: Medium; Theme: Low; High: High; Evaluation: Medium; Personal Rating: 7)
Roy & Katie Parsons; (many)-1994; 1-8; 6+
[Buy it at Amazon]
- Mhing
Simplified card version of Mah Jongg accentuates the
game's worst excesses, making it more chaotic. A funnier title
would have been Your Jongg.
[6-player Games]
- micropul
Tile-placement game for two. The ostensible theme is
high energy physics, but unfortunately there is little
in the rules which develops this background and I'm not
personally qualified to evaluate its appropriateness. In
terms of play, the readiest comparison is with Carcassonne, a version
adjusted to introduce more planning. Players now control a
hand of tiles, variable in size, as well as a second, hidden
hand which supplies the first. By wise tile placements they
cause these tiles to eventually flow to the hand. Probably
to keep the larger handsize from unduly slowing things down,
Carcassonne's several
ways to score is reduced to one: owning completed groups of
like tiles. Tiles appear to be generally balanced so it's
unlikely a player will feel slighted by the draw – it's
less about what you draw than what you do with it. The rules
governing placement are a bit tricky and take some getting used
to. Overall this is not bad and it wouldn't surprise me to
see it professionally published, replacing the bland artwork
and either elucidating or changing the opacity of the theme,
which are obstacles at present. Currently this is available
as Print-and-Play
with the option to order a pre-constructed set. Those wanting a
sturdier specimen may consider mounting the tile images on pieces
from a Travel Scrabble set.
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Low
- Midgard
This area-control game features a Norse setting, but only
mildly so. The board consists of three named countries and within
each are several provinces. Each player has a ship on which are
loaded some of his pawns. Cards will later allow the
placement or replacement of these on individual positions
within the provinces. Pawns may also go to Asgard, Vanaheim,
or if killed, to Valhalla. Card distribution is via a passing
mechanism reminiscent of games like
Die Sieben Weisen,
Fairy Tale
or
Notre Dame.
That is, each player is dealt, say, six cards, keeps one and
passes the rest left. Receiving five new cards, one is kept,
the rest passed on and so on, eventually forming the hand.
From there turns are taken to play cards which control pawns. At
the end of each round scoring is based on the number of areas a
player dominates, the more the better. Asgard and Vanaheim offer
fixed scoring rates. Then certain pre-determined areas suffer
plague where their pawns die, scoring two points each. They
then score an additional point since all pawns in Valhalla
also score a point each. At the end there is extra scoring for
having had more or less equal presence in all three countries.
A good point here is that the concepts are readily assimilable
and it plays fairly quickly. On the downside, many of the cards
are strangely uninteresting, most of them being pretty much the
same, usually just permitting a placement or replacement in a
particular country. The valuable cards, like Viking Horde, are too
rare and it's quite possible that a given player never acquires
a single one throughout the game, a distinct disadvantage. There
are gold cards that constitute a special class, but there are
not enough of them to matter. As a consequence, the card passing
decisions are not nearly as agonizing as one might like. The
game makes a mistake too in punishing the player who has the best
gold card. These cards are simply not powerful enough to justify
forcing their owner to act first, which is usually a disadvantage.
Really it should be the player with the highest score who deserves
such treatment, and the entire turn ought to be played in score
order, not simply clockwise. Partly as consequence, it's not
unusual for players to take a big lead in this game and for no
one to be able to catch up. As for theme, one hardly notices it
and the artwork tends to the garish and not appealing. The "cards
with majority control" genre has been visited many times already
and the only particularly new feature here, the card passing,
doesn't work as well as it should. Folks will probably be much
happier with
Web of Power
(or its new incarnation, China). If one is still tempted
to try it, it's probably best not to exceed three players, the
number of countries.
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Medium; Personal Rating: 4
Eric M. Lang; Z-Man Games; 2006; 3-5
- Mille Bornes
The Edmond Dujardin adaptation of Touring adds more strategy
with the Coup Fourré cards, which are more valuable if
saved until the problem which it fixes comes up. For serious
players there are not enough interesting choices here, the most
significant determinant of success in the game appearing to be
luck of the draw. [Take That! Card
Games]
- Mine!
Business/auction game by the inventor of
Railway Rivals/Dampfross.
Players represent mine owners in a nineteenth century American
setting, trying to make the most money. Each
initially drafts a mine which is rated for annual overhead
cost, working capacity, working cost per ton removed and
number of tons to remove. Each turn after ore is produced and
sold off a new mine appears and is auctioned off. Ore prices
are fixed based on the number of players
and following the law of supply and demand, adjusted up or down
depending on how much the number available differs from that
of the previous turn. Also having an effect are event cards,
one of which is drawn each turn and "engineering report" cards
that each player may purchase each turn. Some games engender
a discussion whether they were produced on a Macintosh or not, or
using Illustrator or not. With this one the question would be
if it was Word or WordPerfect; the look is that primitive,
being mainly monochrome images printed on colored paper. Even worse, a
lot of materials such as money and ore markers need to be cut
out by hand. But the presentation is not the most serious
feature that's no longer state of the art. Some of the trade
cards affect all players, but the rest have a negative impact
on only the drawing player. In what possible universe is this fair?
The same thing applies to the engineering report cards, only some
of which are beneficial. In terms of decisions, most interest
revolves around the simple auction for a new mine as the decision
about how much to produce each turn is rather straightforward:
unless there is some negative event, produce as much as one
can afford. Like all of Mr. Watts' games, this one is
educational and, if not all that entertaining, might work well
in a classroom situation, demonstrating how OPEC works, for
example.
