Although originally published as Wabash Cannonball
(Winsome), this review refers to the Chicago Express
version picked up a year later by Queen and Rio Grande Games.
Since its first appearance this game
has since spawned a whole series of similar
railroad games known as the Historical Railroads System
including
Baltimore and Ohio,
Gulf, Mobile & Ohio,
Preussische Ostbahn
and
Texas & Pacific,
but it should be noted that in each of these not only the
geographies, but also some rules elements change. Shared
fundamentals in the series include: one action per
player turn, option to either put a railroad share up for
auction or build track for railroad in which one has shares,
and most money being the arbiter of victory. Games from
Winsome not strictly in the series, but having signficant
similarities include
Age of Schemes,
SNCF,Colorado Midland
and
Rails of the Rising Sun.
Another general rule in the system is that the more a railroad
expands, the better dividends it pays its owners and the
higher its share value, which will count as more cash at the
end of play.
Encountering this system for the first time can be
bewildering, not least because in many cases when one's turn comes
around it's preferable to do nothing at all. That is because
this system is largely about delaying. The intermediate goal
is to have the most stocks in the railroads that expand
furthest. But at the start, identifying which railroads
these will be, their expansion depending only on the players,
is extremely difficult. Buying a stock probably ensures that
no one else will try to help it. But expanding a railroad's
track probably ensures that others will buy shares in it,
possibly even more than the player, thus gaining the larger
bounty. Keys then are to lay back and save money so as to have
the most to win the key auctions when such opportunities
present themselves. All of this tends to be counter-intuitive
to the aggressive approach many bring to games so it can be a
real learning process. Clearly evaluation is very important in
figuring out how much to spend on a share, but tactical
considerations are very important as well, if players choose
to use them. For example they can build a rival railroad to
nowhere or use one to cut another off. They can try to trick
other players into buying less valuable stocks in order to
reserve better ones for themselves.
Perhaps it can also be a mite unfair at
times as it is often probably better to be last in the turn
order to achieve the above goals; these players may have an
advantage which is not even immediately recognized. There is
also some fragility
unstoppable lead which, however, is saved as it's over in
forty-five minutes, and two, there can be kingmaking,
sometimes going unnoticed. In this
case the hexagonal map stretches from New York to Chicago
with the costly to build over Appalachian Mountains interposed
between. Four railroad companies are available, one reason
four is probably the ideal number of players. The Queen
edition offers a large number of wooden locomotive pieces
which are quite nice to use, but a rather garishly yellow
board which will probably take some getting used to. It's
certainly not boring at least. The are also printed action
gauges and separate indicators for them plus a lot of paper
money which around here tends to be replaced by
Poker
chips. This can be worthwhile with a group that can handle the
fragility; some later entries in the system, such as
Texas & Pacific,
add considerations and possibilities that raise interest
even more, but do not offer the same level of physical quality.
[Italian Rails][6-player Games] MMHH6 (Strategy: Medium; Theme: Medium; Tactics: High; Evaluation: High; Personal Rating: 6)
Harry Wu;
Winsome-2007/Queen-2008/Rio Grande-2008; 2-6; 45
Game about forest management has an educational flavor.
Subsidized by the Bavarian forestry department, it contains sufficient
bits to have required a small woods.
Each player has a personal plot and therein attempts to grow the
highest quality forest, with the most diversity, least pollution
and most animals. Inherent in play of the game is a fair amount of
information about the various threats to a forest. These come up
via a wide variety of event cards which are played by an inexact
mechanism that is mostly bluff and very much hit-or-miss. Winning
the game is not so much a matter of strategy but of carefully
tweaking a number of mind-numbing tiny details, often those buried
in the rules details of cards one is not even holding. Luck in
card draws – both from the deck and from one's fellow players (best
to know well their tendencies) – can play an important role.
Reminiscent of Show Manager, but with even more things to pay
attention to. Too many, really. Not my idea of a fun challenge,
though it works well enough. Part of the trend of making games
overly complicated, which is not necessarily the same as better.
The "3 VP" chits are nice idea, but really unnecessary and just
add to cost. Like the small package. Played with 4. One person
got too many shops and ran away with it. The shops thing might be
a bit too powerful, in the sense that everyone else has to work
together to stop it, which we didn't even realize. Would have
preferred to see greater rewards for "perfect" construction, i.e.
no color violations, but that might be only me. Used basic rules.
We might have been using an expansion as well.
Did you know there are towns named Walnut Grove in twenty-six
states? I have even
been to one,
but that quiet, little river and canning town is a far cry from
what's depicted here. This is a game of the Old West, but the
title is a bit odd as there are no Walnut Groves in Old West
states like Colorado and Wyoming. This is no surprise: the
arid West was notably free of trees. There are Walnut Groves
in Texas and Utah; perhaps one of these inspired. Or the
Walnut Grove in Minnesota where
Laura Ingalls Wilder
was born.
This is a game of hardships in which players mostly contend
with the system itself as they struggle to keep their workers
fed and warm.
Play is over eight years representing the passage of 32 seasons.
In the spring players add one or two new random square tiles to their
player boards. These come in four terrain types, each of
which produces a different commodity. It's a wise rule that
lets players draw three and keep one or draw four and keep
two. Even so, when one cannot draw what's needed most, this
becomes the most frustrating element.
In summer players deploy their workers into areas, i.e. parts
of tiles sharing the same color. They then harvest a number of
goods (cubes) equal to the number of tiles participating in
the area. Each summer there is one random type that produces a bonus
cube to tempt a player away from his original plan.
In autumn players take turns making one move clockwise on the
common board. Representing a Western town, there is a circular
road with buildings along the outside edge, each providing a
different advantage. Some permit hiring more workers, some
give victory point providing improvements, some extra barns
for storage and some permit selling of certain combination of
three cubes. The main rub is that each location only permits
one player to use it per turn. The other is that passing
either of two points on the board requires paying a tax. Thus
one doesn't want to move along too fast, making this a limited
version of the rondel mechanism.
Selling cubes permits drawing three coins from a bag which
come in values 0 to 2 (each of which will be worth points in
the end). Coins take up barn storage space so
so buying extensions is often required.
