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     Each dragon has two treasure values - visible (the stuff you can see) and hidden (the stuff he's sitting on). When a new dragon card is drawn, a number of visible treasures are drawn from the bag and set on his card. When he's killed, the hidden treasures are drawn, the one minute timer turned over, and the bickering/negotiation begins.
     There are a number of different types of treasure... gold objects (worth 3 at the end of the game), silver (worth 1), 6 different gems (worth 5 points for a set of each gem & a varying number of points for the most of each type in the game), and magic items (which yield 1 point in value and a spell card!) There's also the Black Diamond, which is worth 15 points but renders all gems worthless, forcing the player who takes it to focus on gold, silver & magic items.
     So, at it's heart, DRAGON'S GOLD is a negotiation game, akin to the out-of-print & much-acclaimed KOHLE, KIES & KNETE. There are some rules to the wheeling & dealing: no luck-based method can be used to resolve the negotiation; all the treasures must be divided; no deal can include treasures not in this dragon hoard; and, most importantly, you've got to get the deal made in 1 minute. Of course, only the players who had adventurers present for the killing of the dragon can participate.
     In keeping with the theme, the weaker adventurers have special powers. Only the lowly wizard can use the magic items... and the thief can steal from any one player involved in the negotiation (regardless if it's successful or not - the distraction gave him an opportunity to pick someone's pocket!) The most dastardly combination is the wizard & thief together, who can look behind your screen and steal the gem they desire!
     About midway through the game, one more chance for negotiation arises... when the market card rises to the top of the dragon deck. For one minute, any player can make any deal with another to trade gems. This is the perfect time to change strategies or solidify what you were already about!
     As if this mix didn't have enough potential for hosage, each player begins the game with one spell card (and can acquire more through the use of wizards and getting magic items). These cards have a variety of effects, allowing players to steal or move treasure, change the value of a dragon's loot, call another market... you get the idea. A carefully played card can throw a monkey wrench into the plans of your opponent.
     The game draws to a close as the final gem is drawn from the bag... no more dragons are drawn to replace the slain dragons. The remaining dragons are killed, though without gaining any hidden treasure. Players add up their scores and compare - the wealthiest crew of adventurers wins!
     For fans of negotiation games, this is a must buy - it's quick, it's ugly, and it rewards people for being downright mean. (Example: send a thief to finish off a dragon, then stall out the negotiation and steal from the player who's got what you need. They don't get any treasure, but you do!) Alternately, if you're not a negotiation fan, this is not going to be your
cup of tea.
     As well, this would be a great game to introduce RPG folks to the joys of "real" gaming. The focus on negotiation and the fine fantasy art would make it an easy crossover to those who are more interested in D&D than they are Essen & Spiel des Jahres.

     Mark Jackson is the conductor and chief bottle washer of Game Central Station. His favorite game this week is HEXEN RENNEN.

 

MONSTERJAGD & FINGER HOCKEY
two reviews by Ray Smith

MONSTERJAGD

     I'm very reluctant to describe this game in this way, and in no way is it meant to be derogatory, but using the "C" word does describe it best. This is a cute game. Now, before you start scrolling on past, for the right type of players this is definitely a winner.
     A very brief preview I saw showed a couple of pictures of the cards showing some bizarre roaming monsters, and stated it was a card game where players must use a variety of devices to capture them. The theme intrigued me, and I immediately conjured up a game which crossed THE AWFUL GREEN THINGS FROM OUTER SPACE with LUNCH MONEY (two of my favorites). Alas, this fantasy was not to be, but the reality was pleasantly surprising.
     The deck contains sixty high quality cards which are separated into monsters, traps, payment cards, and overview

 

cards which show what trap will capture which pair of monsters. The drawings are well done in a cartoony way, and although the rules are brief, it took a bit of deciphering to get the gist of play. However, on the plus side, the rules do come in English, French, and German. There are five different wacky traps in which to catch the four different monsters. And like in BOHNANZA, much fun is in giving the nameless creatures their own descriptive titles, such as: Lizard Thing, Blue Blob, Ape Thing, and Bat Bug.
     To play, each player is given identical sets of traps, and the monsters are separated into two decks (light and dark). A monster from each deck is turned over simultaneously, then after quickly checking your overview card, the first player who can play the correct trap that matches for that set of monsters, gains a payment card from the last correct or incorrect player. When one player has lost all three of his payment cards, the game ends with the player with the most payment cards declared the winner. That is prety much it for play, with one major addition. You only get one look at your trap cards at the beginning of the game, then they are placed face down in a row in front of you. Players must remember what trap is where without looking! Oh, no, a speed and memory game! Yes, thatıs exactly what it is.
     For three or four players of any age, this card game is fine as a quick and fun time filler. If you enjoy flailing cards and a minor test of your brain cells, you could do much worse.

FINGER HOCKEY

     This new entry into the action/dexterity category delivers on all counts as ice hockey at your fingertips. All of the important aspects are here - passing, checking, shooting, offsides - in a simple, tried and true format. The solidly made 16.5 x 31.5 inch wooden game board rests on a handy dandy turntable to easily facilitate lining up your shots. Each side has six 1.25 inch wooden disks to use as men, with each goalie fixed to his goal crease by a screw which is eccentrically centered allowing him to reach around the goal crease. I received three pucks (although the box contents lists that it should only contain 2) which are 9/16" metal disks. If you want to get real picky, this is one of those games where the picture of the game and the actual components have many discrepancies. Also, in two corners of the board are holes for inserting a peg for keeping score, but oddly enough, the pegs are not included. Regardless, these deficiencies are very minor and do not detract from the game.
     As you might expect, during each player's turn you get three chances to flick your own men to knock opponents out of the way, line up your own men, and shoot the puck on goal. The only other major rule is for offsides, where as in real hockey, you cannot play the puck unless the puck has preceded any players into the opponents end of the "ice", possibly forcing you to leave the zone before attacking again. As a recommendation in the rules booklet, I also fully endorse a good coat of furniture polish/wax on the playing surface to really help with maneuvering, and will also prevent scratching. (Think of it as a Zamboni in a can.)
     So, is this the game for you? If you have ever enjoyed the ol' CROKINOLE board or the newer CARABANDE, and even remotely a hockey fan, this is a must buy. Even so, it is quick and fun for the entire family or gaming fanatic.

     Ray Smith is the owner of Triumph Games which produces BY FORCE OF ARMS and TO FORGE A NATION. Two games well worth checking out.

 

A LETTER FROM BEAUTIFUL BRITISH COLUMBIA
from Brent Louie

     Love that story about the wargamer losing his "war room" to his family; I can see that happening in my own house! I gotta say, after 30 years of gaming some of the most complex games (ASL, etc.), ATILLA is a real gem. History, strategy, fast and fun game mechanics, all wrapped up in a gorgeous graphics package that makes any shoot 'em up computer game a distant second. If a 10 year girl (my daughter) can pick up ATILLA and ask to play this game again and again, this says something. The "instant gratification society" caused by video/computer games needs to be balanced by great strategy games like these, that can make children stop and think (even if for a few moments or so), and which causes them to interact with others (while playing the game, rather than staring into TV or computer monitors).

     Brent Louie is a Vancouver grognard.

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