Strategy: Low; Theme: Medium; Tactics: Low; Evaluation: High; Personal Rating: 5
David G. Watts; Winsome; 1993; 3-5
- Ming Dynastie (Ming Dynasty)
Ostensibly this is about recovering 14th China from
the Mongols and becoming the founding emperor of the Ming Dynasty,
but the map and mechanisms are so far off topic that it's best
forgotten. The map is a highly abstract one of six areas, each
subdivided into three smaller areas which all have a portion
of the city at the center of the area. Each player controls a
pawn which moves from small area to small area by playing a card
matching the symbol which joins the two. Before all of this
happens players take turns placing five tokens against any
of the larger regions. As a player's pawn moves through the region,
he may teleport the corresponding tokens in. They are generally placed
into the area's countryside, but one may be placed in its
monastery, kicking any other piece already there into the
countryside. At the end of two rounds of this, a scoring round
occurs. The most and second most numerous tokens in each
smaller area get to move into the city of their color and each
one of these earns the player a tile of that color. Each time
a player can turn in a set of all six colors he earns 24
victory points (decreasingly less in the two subsequent scoring
rounds). After this, players having tokens in cities each choose
simultaneously whether to have them go back to the countryside
or leave the game and score 4 points each (3 for the second
scoring and 0 for the last). Then each piece in a monastery
earns 4 points, a rate which remains the same over all the
scoring rounds. At first the system can seem slushy;
nearly everything seems to score points no matter their state
and no action seems particularly decisive. It can be
difficult to even affect the opposition apart from the fact that
two pawns cannot co-habit, a situation which comes up more by
accident than by design. But eventually a few strategic paths
arise. One is to collect as many tiles as possible. While only
one set of six is possible for the first scoring round, two,
three or more are theoretically possible in subsequent rounds
and doing this well can score large numbers of points.
Alternatively, a player could theoretically put ten tokens in
monasteries for the first scoring round and if all stay,
earn 40 points. Subsequent monastery points could reach a
theoretical maximum of 72 points per round. Much easier said
than done, however. And, of course,
a mixed city/monastery approach represents a third path.
But how, you're asking, do players get those movement cards in
the first place. Here a leaf has been taken from the book of
Elfenland
as the cards are drafted, but in an unexpected way. When
pieces are placed on colors, one card each is placed next to
each color. The usual plan would be to draft a card at that
time, but this is not the case. Instead, after all of the
tokens have been placed, players may draft a card from any of
the places where they have just placed pawn. When a card is
taken, a new one replaces it. As players are trying to draft
cards that describe a path, à la
Thurn + Taxis,
this can often be frustrating if the card one wants is not
available. The system tends to encourage players to diversify
their piece placements, which in turn encourages longer trips.
A player who simply must have a particular card can instead
purchase a wild card at the cost of a token. Despite relying
strongly on color differentiation, all the communication
design seems to work quite well – there is a green, but
no true red area. Board and cards are nicely realized, some
of them generously provided even though they're not even
really needed (the removal cards can be handled just using
tokens). The movement card/icons show various modes of
old-style transportation such as river barge, junque,
palanquin, etc. The unique wooden tokens are topped by curved
inverted U shapes and can be laid on their sides, which is
convenient for helping to remind which are in monasteries.
Overall the game by the born-in-California but now German
resident, Robert F. Watson, whose prior efforts are all meant
for children, succeeds as a mostly strategic affair with a few
tactics, but not much theme. Duration may be a little long
until players become experienced. Hmm, yet another recent game
set in China;
one would almost guess there's something major scheduled there at the
moment, like a major sporting event or something.
Strategy: High; Theme: Low; Tactics: Low; Evaluation: Medium; Personal Rating: 6
Robert F. Watson; 2007; Hans-im-Glück/Rio Grande; 2-4
[Buy it at Amazon]
- Mini Inkognito
Deduction card game based on the Venice-in-the-moonlight
setting of the earlier board game
Inkognito.
Basically the
game is the same, but all the movement and geography issues have
been removed. Setting and game play are generally fun, but luck
in what other players tell you and with the ambassador can give
the game away rather easily and without the player needing much
skill at all. The board game is a bit more chaotic, atmospheric
and fun.
[Two vs. Two Games]
Alex Randolph;
Venice Connection;
1996
[Buy it at Amazon]
- Minister
Rudi Hoffman game of politics in which one tries to become
chancellor by game's end, i.e. election day. Although the design
dates back to 1975 and the basic mechanism is the chaotic one of
rolling the dice, there tend to be quite a few rolls so in most
games they should even out over the duration. More importantly,
right up until the last 20% or so players will feel that they
still retain some chance to actually win. This plus the drama of
the rapidly-changing cabinet situation somehow keeps everyone
interested enough to make an hour and a half long game feel
like just forty-five minutes, which is always a good sign.
Not without some strategy and tactics, and definitely a good
one to be played with non-gamers. The miniature plastic busts
used to represent office holders are a unique attractive touch.
By the way, the rendering of the scandal portion of the game is
apparently a reference to a German slang saying about putting
one's foot into a bowl of grease.
- Mississippi
Game about sailing North America's greatest river is designed
for children, but of interest to adults as well. In attractive
water colors, the board is formed by a large matrix of hexes,
the river flowing in boustrophedon fashion (as the ox plows).
Riverboats are represented by hexagonal wooden pieces, each
side having a different numeral imprinted, from 1 to 6. Akin
to Hare and Tortoise players
burn logs to move forward and regain them by moving backwards.
In addition, when they come adjacent to another boat, the move
forward the amount determined by subtracting the other ship's
number from the one being touched on one's own. This can lead to
some surprising results, sometimes including a very long series
of consecutive moves which may involve other boats along the
way. This unexpected behavior can be fun, but those with a good
ability to look ahead will probably be the most successful.
- Mississippi Queen
Intriguing concept has players racing paddlewheeler boats on the
Mississippi River. Each game is different as the layout of the
river is determined randomly as the game goes along. Players must
also manage two slowdowns to pick up belles before the end. Rules
are elegant and easily grasped, but pales somewhat after a few
plays as there is too little strategy and decisionmaking. The key
skill is to find ways of traveling efficiently through parts of
the river where others may spend a lot of time and a willingness
to expend coal to be able to do so. Often escaping the crowd is
the best means for doing this. Actually reflects rather well
the steamboat races described so memorably by Mark Twain in
Life on the Mississippi.
[Spiel des Jahres Winner]
- Mississippi Queen: Black Rose
Expansion kit adds the possibility for more players as well as
a non-player boat to help the players at the back. The general
effect of all of this is mostly to increase downtime and cause
possible endless loops at the finish as non-player can easily
prevent anyone from gaining victory.
[6-player Games]
- Mit List und Tücke
Above average trick-taking card game using a specialized deck.
[more]
[6-player Games]
- Mitternachtsparty (Midnight Party, Ghost Party)
Children's game which is nevertheless of some interest to adults.