Tiles also contain fences running through them. Extra points
are earned for having fenced in areas by the end.
In the winter players must spend cubes to feed their workers,
each of which requires one of three types of diets, and also
burn wood or have huts to keep them warm, some winters being
colder than others.
The presentation via icons is fairly intuitive,
but some of the rules, e.g. those on heating are worded a bit
ambiguously.
This is not a pretentious affair.
It's quick. It's intuitive. The seasons are programmed
into an A and B deck, becoming more difficult as one goes.
Decisions of where to deploy workers can be quite challenging.
There may be a certain sameness in the year disks after a
while, however. This is the rare game that makes one actively
wish there were expansion kits to vary play more and introduce
more wrinkles.
This might be good for non-gamers except that having to fight
the system it's too easy to make a major error early and then
suffer for a long time. This heavy system element does lend
itself to solitaire play, however.
LHMM7 (Strategy: Low; Theme: High; Tactics: Medium; Evaluation: Medium; Personal Rating: 7)
Paul Laane & Touko Tahkokallio; Lookout Games-2011; 1-4; 45
Amazon
Trick-taking card game with title a pun on taking tricks and
being stung by a mosquito, literally "What Sticks". Players start
the game by drafting what sorts of games they wish to win, then
before each hand draft the cards they will use. Thus everyone
can know what cards each player is holding before play begins
which will be a distasteful memory element for some. The game
could be played with all cards on the table, but not knowing the
card distribution is part of the fun risk management of most
trick-taking games. Another issue is that it is possible that
at the end of the hand no one has managed to satisfy a victory
condition so the game may go on for quite a long time.
[Buy it at Amazon]
Kind of fun, but after a few matches the inability to stop short
seems kind of harsh. Like the dragon board artwork. Played on
Yucata at either two or three players only. Four seems like it
would be too many.
Card placement game about expansion of servers and websites seems
a bit subject to luck of the draw and kingmaking. Perhaps it is
best played as a two-player game to avoid these problems.
[Jeroen Doumen][Splotter]
Multi-player game of carrying wine and passengers up and down the Loire
River amidst the chateaus. Wine is picked up at several ports and always
sold at Nantes while tourists are picked up and delivered at various
destinations. Each turn these demands appear in the form of cards specifying
their origin and destination. If a sun card should appear, all of the extant
wine cards disappear, the wine having been spoiled. As in
Montgolfière,
also by Dominique Ehrhard, movement is entirely via card play.
While in that one cards are chosen from one's own hand, here
they are drafted in turn from a common offering. Cards are
played out one at a time reminiscent of another game by this
designer,
Condottiere.
Stokers permit movement up and down the linear depiction of
the river. Boatswains help in reaching the ports, there being
one per river segment and only one boat allowed to land at each.
Anglers permit a player to dally and see what others are up to,
although it is advisable to not wait too long. A "BOOM" card
causes another player to have an engine explosion and lose a
stoker card, probably disrupting his sailing plan. Wine pays
two points if the favorable Nantes port is used, one otherwise.
Tourists pay one point. Victory is achieved at twenty. There may
be too much chaos for some as it is possible for a large load
of several cards to appear at a single port. Whichever player
collects them, and one player must collect all of them, will
have a huge and nearly unassailable advantage. Once aboard the
boat the collection cannot in any way be sabotaged and while the
delivery may be delayed through concerted action, eventually it
must be delivered for a large number of points. This can also
cause some problems for the game since there are relatively
few demand cards and if a player cannot deliver a large load,
there may not be any new loads to pick up for a few turns and
players may be idling their boats on the river for a time.
A way to get more demand cards out might have been a good idea.
At the very least the game requires an alert team of players
ready and able to play defensively to stop a leader, even if such
is not to their own immediate benefit. And there is more chaos
in the random way that new demands appear and get extinguished.
Which boat operations appear each turn is also luck-dependent.
A rule permitting the use of wine to bribe boatswains never
seems to be worth using. At the end of the day, the question
for most may be whether the theme succeeds in ameliorating
the chaos. Strategically, there are some interesting choices
about whether to make a grab or to bide one's time and build a
stronger hand. Much will depend on the playing style of one's
opponents. Presentation is average although one would have hoped
for more with such a romantic topic. The cards are rather thin
which is surprising from the great card games company Piatnik
while the otherwise gorgeous cover strangely marred, perhaps
by some PhotoshopTM effect.
Title means "Wine Merchant."
[Tourist Games]
Multi-player auction and set collection card game, the
second for inventors Roman Pelek and Claudia Hely (see Santiago). It shares with James
Ernest's Lamarckian Poker
and Reiner Knizia's Money
the idea that the same resources being collected are also used
in bidding. A second shared feature is that in addition to the
main offering, others' bids constitute awards. (High bid receives
the main, next highest the high's bid, and so on.) But here
bidding is not blind, but sequential. Scoring is rather different
as well. Players try to create pyramids of wine bottle cards
which match a color and number. Play passes through noticeable
stages from the outset where everyone is just looking for good
value to the end when all are fairly locked in to particular
needs. The usual auction evaluations become somewhat warped
when players deliberately aim for targets not at the top. On the
other hand there is perhaps an inherent fragility in the system
if a player can win the main offering too easily due to others
undervaluing it. A rather strict hand limit helps work against
this however. For auction fans, the unusual way that items
are distributed makes this worth playing and having. Title is
shared with another, unrelated game and means "Wine Merchant."
Apparently the duplication is possible because the earlier one
came from Piatnik, which
is in Austria rather than Germany.
[Holiday List 2004] MLMH (Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: High)
Multi-player game set in a science fiction "World of the Winds."
Gliders fly to a central island, pick up a fictional precious
mineral and then fly home again. Minerals are represented by
actual small rocks. Winds come from the four cardinal directions,
apply the same for all players and are represented by six dice
which hold the four colors. Movement of a glider is handled very
satisfyingly as the additive result of these dice. Players dial
their movements simultaneously and one hopes without error.
