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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
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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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