Atmospheric plastic men and women who look like they are from
the 1920's are promenading around an upstairs balcony when
Hugo the ghost suddenly charges up the stairs! Hide! Oh no,
someone is already hiding there! Run! There is not a great
deal of skill, but there are some interesting choices to make
and a rather satisfying theme helps.
[6-player Games]
- Moai
The Pacific island of
Rapa Nui
(Easter Island) has long been a puzzle to scientists. Why did
this society collapse, despite an almost total lack of external
enemies? In this scarcity game by Swiss inventor
Adrian Dinu (Aliens),
players need to provide enough food
each turn to feed their people. This involves playing enough
of their markers numbered 1-3 onto the finite and dwindling
supply of farming spaces, which is supplemented by the
occasional fishing boat. But the glory, i.e. victory points,
of the islanders comes from the famous stone statues they
build. The more the better and quality counts too, the latter
depending on the number of workers on the project. But each
statue, and each boat for that matter, depends on having a
wood token, and these are also scarce. This is historically
accurate since de-forestation was a major problem on the
island. The game simulates this well by use of programmed
decks of cards in which most of the wood-bearing cards appear
in the first one and only a very few in the last. But there's
a subtle problem with the way that wood distribution works.
There are four slots in which wood appears and players fight
over these via the mechanism of placement and majority
control. For example, consider a three-player playing.
Slot 1 always has wood; slot 2 usually does; slot 3
has it about half the time in the first half of the game only and
slot 4 about a quarter of the time in the same period. As a
consequence only slots 1 and 2 are really of significance. The
other salient fact is re-deployment of pieces is generally not
allowed – perhaps Moai's greatest innovation. One
can use cards to permit more of it, but this usually results
in an overall lessening of position as one tends to lose
farming slots which leads to deaths, etc. As a consequence,
the all-important wood gathering positions tend to be set in
stone, more or less. This means that there is always one slot
that tends to be best, which one it is depending on the number
of players. In the three-player situation two fight over slot 1, each
probably winning about half the time, but the third player
generally wins slot 2 every time. There are similar dynamics
for other numbers of players (except two). As this has no real
thematic connection, a more equitable wood distribution system should
have been found; as it is, it's quite possible for a player to
take a big lead early and never look back. Moai also
includes blind bidding for cards and some of these are of the
"take that"
variety. While normally this would be cause for concern, with
one exception neither is much of a problem in the context of
this game. The bidding works out because the cards to buy tend
to be quite balanced and the amount one has to bid with is
anyway minimal. Zero bids are common. The "take that" cards
are not too serious in their effects except for the ones that
destroy another's moai (statue), which is okay as long as all
players know about these cards before play begins. If they do,
they'll take care to buy one or more cheap statues which can
then be the ones chosen for destruction when the time comes.
The game materials ought to do a better job of helping first
time players realize this in order to avoid the "I hated my
first playing of this and will never try it again" syndrome.
Production is nicely realized. Early misgivings about the
cylindrical pieces rolling away proved unfounded; except for the
very start of player, usually one doesn't have many unallocated
to hand anyway. Cards are large and thus hard to hide when bidding,
but players learn to simply hold them under the table. The
instructions tend to be vague on certain minor issues, as if this
never received the benefit of blind testing. Having such a nicely
thematic treatment, it's unfortunate that this mostly tactical game
cannot be highly recommended.
Strategy: Low; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 5
Adrian Dinu;
Face 2 Face Games;
2007; 2-5
[Buy it at Amazon]
- Modern Art
Fascinating auction game is a Knizia study in group think
and perceived value. Theme fits like a glove – the trendy,
murky, quirky world of modern art. Equally interesting
to play with three as with five. Always includes all of
the players, even when it is not their turn. Comes in two
different rule sets, the original German and the Webley/
Game Cabinet English version later adopted by Mayfair.
Strategically, players should always remember that even though
they may make a profit in selling a painting, they are also
swelling the coffers of the sellers. It is prudent to think
about who is earning more. Of course, if the seller has been
overspending on paintings for most of the game and is probably
not doing well, it is okay to buy for a high price, but if the
person has been holding back and never buying but selling at
good prices, then let the buyer beware. Players may like to
experiment with open money holdings to remove the memory element
as all of the financial information is ultimately trackable.
This can help to fix the inexperienced player problem. A Deutscher
Spielepreis winner.
[Buy it at Amazon]
- Moderne Zeiten
Auction and shares game set in the large construction world
(trains, planes, automobiles, telephony and skyscrapers)
of the 1920's. Players bid for a set of randomly turned
up shares, and for the right to act first. Similar to Traumfabrik, the winning bid
is distributed to the other players. Then each player either
draws two shares from the deck or plays any number. If the
latter results in the player showing more shares in the industry
sector than any other single player, he moves his unique zeppelin
piece forward on the spiral track to the next space showing that
sector. This space also names a city (New York, London, Paris,
Berlin, Chicago, New Orleans). Sector and city are used to index
a location on the clever central board matrix which the player
now marks. At the end, points are granted for dominating rows
and columns of this matrix, as well as for having the most shares
in each sector and the most money. As shares appear, they are
counted and once they hit a limit, whichever sector has the most
shares out crashes and they are all lost so this is one of those
games where it is a good idea to aim for the tricky goal of being
in second place. Strategically, with a full complement of five
players, it seems that a lot of points can be earned by being
diverse in holdings and conservative about spending, but it's
hard to advise since maddening ambiguities in the instructions
seem to ensure that there is no consensus about the correct rules
of play. If one can somehow get over this, "Modern Times" is an
appealing construction which because of the variable starting and
appearing shares should have plenty of replay value. Fans of the
somewhat similar Union Pacific
should enjoy this as well, but those who didn't care for it should
like this even better as what happens on the board matters more.