But one must beware of other gliders which if they land on one,
send the glider immediately home without the mineral, much as in
Backgammon.
Turbulence
points in the four corners behave like "warp points" and permit
gliders to teleport across the board. Unfortunately they seem
too tucked into the corner to be of much use. Optional additional
turbulence points may address this. Overall, an innovative
design deserving of attention, but which asks a fair amount of its
players and thus requires an enthusiastic and dedicated group of
planners. Mere casual play may seem too chaotic to be rewarding.
Moderated party game set in an obscure village in which each
player is assigned a secret role. While others have their
eyes closed, werewolf players choose one to be murdered.
Between murders the others try to figure out who the werewolves
are and vote to lynch them. Of course the werewolves participate
and often seek to derail in this process. Helping out are some
other characters such as the Hunter who gets a final strike as
he dies, the Seer who once a round can test a player's identity,
the Witch whose potions can once save and once take a life and
the Little Girl who can try to peek at what the lycanthropes are
doing. Not that anyone believes her. Actually, this character can
be problematic if she succeeds at seeing the wolves and not dying
(perhaps being saved by the Witch) as she can then announce the
identities of all the wolves and perhaps end the game before
all the fun has been wrung from it. While it may appear that
there is nothing here but negotiation, lying and catching lies,
actually there are strategies which can be pursued. For example,
the following is due to Bobby LaBoon, a villager who got all the
players around him to vote in a bloc. By this method the bloc got
a player nominated and then voted him innocent. But in doing so,
he carefully noted which players had voted for the death of this
innocent and these became top wolf suspects. When later one or two
members of the bloc refused to support lynching these suspects,
they too came in as suspects, which indeed provided to be the
case. So really the only limit to strategy is the imagination. On
the other hand, although huge numbers can play, lengths of many
hours are possible (have food and beverages close at hand) which
is not very fun for those eliminated early. One also needs
a moderator, not necessarily a fun job, but one which must be
done quite carefully unless an identity accidentally be spoiled.
Fans are probably those who want a very social experience akin
to that of a role playing game or something very different than
the usual.
[Party Games][Periodic Table of Board Games][Buy it at Amazon][Buy it at Amazon]
Railroading game about the early constructions in British
Yorkshire. Although featuring crayons used to draw track,
the stock market seems the key subsystem, giving a feeling much
more akin to the 18XX series, although in this case lasting only
about three hours. In fact, most of what occurs on the board is
basically meaningless – there will be maybe one or two cutoffs
during the game – so unless one wanted to re-enact the history,
it could have been fairly easily abstracted out and probably much
to its profit as the time to play would likely have been cut
in half or more. (Considerable effort is spent re-calculating
profits on each and every turn.) More interesting for potential
stock manipulators out there are which of the six railroads to
invest in, particularly with a view to acquiring the somewhat
valuable director's share (although it does not seem to be as
important as the proportional size of the actual share would seem
to indicate). These six minor railroads are eventually bought out
by one of two major ones and again crucial is the decision when
to swap stock of one for the other. Strategically, it seems to
pay to stay under the radar and look hopelessly out of the win.
Then perhaps one can avoid being ruinously bid up on the auctions
and manage to earn some money, in particular if one can manage to
create a railroad with not too many shares extant and the player
holding most of them. Knowing the true value of every item
bid upon is the crucial talent in the game and for that reason
it might work better as a play-by-email game allowing a fuller
analysis. Although 18XX is not at all to my taste, this might
work well as a shorter version for those who are. Does accept
six players and said to be related to Dutch Intercity by
the same designer. One rules ambiguity was the one stating that
routes must be built in the shortest way. It is not clear whether
this has the more restrictive meaning of only the shortest route
between two given points or the more global one of the shortest
route needed to add the new city to the existing network.
[6-player Games] [Winsome]
Essentially a card game (although instead using
attractively-illustrated cardboard tiles) about building a
medieval town. Suffers because the mechanism which should be
usable by the losing players to catch up is not usable against
the leader. Use of one of the variants floating around the web
is recommended for this reason. A minor aesthetic thought is that
it would have been nice if the tiles could have been illustrated
with more variety. Title means "Competition of the Architects".
Reiner Knizia card game of turnless trading clearly based on
the old warhorse, Pit.
There are also similarities to the more recent Zaubercocktail. The
main innovation here is the unowned card on the table which
may be traded out by anyone and which causes penalty points
for whoever holds its match when the round is over. While a
significant development, play can be interrupted by argument
when multiple players try to grab it at the same time. Moreover,
one needs to watch this card so closely that it tends to swamp
the trading activity. Indeed, many trades will happen in de facto
fashion by repeated swaps with the center. As this seems to take
the science and tactics out of trading and simply emphasize
the center, it leaves a feeling of the game not being fully
developed. It's possible that it should go back to turns, possibly
even eliminating all trading except with the center. Overall it
appears that neither Pit – which features the mystery of
not revealing what is being traded – nor Zaubercocktail,
with its more fair and tactical round ending condition, have
been bested here.
Trick-taking card game by Alan Moon for two to five akin to
Oh Hell. Three suits are
numbered 1-20 with ten hands being played, the first dealing five
cards each, then six, then seven, etc. up to fourteen. Players
bid to take the most cards of a particular suit or suits, or to
take the least cards. The taking of cards is a rather different
wrinkle on the usual trick-counting scheme as it forces players
to consider their tactics in more detail than usual. A further
layer is the Bob's hat card which the dealer sets at either +10
or -10, a significant quantity, and which changes hands based on
the last player to take a 14 or 15 card. The result is tricky and
entertaining, especially for hardened card sharks. The hats theme,
juxtaposing an Indian headdress, a Puritan hat, an Assyrian helmet
and a baseball cap is silly fun. This is a re-issue of Piatnik's
Wer Hat Mehr? (Who Has More) from 1990 which lacks the hat
rules and uses chips instead of cards for bidding. Considering
the titles of this game and that of Who Stole
Ed's Pants? what will we see next? "How's Pam's Teddy"?
[Holiday List 2002] Alan R. Moon[Buy it at Amazon]
Game for children from 1970 involves rolling a die to move about a
haunted mansion. Periodically an instruction card was drawn. The
most exciting instruction was to drop a ball down the chimney
which would emerge out onto one of the four quadrants of the
house. If it struck any of the player tokens, that token would
be sent back. The goal was to get to the top of the stairs first.
Fun atmosphere, but mostly luck based.
The motif of English drawing room murder, also Cluedo, the original game on
the topic, are turned on their heads in this investigation
of a silly theft of a pair of pants. For the usual system of
evidence holders competing to find the missing evidence is here
replaced by one in which the facts of the case can completely
change by mere play of a card. Also variable are the sources of
information, e.g. the merchants, the outlaws, law enforcement,
etc. (I missed the used car salesmen), which is really a stand
in for which players may plant evidence on which. The only
fixed thing in fact is the evidence which gets attached to a
player, making the acquisition of case-related (as opposed to
player-related) evidence extremely important in the second half
of this two-part game. The result remembles much less a crime
investigation than a fairly straightforward state machine,
constantly being tweaked by the players, reminiscent of Fluxx, but without the game
randomly changing its rules. In fact the system is intriguing
enough to sustain repeated play, but it appears that bad luck of
the draw can be a serious impediment to a fair game, especially
the partnership game. Probably a larger hand size would have
addressed this matter. There is a feeling of the system wanting
more development, or maybe just a third round? but difficult to
quantify what else to do. The limitation of only three or four
players seems unfortunate. Overall, should appeal to players
who like the "take that" style of card playing games and the
atmosphere of reading out the text of the flavorful cards.
Once the perpetrator has been pinned, there will still remain
one mystery, however: just who is Ed, or Edna, and why is
he or she so particularly anxious for us to know that he or
she has been rendered pantsless? Thereby must hang a tail.
[Two vs. Two Games][Take That! Card Games][Eight Foot Llama]
The "Cradle of the Renaissance" is created by the same folk
who made the offbeat, yet interesting
An den Ufern des Nils,Campanile
and
T-Rex.
This is another in that vein, actually their
seventh published title. What's happening in this board-less
affair set in Florence is that random cards are placed, as in
Scream Machine,
between each pair of players – in which only they
participate – and more go in the center – available to
all, although a card is still limited to two players.
Locations on the cards show a network of placement locations
in red and blue.
Each player lays one cube per turn.
After the first one, new placements must extend
out from an existing one.
In addition players get two actions, any combination of card
drafts and playings (blue cards are face up, red face down).
When all of either the red or the blue spots are covered, the
card is resolved, not by the marker count, but by cards. The
card color in which the conflict is resolved depends on which
color was covered. If it was blue, then only face up blue
cards whose icons match the card – if there are
multiple icons the player must choose just only one –
can be used. If the conflict is in red, then the player can
use any red cards he has placed face down plus hand cards
containing any matching symbol. With blue, everything is
determined immediately, but with red players go back forth
iteratively. Also with red, but not with blue, every pair of
the same cards earns two extra points in determining strength.
With blue, the loser forks over cubes in the amount of the
difference, but the card goes not go away, instead having a
new card placed over it. With red, the winner gets cubes equal
to the number of cards in the pile and then they do go away.
The reason to go into all of this is to show how fun can be
niggled to death by small, pernicious details that in the long
run make no difference at all for any apparent thematic or
mechanical purpose. It's as if the two inventors couldn't
agree so they decided to torture us by including both
subsystems. Or maybe it's the fault of the publishers who
normally make role-playing games, those systems known for
their many special rules. The production is nicely realized
with attractive cards showing icons such as ships, cathedrals,
doves and flying machines. The placement cards each cite a
different historical event such as Charles V becoming emperor
or Pizarro conquering the Inca. Supposedly blue spots signify
culture and red leadership, yet the Inca card is entirely
blue. Was no leadership involved? If a thematic connection was
intended, it's certainly hard to find. But these cards present
a problem of another sort. As only a fraction of them are
used, and which ones will spring forth from the deck is
unknown, players must draft cards in the dark and the one
lucky enough to get the right ones has considerable advantage.
Overall, while this game does some things right (card playing
and drafting dilemmas, pursuit of multiple goals at the same
time), it has also missed in some crucial ways. Perhaps in this
example we can see what an established editor/publisher provides
in terms of finishing a game, or rather, what one that isn't,
doesn't.
Games of the Italian Renaissance] LLHL5 (Strategy: Low; Theme: Low; Tactics: High; Evaluation:
Low; Personal Rating: 5)
Hanno & Wilfried Kuhn; DDD Verlag; 2007; 2-4
This multi-player auction and tile-placement game is yet another
illustration that we are more accepting of luck when it comes
from a card draw than when it comes from a die roll. Here the
cards are laid out in a circle with prices ranging from 0 to 12
and are each paired with a randomly-drawn viking-headed meeple.
The meeples are grouped by color and an innovative price wheel
can be rotated within. When the last meeple of a color is
purchased, the 0 cost location of the wheel is moved to the next
group. Players buy a meeple in combination with its tile, being
able to place the meeple on the tile in their personal display if
conditions are right. This display is of cardboard, a large upside
down "L", indicating rows and
columns. Each row is designed for a different meeple color and
each color enhances the player's position in a different way.
The tiles are segments of islands, which come in three different
types: left, right or middle, which is important as the player
tries to finish as many islands as possible, or, to create the
largest island on the table, or both, however unlikely. There are
also ship tiles that players do not welcome, but are forced to
buy and place. These are attackers who shut down the column which they
inhabit, unless the player acquires a protective warrior meeple.
Tile placement is tricky and it's surprisingly easy to make a
subtle error early that has profoundly negative effects down the
road without much ability to save the situation (why not is hard
to fathom). The game is attractively made – all bright greens
and blues – and the wheel works well. The contiguous island
placement gives a nice feeling of exploration. The heart of the
game, however, is evaluation, in this unusual form of an auction.