The look reflects the interesting theme very nicely, even though
the artwork feels a bit bland. One wishes for a bit more quality
in the flimsy play money which sticks together too easily and
is difficult to count. [Balloon
Aviation Games]
- Mogul
Michael Schacht invention is an auction game on the topic of
historic American railroads. A card is turned up and those who
have matching cards earn a victory point. Plastic chips are
then used to conduct a curious form of auction in which players
take turns either contributing a chip to the pot to stay in or
take everything there and drop out. The eventual winner either
takes the card or wins the right to sell one he already has, the
second place finisher being able to do the other. Selling value
is equal to the number of shares of that type currently being
held by all players. The system is easily understood, play
clever and tricky to navigate. There can also be quite a bit of
angst deciding whether to put in a chip hoping to get more later
or in a mano e mano competition, wondering when the opponent
will be forced to fold. Although it's almost all auction,
it proceeds so quickly that one doesn't mind. As it accepts
the relatively rare six players as well, this small package
should find appeal to just about everyone. One cavil is the
small board which has a difficult time accommodating the scoring
markers when many are tied. Along with with Crazy Race and
Station Manager, part of a trio of railroad-themed games.
[6-player Games]
Michael Schacht;
Spiele aus Timbuktu;
- Mole Hill
Reiner Knizia game for two about one player, a furry mole,
attempting to hop around a grid as long as possible while the
other player, a perplexed farmer, places one fence per turn
attempting to block him in. In a brilliant insight, the center
space permits teleportation. Very simple rules provide a most
accessible vehicle, yet there is enough tactically to keep things
interesting for quite a few plays. In terms of tactics, the
farmer player should paradoxically not place too close to the
mole initially, but rather imagine the larger area in which to
trap it and place about two moves away. The mole player cannot
afford to be leisurely and should always be moving with a view
to keeping his options open.
- Mömmen
Card game of the "fishing" variety where cards are played to
claim others lying face up on the table, this time about sheep.
They come in four colors having values two through four.
Players try to be the first to collect a full set of six by
swapping with a pool of five face up cards. To keep things from
being too sedate, if not pastoral, some of the cards show sheep
which have already been sheared. These are worth negative points
and must be swapped for a positive card of the same color, which
might not always be available. Two other types of cards round
out the specials: Benny the Dog clears out the entire pool and
Tim the Shearer forces the downstream players to take negative
cards. A hand can be as quick as five minutes and rarely more
than fifteen. Players must deduce which color the downstream
players are collecting and not give them what they want as well
as choose carefully what to collect. The card fronts showing
various silly sheep and backs showing the company's mouse logo
are all quite cute. Overall, probably best appreciated by those
wanting a not too-taxing experience. Title is a made-up word
for sheep (singular Mömm), possibly derived from the sound
a sheep makes in German, "ma-a-a" (and too many games of Die Siedler von Catan?)
[Die Wuselmäuse]
- Monastery
This is a tile-laying game and yet also something more as the
little wooden monks run around on the tiles of the monastery.
Each player controls multiple monks who move according to
action points and whose goal it is to be sitting on the
maximum scoring tiles at evaluation time. This is not as easy
as it sounds since the monastery grounds are large in comparison
to the movement rate, it's often not possible to create
efficient paths and tiles get used up. A special mechanism
attempts to encourage players to cooperate, however. Certain
tiles need two, three or even four monks at once to complete
them, which in the early stages is more than any one player
fields. So a player is to grab one or two of these spots,
probably the lower-valued ones, and hope that others will fill
in the gap. Trouble is, if others have been fortunate enough
to draw tiles which don't require cooperation, the poor
volunteer stands out there with his cake in the rain, scoring
nothing. (This mechanism works in
Blue Moon City,
but was not implemented well enough here.)
But gaining points are not the end of it. They are
but a way of buying letters (yes, not just vowels, but even
consonants) to cover the designated spaces on the front of
one's cardboard player shield. Some letters are unique, but
many are shared and even though there are multiples to go
around, the first purchaser pays the lower price. In this way
the rich monks – the ones who earlier drew the good
tiles? – get richer. On the other hand, it is not in any
way a word game. Just to spice things up more,
several tiles have special effects. The library permits
switching a couple of letters; the workshop permits drawing
a new tile; the prison cell even lets the abbot player
imprison a monk. While these are fun, it's hard to tell from
the tiles what they do and players need to constantly check
a reference sheet. (There are a fair number of rules
exceptions that pose a similar obstable as well.) Otherwise,
however, the artwork is quite nicely realized. The cute monks
can be placed both in standing and prone praying positions. The
thematic elements feel nice as well. However, the fragility of play
can lead to unfair results, frustration and being left out
of the running rather long before it's over.
Phil & Steve Kendall & Gary Dicken; Ragnar Brothers; 2008; 2-4
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Low; Personal Rating: 5
- Money
Knizia card game is reminiscent of Boneyard and also
Lamarckian Poker.
Here players use cards to simultaneously bid for more cards,
representing various currencies, trying to collect a matched set.
Some play fiendishly trying to prevent others from completing
theirs, but often it seems that a more generous approach that
allows completing one's own goal more quickly is more effective.
A quick, elegant game.
- Monopoly (Billionaire)
Game vaguely about real-estate was seminal for its time, although
that time, the 1930's, is now considerably past. One of the
first, perhaps the first to combine cash, pawns and
cards all in one setting. Set in Atlantic City, and since in
countless other places around the world. In fact it is possible
to purchase a "create your own" set to place the game wherever
you like. For some reason, seems to be played more incorrectly
than otherwise, including the placing of tax funds in the center
of the board to be claimed on Free Parking and the omission
of the auction rules for unpurchased properties. These regular
changes probably reflect mass market tastes. Unfortunately, this
dumbing-down of the rules also greatly lengthens play which does
not help its reputation. Even if played correctly, however, has
a great deal of luck, not enough strategic paths and some players
may be eliminated before the game is over. After all these years,
the game which became popular simply because the victims of the
Great Depression enjoyed the fantasy of playing with huge sums
of cash, it would probably be in the long term best interest of
the hobby today if it went out of print since its bad features
are giving games and gaming a bad name. Who doesn't know at
least a dozen people with bad memories of bitter, interminable
playings that have left them never wanting to play any other game
ever again? After seven decades, it's high time something better
took its place. The Settlers
of Catan, Bohnanza
and Carcassonne are
just three of many possibilities, but it's very difficult
to see how it can happen, especially in America, with so much
advertising money and short term profit involved with Rich Uncle
Pennybags (the mustachioed character often pictured on the game).