But even here the number of choices is limited as it's not
practical to more than once or twice spend more the extra coins
one needs to get that expensive, but likely to disappear meeple or
tile. By the way, these are peaceful, trader/explorer vikings, not the
marauders seen in other games. Perhaps the poor vikings are finally
getting their equal time.
The advanced version introduces an auction and more
tiles. The extra bidding occurs each turn. The winner removes
from the game one of the thirteen meeples which have been
extracted from the bag. In addition he chooses the group to be
placed at the high end of the cost range. As this player will
also purchase first, this is mainly useful for lowering the
price of a single must-have meeple, which the player
accomplishes by placing first the largest group.
Alternatively, the player might hamper a leading rival by
removing the one meeple he needs. As otherwise winning the
auction offers little advantage, most of the time it seems
unwise to bid on it very much. Now for the extra tiles. These
are not mixed in with the rest, but treated specially as they
tend to be more valuable. Four of them are laid out face up at
all times. Whenever a player purchases the most expensive
meeple in a group, he is entitled to draft one of them. Many
have the effect of intensifying an effect of
something the player already has. One example is that the gray
boatmen lose some of the power they already have and a tile is
required to restore it. Another gives a bonus based on having
an excess of blue fishermen. Others give gold or a better gold
to points conversion ratio. Another class replaces certain
types of tiles, which the player then attempts to surround as
much as possible à la
Carcassonne's
monastery. This advanced variant is a useful addition; it adds
replay value with out re-making the original. Over the longer
term players will usually want to stay with this version as it
offers more features, while for newbies the original remains
best as there's plenty to learn already.
LMLH6 (Strategy: Low; Theme: Medium; Tactics: Low; Evaluation:
High; Personal Rating: 6)
Michael Kiesling; Hans-im-Glück; 2007; 2-4
[Buy it at Amazon]
Wolfgang Kramer game of prehistoric evolution on a continent
vaguely resembling Australia. Players represent one of six
different animal types: eagles, snakes, humans, mammoths, bears
or crocodiles, strange because most of these types don't really
compete in the same niches. Nor are they much differentiated,
apart from how they relate to the six terrain types featured on
the gridded board. The personal player charts show that each
species has one of four relationships with each terrain type,
defining what the species can do there. From best to worst these
are attack, expand, enter and nothing. Players hold cards showing
the terrain types, the playing of which dictates where they may
operate. A clever mechanism is that one of the played cards is
instead auctioned to others. A player who can figure out what
others desperately want and which is useless to himself can thus
earn a lot of food points. Some cards permit upgrades to the
species' ability in a terrain and others permit taking special
ability cards, from other players if none are available in the
general supply, but only from a player having more victory points.
Similar to the author's
Princes of Florence,
food and victory points can be converted into
one another on a one-for-three basis, particularly when buying
cards, quite significant as will be seen. Movement, more than in
Ursuppe,
even more than in
American Megafauna,
is very tactical, featuring outflanking moves, pinching off
connections and permitting shifts from one end of a herd to
the other. In a good fit with the theme, there are no attacks
until a region is already filled. But sometimes these attacks
feel like pointless back-and-forths, quickly undone, although
one hopes to be on top when a scoring round occurs. These are
triggered by filling a region, a clever side effect which
provides points for the acting player. In addition, these
events are counted and every few becomes a major scoring round
in which every region is toted up for dominance. Points are
also given in a number of other categories, some of which seem
like a wholesale, ill-advised giveaway: individual herd size
(gamey rather than thematic), number of adaptations (already
advantageous so giving points seems unnecessary), the abilities
(ditto) and finally the food chips (not very thematic, but an
incentive for savers). Perhaps the most unusual aspect here is
the advantage of last place. In Ursuppe, it is a good
idea early, but somewhere in the middle one wants to jump forward
(and is forced to if successful). But here the advantage is
unprecedented, so powerful are the special ability cards and so
immune the trailing player from robbery. Of course, it requires
careful management to remain in this position throughout and
then time a huge leap forward to conclude in victory. Consider
six players competing for last place and perhaps the unusual
structural nature begins to be visualized. Strategic in terms of
the cards and points and tactical on the board, Wild Life
would seem an attractive proposition, but somehow the finishing
of the design does not seem quite right. Perhaps this is to be
laid at the door of the lesser known publisher? Is it possible
the original design was more spare and ought to have been left
that way? As it is, recommended for players with an interest in
a more complex, tactical endeavor and a willingness to tinker.
One presentation problem is that the abilities should have
been presented on the main board where all could read them
at a glance – they are too hidden on the personal boards.
One very nice feature: each species has printed on it the time
period when it first emerged. As this determines the turn order,
some actual scientific information has a bearing on play.
Trick-taking card game reminiscent of
Cosmic Eidex
and others which
count points taken to reward the high and low earners. There is
a unique following rule though: by suit or by rank. The trick
is ordinarily taken by the lowest card led, but anyone save the
concluder of a trick wins it merely by saying "Willi" (that's
veally pronounced "Veally" which sounds like "will ich" = "I
want") as he plays his card, that is, as long as he he hasn't
already taken two. Of course, declaring a win early can be quite
dangerous if you're not sure what opponents will do to sabotage
the rest of the trick. As with all point counting systems, a
good memory is especially helpful, but at least a hand only lasts
eight tricks. The mysterious theme seems to be based
on the German cartoon character illustrated in various scenes
on the cards, but maybe was just invented to lend more fun to
the proceedings. The system works only for four players –
inventor
Günter Burkhardt seems to be most at home in this game
format, cf. Volltreffer
– but is quirky and demanding enough that it's probably best
reserved for trick-taking aficianadoes. One irritation: when two
players tie, neither gets any points, which feels completely
unfair.
Tips for beginners:
(1) diagnose your hand as either high or low and think in that
direction; (2) when discarding, it's usually good to drop a 4, 5 or
6, or to create a void suit; (3) watch carefully to see who is
collecting for which purpose and try to avoid conflict; (4) the
best seat from which to call a trick is the third player so try to
take advantage of that, but don't be afraid to call it in the
second seat if a good card was led, you can play a good card and
you have a good chance of replacing another card with a good one
from your hand; (5) a good single trick score when going
high is 25 or over; (6) when going low, try for 12 or under per
trick. In 2007 re-packaged as Meinz and included as part of
4 in 1
(English title: Mü & Lots More) where with three, uses a
dummy player who can sometimes play quite well.
MLHM7 (Strategy: Medium; Theme: Low; Tactics: High; Evaluation:
Medium; Personal Rating: 7)
Günter Burkhardt; Hans im Glück; 1999; 4
About horseracing and horse owning. Horses are rated with various
abilities before the game and players try to own one of them and
make bets on three different horses as well. The outcomes are
often too predictable and it's not difficult for some player to
get out to such a big lead that he can ignore the game for the
last two-thirds and still win.
So much time passed between the German-only appearance and
subsquent arrival of this one that its
inventor has already come out with two more: Santa
Timea (Argentum-2009) and Sumeria (Reiver
Games-2009). The others have not yet been tried, but those
seeking something nicely thematic, but with simple rules
and difficult decisions would do well to look here. In the
American West players represent native tribes migrating with
the buffalo on an abstract board of large hexagons, teepees in
front, buffalo in the back. A player turn consists of moving
a number of buffalo equal to the number of one's teepees,
making sure there is enough food by counting one buffalo or
previously stored food for each teepee and then taking a
special action. The options here are moving a teepee, moving
another buffalo, "taxing" – collecting a food for each
excess buffalo in one's hexes – or birthing a new teepee (which
costs three food). The goal is to have as many teepees as
possible move off the edge of the board. Along the way matters
can get a bit hostile, though not so overtly so. Players tend
to divert buffalo away from others, but often just because they
need them themselves. They may also move into the
hex of another's teepees which makes all teepees involved pay
a food. But when it comes to feeding time, if a hex contains
more natives than buffalo, it is the current player who
suffers. A lot of the trickiness stems from not
knowing exactly what others plan to do; this originates
from the clearly different possible valid approaches. One can
try for a quick exit or on the other hand for a large
tribe; someone may feel it's most vital to
protect the tribe, others that it's more important to
disrupt others. The personalities at the table will have a
significant impact on play. It may be best to have four
players as otherwise the situation is fairly open, even with
part of the board walled off, unless a low interaction affair
is wanted. It's important in this case however, that no player
be left alone on the board with too many resources lest a
devastingly high score result.
The buffalo are brown, flattened wood pieces while
the teepee are thin cardboard that must be assembled, but have
the virtue of being stackable. Warning: the included English
rules are worse than any that have been seen in some time. Try
this rewrite
to ensure correct play.
MMMM7 (Strategy: Medium; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 7)
Dirk Liekens; Argentum Verlag-2008; 3-4; 60
Multi-player word game intended as much for humor
as for thought. The setup is quite similar to Balderdash except that instead
of word definitions, what's guessed and invented are proverbial
sayings from around the world, most of them quite obscure. For
example, a card reads "According to a saying from Cameroon:
if you pull a squirrel out of the river ..." Few players will
imagine that the correct ending is "... he will contrive a plot
against you." This obscurity keeps me from enjoying this as much
as Balderdash where it's
more possible to have already heard the word or recognize its
root, permitting an intelligent attempt at its definition. Of
course, others may consider this cheating. This game is for
them. It's also for those who have already gone through every
card in Balderdash and Beyond Balderdash. By the way,
point handouts are more generous in this version and it could
end as soon as three cards.
[Party Games]
[amazon.com]
LMML (Strategy: Low; Theme: Medium; Tactics: Medium;
Evaluation: Low)
Trivia and gambling game in which every answer to a pre-printed
question is a number. The nature of questions vary from the
well-defined, like the minimum age to enter the Senate or the
number of rebelling Confederate states, to the hard to know
precisely – the world population – to the rather
obscure – the number of US households owning a dog. No
doubt like many trivia games it's too US-centric for non-American
audiences. At any rate, the players write their guesses on
an erasable card with one of the provided dry-erase markers
and simultaneously reveal. In what is the cleverest aspect,
these are sorted onto a bell-curved odds chart where
the 1-1 payoff is at the center and odds grow higher toward the
extremes. The median answer is placed at 1-1 and the rest expand
out from there. Players simultaneously allocate up to two bets
before the sand timer runs out. I might have preferred that this
be done player by player so as to provide more tactical play. I
likewise dislike the very strict betting limits on all rounds
save the last one, which is wide open. This can make a mockery
of the six preceding rounds if someone should get lucky and put
everything on the right answer in round seven. Probably the main
impetus for the rule was insufficient chips (at the end such a
lack doesn't matter), but it could easily have been solved by
simply writing the amounts on the cards. As a variant I would
recommend doubling the current bet limits on rounds 1-6 and
limiting round 7 to thrice this amount. There is nevertheless
some scope for bluffing, especially if you know an answer cold
as you can write a ridiculous one and see if you can sway anyone
toward it, meanwhile betting correctly yourself. This may be less
productive however if there are few players as the bonus for
writing the correct answer is more valuable. Player by player
betting would enhance bluffing too. In these ways it seems the
game's makers have chickened out somewhat, though not in quality
of materials, especially the thick betting mat. Maybe a bigger
issue though is that numbers themselves are the domain of guys,
who love their sports and stocks. Not all, but many women are
more into qualitatives and so won't have as much expertise here.
Update: The second edition changes the center payoff
to 2-1. More importantly, there are now no longer any restrictions
on the size of bets. These are both positive alterations, but
unfortunately now it's almost inevitable to run out of chips by
turn 4 or 3. This can be addressed by players deducting
some of their holdings and recording the amounts on their player cards.
Or better, provide your own chips.
When it comes to betting, we now employ a "switchback" variant.
The first player
(which rotates around the table) makes one bet, then the player
to the left makes one bet, and so on, until reaching the last player,
who makes two bets, then the second to the last player makes the
second bet and so on all the way back to the first player who makes
the final bet. This permits each player to gain at least some
information for one of their bets and gets rid of the sometimes silly
last minute changing of bets.