But short-term greed has always been connected with this game,
in more ways than one. Not only was Elizabeth Magie's 1904
original patent shorn of its anti-capitalist second half, but
its very invention was conveniently attributed to one Charles
Darrow, who had merely appropriated the idea. Some of the
background on the true origins of the game are described at the Anti-Monopoly
website; more is presented in
The Oxford History of Board
Games by David Parlett and
The Billion Dollar Monopoly Swindle.
[10 Most Famous Board Games]
Billionaire
is a quite similar Chinese-language game which renames all
the spaces and modifies some rules, also including cartoon
illustrations on the board. The dice are replaced by a
plastic spinner giving numbers 1-12, thus changing the landing
probabilities. Includes large, clear plastic pawns.
- Montgolfière
Another game of the Raj type in
which players start with identical sets of cards. Here each is
randomly given a subset and adds one card each turn. The theme
is ostensibly around the very first hot air balloon flight and in
a very pleasant presentation, players attempt to fly higher than
any other. The higher the card played, the more likely one is to
move up, but there are other interesting plays such as grappling
onto another balloon, using soporific gas on lower balloons or
storms which defeat the leaders. It can be especially interesting
to compete against the non-player Black Baron who has been
known to win the game from time to time, even playing randomly.
A more recent design of similar type is Sky Runner (not
described here). A light psychological battle not requiring a
great deal of thought or effort. We have successfully added to
the strategy, especially with respect to cooperative play, by
simply having the full deck of cards available from the outset.
[Balloon Aviation Games]
[6-player Games]
- Morisi
The follow-on to Isi
which changes the game from squares to hexes and from two
players to up to four is just as enjoyable if not better due
to the greater variability introduced by having more players.
Works better if the board is made in a slightly triangular way
and three more or less regularly-spaced "holes" are created.
This tends to prevent the "star network" strategy from
dominating and the first player from regularly winning.
[Cwali]
- Morgenland (Aladdin's Dragons)
A re-working of Keydom with
theme translated to an "Aladdin's Lamp" setting. There have been
quite a few changes in this version. The family businesses have
been changed to competing gangs of thieves and in game terms the
family affinities to places removed. Several of the destinations
such as the midwife, thief and soldier have also vanished.
The game is no longer a race to acquire the four treasures, but
to have the most of them when all have run out. The results are
that the kingmaking and long endgame problems have been fixed
and the game length probably shortened by about an hour. On
the other hand, the theme no longer seems to fit as well.
It made more sense that one always got trees in the forest,
but now why does one only find one kind of treasure in the each
dragon cave? Some of the intermediate destinations do not seem
strongly themed either. And although I am usually a huge fan of
Doris Matthäus art, for some reason it doesn't really work
for me here. Thus the game is still interesting, particularly
in the bluffing and mind games of placing pieces face down,
but somehow at the end of the day does not strongly appeal.
I would suggest playing with public tiles as well since that
information is fully trackable. Strategically, the "3" Thief
chit seems to be the one most worth acquiring.
- Mouse Trap
Racing game whose main attraction is a Rube Goldberg device which
does not always work that well. There is not much to the game,
but operating the device is fun for a while. Children's fare.
- Mr. Jack
Two-player game of logical deduction set in Victorian London.
But this is deduction of the
Scotland Yard
sort rather than that of
Sleuth,
Code 777
or
Black Vienna.
That is, the deduction part is rather elementary, as Sherlock
Holmes would say, and issues like movement and position take
the featured roles. Holmes is in the game, as is Watson, but
not Moriarty. No, here in a mixture of fiction and reality,
the villain is Jack the Ripper (though actually Arthur Conan
Doyle did have some involvement in solving the Ripper case).
Mr. Jack is never shown on the map, but is secretly one of the
eight characters, all of whom are moveable by both players.
The goal of the Ripper player is to last eight turns without
being discovered and caught or to escape the board before
then. The Scotland Yard player attempts to prevent that, of
course, and is helped greatly by the rule forcing the Jack
player to every turn state whether he is standing next to a
street lamp or other character, or not. By this means is the
Ripper's identity slowly deduced. But this is not all. Each
character also has a special power which comes into play each
time he moves: Holmes reveals one of the innocent. Watson acts
as a portable street lamp. Lestrade moves the barricades that
block exits. Sir William Gull swaps positions with another
character. There is a character who relocates the lamps and
another who does the same for the sewer covers – sewers
permit "teleporting" across the board. Online play at
mrjack.biludi.de
reveals that Jack is probably easier to play – he wins
noticeably more often – but on the other hand, performing
the deduction is probably more fun, so there's a kind of
balance there. Actually everything here seems both balanced
and completely developed. Every character has a specific
purpose and affects a different game feature. Neither side can
generally get a great advantage very quickly, but both, by
careful analysis and a little luck (in which characters are
drawn to act in which order) can build up small advantages
that lead to a win. An illustration of this is that the Ripper
only rarely escapes – the fast Miss Stealthy character
being something of an exception – but the fact that it
could happen has considerable influence on play in both
the bluffing and the worrying aspects. The presentation is
quite attractive and the characters are cleverly depicted on
double-sided round tiles which are flipped over to indicate
their status. One point of slight cheesiness is that one of
the characters has been given the sobriquet "Jeremy Bert" in a
sort of tribute to the late actor Jeremy Brett, who portrayed
Holmes in the very popular and very good British TV series.
While I liked Brett a lot too, but would have preferred an
historical name for this character. Overall though, it was a
great idea to combine a
Verräter /
Citadels-
style game with logical deduction and pursuit. It works quite
well to boot. The variability of which character is the Ripper
adds quite a bit of replay value so for anyone who can use
another two-player vehicle, the game's afoot!
By the way, A. Conan Doyle thought that the Ripper was probably an
American who disguised himself as a woman to make his getaways. And
although several detective novels have done it, Doyle would have
hated the idea of mixing his characters into a story about
real-life ones. Expanded, so far, by
Mr. Jack: The Carriage
and
Mr. Jack Expansion.