Note that this game can have some problems if there are two few players;
if anyone gets too far ahead, they can effectively hedge their bets
by matching others and keep anyone from catching up. To address this,
allow players to take loans up to the amount that the current player
holds.
[variants][6-player Games][Party Games] LLMH7 (Strategy: Low; Theme: Low; Tactics: Medium; Evaluation:
High; Personal Rating: 7)
Dominic Crapuchettes; North Star Games-2005; 3-21
[Buy it at Amazon]
This standalone version of
Wits & Wagers
is once again a matter of numerical trivia and deciding which
of the player-contributed answers is most correct, but with
three major differences. First, the wagers are of fixed size,
each player having only a large and a small meeple which are used
to bet. This is simpler as befits a game for kids, but can be
slightly less interesting for adults as a key decision is missing.
Second, winnings are fixed at two and one, respectively, and
recorded on an eraseable scoreboard. Finally, the question
topics bow considerably in the direction of children around
eight or so, which is a considerable equalizer as how many
adults know all the details of Harry Potter or the Disney
films. There are also some questions that are more teen oriented
and probably difficult for, say, grandparents, e.g. the number
of songs on a Hannah Montana soundtrack. On the other hand
some questions seem much too easy, e.g. the number of states
bordering Mexico, but perhaps it depends on where one lives,
but also, maybe that's okay since this is more about betting
than answering. The package is conveniently-sized, the
materials well made, the instructions mostly clear. There is
no longer a board, the cards simply being laid out in order.
Although this supports up to ten players acting in teams, there are
answer boards only for five and it would have been nice to
provide a few more. Note that it's not difficult to support a
sixth by using the board which is simply not written on.
Overall this is a worthy edition which works well for young
and old.
[Party Games] LLMH7 (Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 7)
Dominic Crapuchettes; North Star Games-2010; 3-10; 20; 8+
General knowledge trivia game featuring questions categorized
by type. Typical challenges provided a list and the answerer
must sort them in correct order or indicate which one doesn't
belong. There is also a "wild card" category which has a mix
of question types. Categorization on this basis doesn't offer
as much planning as would sorting on topic or difficulty. But
there isn't much planning anyway as so many of the board spaces
simply instruct the player to re-roll the die. Players simply use
these spaces to keep moving until a space capable of promoting
the pawn to the next level is reached. Maybe this was intended
to build tension, but mostly it seems to induce boredom and
lengthen the playing. Once at the top level, a player is set to
win upon answering one more question, but 'tis the player who
gets to choose the type, not the opponents who might at least
pick something the answerer does not like. It can lead to the
anti-climax that the winning question is the easiest one of
all. Another unwise feature are the automatic promotions and
demotions on certain cards, which sometimes affect opponents.
I could envision this as a leveling tool, but they are entirely
unrestricted and the clear leader can demote a player struggling
to catch up. In terms of the questions themselves, they are
original and pitched at a fairly high level of difficulty. How
many know whether Austria or Switzerland is larger? Some are a bit
subjective – probably not everyone thinks the encyclopedia
was invented in Ancient Rome (Varro), but the game does. Some
cards need careful reading, such as a true-false question about
whether Greenland is three times larger than Britain. Some
will read this as meaning three or more rather than as the game
thinks. Then there are the questions comparing years of movie
releases. Considering that the movies are for teens these days
and most adults see them months later on cable or DVD, these
are less knowable and interesting these days and becoming even
less so. But most of the questions are enjoyable on the whole,
once one gets used to them, and are often enlightening. It's
just a pity that the strategic aspects were not more clever.
[Party Games][Buy it at Amazon]
Trick-taking card game is an enhanced version of
Oh Hell
including specialized cards. Purists will probably prefer the original
while those not normally enamored of trick-taking card games
may find fantasy perspective makes the game.
In this unusual game, players become wizards, sorcerers
or druids attempting to complete very specific card-driven
tasks in order to gain more abilities and eventually, à la
Clue,
identify the traitor threatening the land. Although can be quite long
– especially when one is being played by the game rather
than the reverse – has many interesting features, not
least of which is the nicely-realized fantasy theme including
all the usual characters and locales thus creating a strong
feeling of story. Additional attractions are that the map is
composed of tile islands laid on an all-sea map so the game is
quite different every time depending on the layout. Reminiscent of
Republic of Rome
and
Arkham Horror
in that although players are competing, they must cooperate to
complete tasks quickly – otherwise evil begins to destroy
the lands too quickly and all players lose. Each type of wizard
has his own advancement track and the number of tasks is large
so players will take quite a while before they have seen them
all. One objection is that the highest level of ability is only
achieved when the wizards have no further need for abilities.
Other systems which are no longer
state-of-the-art include rolling to move, die roll and
table lookup to determine encounter type, having to remember game
state for animal companions, advancing a game turn marker and
losing turns/getting trapped.
[6-player Games][summary][Two vs. Two Games] MHMM7 (Strategy: Medium; Theme: High; Tactics: Medium; Evaluation: Medium; Personal Rating: 7)
Coral J. F. Mosbø & Thomas J. Mosbø; Avalon Hill;
1982; 1-6
"Where is Jack the Ripper?" indeed? He is nowhere in this "take
that!" card game. Instead players represent reporters playing
cards in three categories to be the one to publish the current
story about the serial murderer. Cards portray characters,
scenes and objects which may be meaningful for those steeped in
the topic.
Instructions are short and simple and only fifteen cards
require translation. The artwork is attractive, dark, with some
of it resembling Japanese anime. The brilliant blue card backs
are quite appealing, but unfortunately too similar among the
three decks and players sometimes draw the wrong ones. The main
mechanism is contract fullfillment in three categories, familiar
from countless earlier games. Matters can take a long time to be
resolved – especially in the five-player version –
as a nasty event card usually foils whoever is most likely to
publish. Worse, there is little decisionmaking and most plays are
rather obvious as there are few options. Having some lookahead
to see what the next story will be is a good idea in general, but
doesn't really bear fruit because there is too little difference
in the requirements from story to story. Although maybe only fans
of the topic should be interested, despite all of its problems
this still somehow generates the laughter that is, I have come to
believe, the real goal of this publisher. How come the reporters
can never seem to finish a story? Just what are they doing
when they're supposed to be working? Are they "sharpening their
pencils" with Christine Talbot or Jesseica Sheamus? Or maybe
they're deliberately squelching all news of the Ripper. "If I
can't get any notoriety," thinks the Ripper, "what's the point?
I might as well devote my efforts to Good." Maybe the real title
should be "Reform the Ripper". And so on.
[cards translation][Take That! Card Games][Krimsus]
Mostly abstract game refers to the Australian aboriginal "dreamtime".
Fairly innovative design may take a while for players to fully grasp.
Players try to achieve dominances in three different categories,
often playing a bluffing game about whether they are able to remove
another's token or bring in some of their own pieces from the outside.
There can definitely be a "get the leader" phenomenon. Tactically,
usually it is a mistake to have just one token in an area as the usual
result is to have the first player remove it and thus one is locked out
of the area altogether for the rest of the scoring round. Holding the
first player token is important.
Alan R. Moon
Word game which depends on vocabulary knowledge and being
able, for example, to state whether two words are synonyms or
antonyms. Not much strategy and sometimes one wants to argue with
the rulebook. The purpose seems to be more instructional than fun.
The progress of teams through soccer's world cup is strangely
depicted via a voting system. This reminds of another voting
system, Schrille Stille,
which, however is more believable as it represents the music
industry
where the votes can represent media manipulation. What votes, and the player
themselves, represent here is completely mysterious. Some unknown gods of
soccer perhaps? For each player secretly favors two teams and takes turns
consisting
of playing two cards (of the five in hand). Card values range from 0 to 3,
the extreme cards being the best. One card is placed face up on a first round
match and one is placed face down on a subsequent round match, although it is
not yet determined which teams will be playing it. Only three cards can be
played on behalf of each team. When all of the slots have been filled,
the teams which have garnered the most points advance to the next match,
at which point those cards are revealed, the winner progresses again, etc.,
until an overall tournament winner is determined. Increasing numbers of
victory points are granted depending on how far one's teams have advanced.
Teams with long pedigrees such as Deutschland and Brasil are given bonuses,
making their success more likely. A player may not get any such team on the
initial draw, however, which can be unfair. The card play is
challenging as one doesn't know whether to help one's own team or hurt the
opposition. Try to support both of teams or put
all of the eggs in one basket? How much effort should be put into getting
through the first round versus putting good cards into the second
round match? Bluffing support on a meaningless match risks not
being able to affect your match by time your turn comes around
again. One has to develop a feeling for what others are trying to
do and harmonize one's own plans accordingly. All of this speaks
well of the system, but it can also fall down rather easily. In
a six-player game, for example, there can be so many plays on a
player's match of interest that by the time he receives another
turn, it is impossible to really affect it. So the number of
players should probably be limited to three or less, but as there
isn't much feeling of soccer here, interest is probably limited
to world cup fanatics. The board and tiles are not as easy to
read as they might have been. The cards, which are readable,
take up too much board space and given that there are 192 of them,
become unwieldy to shuffle. Tiles in a bag may have been easier.
The board is printed on both sides, one for the old sixteen-team
tournament and one for the more modern one of twenty-four. There
is no support for the most recent thirty-two team version.
Amusingly, Australia has reached the cup only once, yet it is
one of available teams in this Australian Design Group product.
Gerald Mulder card game about the biology of carrots, rabbits and
foxes. The game is of the tableau variety in which players can also
affect one another's tableau, faintly reminiscent of
Suzerain.
As in many Dutch games, "funky" mechanics baffle initially,
but it seems to devolve into a series of cycles with the first player
always having the advantage if everyone plays to maximize their own
fortune. The title translates to "carrot farmer."
[Take That! Card Games]
Card game with a rather cynical take on landlords and lodgers is yet another
in the long line coming from
Touring.
Here, players force non-paying squatters on one another.
Unfortunate kingmaking aspects attend the endgame.
Original title means Profiteer.
[Take That! Card Games][Buy it at Amazon]
Board-less Alex Randolph game of racing worms across a
table. Largely a matter of bluff and outguess as opponents who
simultaneously choose the same number miss a turn. At first this
seemed not particularly engaging, but it has acquired classic
status around here with many regrets about its out-of-print
status. Anyway, even if some peculiar person finds it not his cup
of tea, it's usually over in about five turns anyway. If nothing
else, it's fun to step back and just watch the worms realistically
wriggle across the table. Vermi is the Italian edition
published by
Venice Connection. Alex Randolph;Venice Connection;
1994
Christwart Conrad-designed game about trucks racing through
desert terrain. Black plastic trucks each carry a twelve-sided
die which indicates how much fuel remains. Any trucks forced
to zero must return all the way to the start. Multiple paths
are available, the shorter ones through the deadly desert, the
longer ones including refueling stations. Each player holds three
cards which permit movement in varying amounts as well as cards
to wreak havoc on others, including moving them backwards or
rotating the die so that the current up number is on the bottom.
Although nicely-presented, there is probably too much unrestrained
ability to whack others to make a reasonable game. In addition,
vagaries of the draw may be telling. On the other hand, may
still appeal to those who have one foot in the "nice bits" camp
with the other in the "V for Violence" one. The best strategy
tip is never to look like a leader until just before the victory.
Untried, but an interesting possibility is to see how this would
work as a partnership game. Title means "desert truck".
[6-player Games]
Mike Fitzgerald-designed card game originally intended for the
Mystery Rummy
series, but instead published by Alea. Up to four
players attempt to collect evidence against famous Western outlaws
which places increasingly large bounties on their heads, collectible
by the most assiduous players at the end of the hand. The random
element in gunfights is accomplished by flipping over the top card
from the deck.
The usual
Rummy
idea of a player collecting nothing but sets and laying them all out at once
to go out is here turned on its head because no set is worth anything unless
it includes at least four cards. In practical terms this means scoring points
requires the cooperation of opponents.
A flavorful, pleasurable and worthwhile addition to the
series, but scoring is a bit complicated.
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