Bruno Cathala & Ludovic Maublanc; Hurrican; 2006; 2
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Low; Personal Rating: 7
[Buy it at Amazon]
- Mr. Jack Extension
This expansion kit for
Mr. Jack
adds five more characters and a fun way to determine which
ones are used. Four of the characters from the original
– Holmes, Lestrade, gaslight guy and sewer guy –
are indispensable and always participate. All of the remaining
characters are shuffled together and distributed. Players take
turns adding one character each until a full complement has
been reached. The butcher character scares a character and
makes him move a few spaces away. The anarchist places a
barricade on the board. Madame is similar to Miss Stealthy in
that she's very fast – moving up to six – but
never uses sewers. Inspector Abberline is sort of the
butcher's opposite, preventing adjacent characters from moving
more than one space. Most novel and fun (invented by outside
contributor Steve MacKeogh) is Spring-heeled Man, who jumps
over obstacles and even characters, the latter so that the
amount of space on either side of the leapt over is the same.
This character can make a wide variety of moves, often
surprising ones. Overall the new characters work fine and
add new considerations to play without changing its basic
nature. Presentation maintains its same high level and the new
materials can all be accommodated in the old box. Instructions
are once again in seven languages. Get this if you've played
Mr. Jack so often that it holds no more surprises for
you, or you are simply in love with this system; the rest will
survive happily without.
Ludovic Maublanc & Bruno Cathala; Hurrican; 2007; 2
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Low; Personal Rating: 7
[Buy it at Amazon]
- Mr. President
Early game by 3M depicts US presidential election. Ostensibly
for four players, in reality it is just a two-player situation
as there is no way for the vice-presidential players to
win an indepedendent victory and nothing to give them any
original activity. Essentially this is a card game and like Campaign Trail, would probably
be better via e-mail so as to permit detailed analysis. Rather
dated today, both in terms of its electoral vote totals and its
play, these early 3M efforts are nevertheless the groundbreaking
work which led to the German gaming renascence that we have seen
in the 1990's.
- Mü & Mehr (Mu and More): Calcory
I didn't think it was possible, but Doris and Frank have
actually managed to created a version of the traditional game
Memory (Concentration) which is fun and has strategy.
Nicely done and worth a try if you have not yet done so.
Frank Nestel & Doris Matthäus;
Doris&Frank; 1995; 2-5
- Mü & Mehr (Mu and More): Last Panther, The
A redo of Hearts is both
interesting and fun although you will find you don't play it
much as the other games in the box are so much more engrossing.
[6-player Games]
Frank Nestel & Doris Matthäus;
Doris&Frank; 1995; 3-5
- Mü & Mehr (Mu and More): Mü
Trick-taking card game of machiavellian bidding tactics and
revolving partnerships. One of the best with plenty of possible
approaches, though it never hurts to be dealt a handful of nines.
Is really best at exactly five players. With four, the chief
and his crony seem to win too often and the six player version
can fall apart quite dramatically. If one has six players,
try the Wimmüln game (see below) from the same
box. Four players can resort to The Last Panther
(above) more. [variant]
[Two vs. Two Games]
[6-player Games]
[Frank & I discuss bidding]
Frank Nestel & Doris Matthäus;
Doris&Frank; 2006; 2-6
[Buy it at Amazon]
- Mü & Mehr (Mu and More): Safarü
A successful take-off on the traditional card game Cassino.
Although not the most strategic of games, it is charming to
collect the colorful animals, foil the plans of others and does
not last overlong.
Frank Nestel & Doris Matthäus;
Doris&Frank; 1995; 2-4
- Mü & Mehr (Mu and More): Wimmüln
Trick-taking card game similar to Oh
Hell in that players must predict the exact number
of tricks they plan to take, accomplished using the ranks of
two cards taken out of the hand. Quite challenging to play
well and tricky as predictions may not be what they seem.
[6-player Games]
Frank Nestel & Doris Matthäus;
Doris&Frank; 1995; 3-6
- Mückenstich
Trick-taking card game with delightful illustrations on the topic
of being bitten by a mosquito. Title means "mosquito bite",
but is also a pun on the German word for trick. Bit random,
especially as the number of players gets above four. As no
player has any idea which suits will be doubled in value and
which zeroed, is extremely difficult to plan anything. Luck of
the draw also plays a large role as a high hand can be very
difficult to play – leads of high cards often gather multiple
mosquito bites. A rule permitting each player to dump two cards
beforehand increases the randomness.
- Müll + Money (Industrial Waste)
Game of industrial competition for up to four is a race to develop
the best corporation rather than the usual one of earning the
most money. The difference is that in addition to improving
earnings, the corporate entities attempt to minimize labor, raw
material requirements and waste. At the core is turnly drafting
of three-card packets which come in an at-first bewildering
variety of types. Each card confers a benefit, some of which
also permit mild attacks on opponents. One card is an industrial
spill which has the potential to affect everyone, but one has a
good chance of seeing it coming. Drafting is a popular mechanism,
probably because it implies the player doesn't have to pay for
what one gets or worry about how much to bid against an opponent.
All that's necessary is to rate the value of each of the choices
for oneself, rate their values for any opponents yet to choose,
calculate the averages and choose. Thus, the game moves along
on greased wheels, the companies progressing from left to right
along a blank board reminiscent of those real life corporate
line charts. Besides the risk management of how much garbage
one is willing to tolerate, there are multiple strategies to
pursue. Do you want to make a lot of money or try to make a
lot of progress on the track? In how many areas will you try
to innovate? It does seem that innovation (the minimizations
mentioned above) is the most rewarding policy, although not a
perfect strategy by any means. The drafting mechanism somewhat
falls down thematically as why couldn't a corporation simply
take whatever action it wants rather than being dependent on
what cards it can draft? Changing that rule alone would probably
give too much flexibility, but might cause one to think of other
limitations beyond money such as built-in prerequisites and
one could see that these same operands could be used to create
a game featuring more detailed planning and less influence of
luck. But this one gets by, for at least several plays anyway,
just on elegance. Aesthetically, the cards are industrial
yet clean, an interesting mix. The communication design could
have used more work. One would like to see the 5 million Euro
cost placed on the player boards where they occur, for example.
Internationalizing the cards was attempted by replacing text with
icons, but they are not really explanatory and must instead be
memorized. It would have been nice for endgame play if victory
point totals were a little easier to see at a glance, although
hidden funds will always add uncertainty. Overall, should be
enjoyable to those wanting a game with some interesting twists
and bits of planning which is not overly demanding. "Waste +
Money" is an interesting title, implying a sort of equation
as well as importing an English word, perhaps a commentary
on American business practices? [Holiday List 2002]
- Münchhausen
Very simple and short card game is almost purely a matter
of bluff. Poker players
who enjoy trying to tell when someone is lying might enjoy
this one. Not the same as The Extraordinary Adventures
of Baron Munchausen published by Hogshead and later by Krimsus.
- Mundus Novus
-
"New World" is a card game re-working of one of the main ideas of
Mare Nostrum.
There is no map or combat; what's preserved is the joint group
trading system in which all players simultaneously choose a
number of cards to trade and then one-by-one players draft
from one another. The next player to draft is the one who was
last drafted from. At the end the first player to draft gives
a card to the last one. This system is enhanced a little by
also making available a few random unowned cards. Players who
draft one of these replace it with a card from any other
player. A curious side effect of this rule is that it's now
sometimes possible to pull one's own card back in hand. There
is no longer any map to provide cards so now each player is simply
dealt five to start the round, receiving more from each ship card
purchased and being able to keep cards between rounds
depending on warehouse cards held. Buying cards is a matter of
collecting sets; five cards are always on offer and the number
from which one can choose depends on the size and rank of the
set (ranks are 1-9 with higher ranked cards being less common).
Other cards are things like named leaders which give
advantages that break the usual rules and some like the
shipyard which cleverly depend on what cards (e.g. the number of
ships) that others hold. Another common type of card simply grants
points, the collection of which appearing to
be the main way to win, although there can be a sudden, surprise
win if someone manages to collect one card of every rank plus an
Incan gold card all in one round. There are also a half dozen
random events which can trip players up in unexpected ways.
The trading system works well as it's tricky to decide whether
to go for high or low value or even pursue the third
option of not collecting a set, but a one-of-each which can be
used to buy points straight out. A combination of both
approaches is also possible. Great praise must be heaped on
artist Vincent Dutrait,
who has really outdone himself with great card art here,
even if some of the iconography is a bit murky (probably not
his fault anyway). There is trouble in the new world too,
though. For example the three purchasing schedules are complicated
enough that they should have been printed on player aide cards,
though putting them on the back of the rules booklet was a good
start. One way to partly address this is to lay out in points
the amounts one earns for each level. Another issue is that even
without the special promotional cards, this seems to take too
long for the situation, a five-player game running over an hour
and a half. But the hardest to take, even to believe, is that
these experienced inventors don't get the need for balance between
cards in a deck. Incan Gold cards, which are used as wild cards,
are way too powerful to only be received by luck of the draw
from the deck. Plus, they make decisionmaking less interesting;
when using ships the extra cards are all dealt out face up and
players draft them starting with the lowest-valued ship. There's
no reason to ever not take a gold card when it appears. Maybe all
this came about from a desire to increase the possibility of the
sudden, surprise game ending. But it could have been achieved
without unbalancing things for those who happen to never draw
these cards by letting gold still be used for this purpose, yet
not letting it be used in sets smaller than that, or weakening
them in some other way. Since the cards are so very nice, it's
tempting to try a variant that either removes or weakens these
cards, but at this point that is still unknown territory where
one should venture with great care.
MMMM5 (Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 5)
Bruno Cathala & Serge Laget; Asmodee-2011; 2-6; 60
- Murphy
Deduction game similar to Clue, but here one traverses
the world to find a lost heir. The board changes so fast that
planning is almost impossible and moves are very tactical.
Becomes frustratingly long as well. Play with at most three to
try to lessen these phenomena.
- Muscat
Small press game by Christiane Knepel is
professionally-realized and thematically reminiscent of Bakschisch as players try to
advance their "artists" as far as possible at a sultan's court
(perhaps more likely an emir). Here, however, the mechanism
is not an auction, but a form of Rock-Paper-Scissors.
Luck is introduced in the form of the order in which the players
draw artists from their supply. Special powers granted to losers
in status conflicts add considerable interest and variation.
Strategically, despite all the possibilities for clever tactical
play, victory often goes to the player who manages to get the most
tokens into play, indicating that it may be best to mostly simply
enter new artists, leaving activation of conflicts to others.
- Musketiere
Card game with very elegant mechanics and
some attention to the theme from the famous Dumas
novel of the musketeers fighting the cardinal's guards.
Features extremely good mechanics and runs very well, but as
is unfortunately so often the case, games which are good at the
mechanics end are often too chaotic to sustain interest. Here,
although there is some strategy, the luck of the draw plays a
large role and anyone who can get high cards more often than the
opponents will triumph. The few hands required by the game are
not really enough to ameliorate this. But worse, because all
plays are of the simultaneous and hidden variety, it's pretty
much impossible for the players to ever work together to stop a
leader who can pretty much be sure of coasting to victory simply
by choosing his high cards as victory point cards each turn. In
addition, only really seems to play at all with four.
- Mush
Alan Moon game about dogsled racing in the Great White North.
Sleds move via a great deal of dice rolling, reminiscent of Elfenwizards. Absorbing,
but needs a variant to disallow a player stopping play via
avalanches, otherwise can fail to terminate.
Alan R. Moon
- My Word (Diabolo, Express)
Reiner Knizia timed word game. Cards containing one or more
letters are slowly turned up. Anyone able to use them, in any
order, to form a word receives the cards, the collection of
which is the goal. Apart from "QU," it's curious how the letter
combinations were chosen, but coming from the Knizia team, no
doubt they were thoroughly tested. While there is nothing amiss
here, this is definitely one for performance artists who can
think very quickly on their feet. My own performance tends to
be fraught with problems as proper nouns – which are illegal
– keep crowding my brain. Thus in this category I prefer Boggle which affords a longer
process and more strategy (quality vs. quantity).
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Low
- Mykerinos
The third title from Ystari is a multi-player, majority control
affair. In 1899 players excavate archaeological treasures and
compete to put on the best museum show. My conjecture is that
the inventor is a big fan of
El Grande
or at least of its main mechanism. If you are not, you can
probably go on to the next review right now. Otherwise you'll be
interested to learn that here the board is kept fresh by forming
it from hardback cards that are changed out every turn. These
same cards are claimed at the end of each round to provide either
points or re-usable special advantages for the two players having
more cubes than the others. Placement is simple, being either
a matter of putting on a new piece or expanding out twice,
orthogonally, from an existing one, the main tactic being to
block others. A very similar placement game transpires on the
smaller board that represents the museum, where players try to
stake out the rooms matching their cards as their final scores
depend on multiplication of cards and room values. Cube placement
is really a form of auction and that is the game's essential
skill, particularly the realization that players are striving
for different local goals. Not overspending to win something
which will be yours cheaply anyway is a key skill. Saving cubes
for the late rounds can also be very handy. Thematically, the
modelling of the dig sites is not bad; it can represent digging
trenches. But what must the competition at the museum represent?
I would like to have more detail on that game! In my imagination
we must be something like ninjas who break into the museum in
the middle of the night and set up armed camps in our favorite
rooms. Woe betide anyone who strays too close as they may get
shot up! If there's collateral damage to priceless works of art,
that's just too bad. Anyway, it's all rather far away from the
reality that most expeditions were nationally financed and in
fact designed to provide material to fill up different national
museums. It's a bit unusual too that there's no attempt at
depicting the artifacts being found, but that's okay by me;
real archaeology should be about acquiring knowledge, not
a Schliemann-esque treasure hunt as it is in too many other
games. Providing a placement game atop another placement game is
fairly innovative, but requires players who like this mechanism
quite a lot, i.e. fans of auctions, logistics and territoriality.
[Ancient Egypt games]
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 5
- Mystery Rummy #1: Jack the Ripper
Rummy game with nice graphics and layered on rules for special
cards and correct prediction of one of six Ripper suspects.
What makes this surpass ordinary ordinary interest is that
in addition to the usual suspects, it is possible for the
players themselves to have done it. Very appealing for two
players; with more, the Ripper seems to escape too easily,
to the exclusive benefit of the player lucky enough to draw
the "Ripper Escapes" card. Rules are written confusingly.
[summary]
[Buy it at Amazon]
- Mystery Rummy #2: Murders in the Rue Morgue
Second outing in the Mystery Rummy series (out of a projected
seven) is set in literature's very first murder-mystery story,
penned by Edgar Allan Poe. Occasionally confusing in its somewhat
fiddly deck management, this one works better for more than two
players. In particular, the four-player partnership version seems
to be the most interesting as figuring out the best cards to pass
to the partner can be maddening. Luck of the draw seems to be a
larger issue in this version. Be careful to distinguish the two
types of Dupin cards as they have different effects despite very
similar artwork. Wyatt Earp by
publisher Alea is also of this type.
[Two vs. Two Games]
[Holiday List 2002]
- Mystery Rummy #3: Dr. Jekyll and Mr. Hyde
The third offering in this series continues in fine fashion with a
two-player-only vehicle set in the world of the Stevenson novel,
including characters such as Poole and Dr. Lanyon. In terms of
number and complexity of rules, this is the simplest so far,
there only being three types of special gavel cards, one of them,
the Transformation, being a unique. Despite this simplicity,
tactics remain interestingly complex. In all of the games of these
series, ideally one doesn't display any melds until the turn of
"going out", not just because it gives the opponent information,
but also because he can get rid a lot of his cards as lay-offs
(now thankfully named as such in the rules). But in this one
there is this huge problem of the warring selves of Dr. Jekyll
and Mr. Hyde, only one of whom is in control at a time (what a
nice working out of the storyline). So players need to weigh the
desire to hold cards versus the possibility that if the side of
their meld is not in control, they cannot play them. Which side
is in control at the end has a large effect on the score as well.
Fans of the series who need two-player games will want this
one, which is also the best of the series for introducing to
non-gamers. The new, smaller packaging is appreciated as well.
Rumor has it that something on the Untouchables will be next
in the series. [Holiday
List 2003]
[Buy it at Amazon]
- Mystery Rummy #4: Al Capone and the Chicago Underworld
With the fourth in this series of Rummy card games, it's no mystery
that US Games and Mike Fitzgerald have a decided hit on their
hands. One of the best consequences is that the cards now
arrive in a very nicely functional box. Cards continue to
carry background text, this time about the Chicago underworld
of the 1930's. The structure is a partnership based on Canasta plus the usual gavel
cards that enable irregular card manipulations. For the first
time an entry in this series fails to really hold interest.
Not only do are literary topics far better than glorification
of these ugly gangsters, basic Canasta is already quite
enough fun in its own right. In addition it's somewhat
irritating to find that the suit length varies from rank to
rank, necessitating constant lookups. There are four types of
special cards; one of the, the Raid, is extremely powerful and
there only three; those lucky enough to draw them are likely
to win the round. The partnership aspects are quite minimal.
There is no card passing as in the second in the series;
the instructions mention that
players are supposed to guess what the partner is
thinking, somehow. Thematically this doesn't have the same
sort of connection as the earlier instances either.
There is a shutout mechanism, but it's nearly impossible as
collecting the entire set of eight Al Capone cards and then
going out is very difficult, especially as the deck is
traversed only once. The main tactic players need to
realize is to hold out the last card of a series until it
is safe since there are big bonuses for having the full set.
The cards are sturdily made, but a little
too stiff to shuffle easily. By now the artwork could be more
memorable. It would also have been nice if the reverses of the overview
cards could have summarized the gavel cards or at least shown
how many there are of each type. Rabid fans of the series
and completists will want this, but everyone else will likely
prefer
Canasta Caliente.
Followed by
Bonnie and Clyde.
[Two vs. Two Games]
[Holiday List 2003]
MLMM6 (Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: Medium; Personal Rating: 6)
Mike Fitzgerald & Nick Sauer; US Games; 2003; 2-4
- Mystic Vale
I like that there are at least 3 strategic
paths – Points, Deck Size, Vale Cards – or at least 2.5,
the Vale cards being kind of hard to start
if the initial cards are not right. My biggest note would be that there
should be a way to clear a line of cards, either advancements or
vales. You should be able to do this when you crash, in lieu of
getting an extra mana for next time. Or if not that, you should be
able to buy any advancement you like, as in Dominion. One or the
other. Larry nickname: Dipstick Pail. (Larry is a friend of ours
who likes to give weird names to games.)
Only really find this worthwhile to play online. Fiddling with the
overlapping transparent cards is too much for a physical game.
The first expansion does not seem to really make the game any better.
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