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unless he has a substantial positional advantage (such as control of a steep ridgeline, or a mountain pass where he can't be flanked), or a substantial weaponry advantage (such as the British with rifles against the Zulu with spears). What are the chances, you ask, of an attacker winning with a 6 to 1 superiority? Fifty-six point seven percent (170 out of 300). In other words, just a smidgen more than five times out of nine. Now you understand why I call the combat system "frustrating". Clearly, this game is slanted towards the defender. In fact, it is slanted more towards the defender than any historical simulation that easily comes to mind. There are two reasons for this. One is the fact that a roll cannot exceed "20" - regardless of the modifiers. If the system did allows this, then our 6 to 1 attack climbs to a more respectable 67.5% chance of succeeding. (This is still a bit low, to my mind, but marginally plausible.) The second reason is the aforementioned decision to use a 20-sided die. In my opinion, this gives too great a range of possible outcomes, relative to the average modifier (3 or 4) available to a superior force. (A modifier of "4", for instance, represents only a twenty percent improvement on the basic set of outcomes, ties and die roll caps not withstanding.) In the present system, an attacker with 10,000 samurai facing 1,000 samurai only has a 61 percent better chance (72.5% versus 45%) of victory, than they would have attacking with 1,000 samurai. Ten to one odds, historically, is an insurmountable advantage - not something that pegs in at less than three chances of victory out of four. Think Santa Ana versus the Alamo, or the Western Coalition versus Iraq.
     My last beef with the combat system is the way casualties are handled. For some odd reason, only the loser in TENJO suffers casualties. Not only is this surrealistic, but it also  flies in the face of thousands of years of combat philosophy. The Russians alone have managed to survive multiple invasions by spending lives and space, in order to exhaust superior foes. This strategy isn't available in TENJO.
     What all this adds up to, battle-wise, is something resembling combat between multiple iterations of (sorry to beat a dead horse) McClellan's Army of the Potomac (with or without mechanization, as your cards dictate). Each side will methodically build up as many attack modifiers as possible, and still lose to a plucky, undersized defender. What is required of a superior force, then, is the luxury of multiple action points spent on combats, in order to retrieve that one die roll which will vanquish the enemy. In other words, it is not enough to maximize your odds for combat; you must also maximize your opportunities for combat, lest the scant advantage in odds bites you.
     Ironically, this reduces the fog of war effect intended with the use of hidden armies. Either you set yourself up with all the modifiers you can get - by means of a gradual, encircling of the enemy with multiple units (thus telegraphing the disposition of your strength) - or you thrust quickly with a single stack, and ignore optimizing your modifiers - hoping instead for some lucky rolls. Only in the latter case do you have a significant element of deception, and there you more likely suffer from the vagaries of the combat die roll system.
In conclusion, TENJO seemingly revolves around a movement and combat system that - through its excessive reliance on luck - often thumbs its nose at superior strategy. What the hapless Samurai on the board don't realize, though, is that they are participating in an unlikely series of events most resembling a script written in Hollywood. The die roll for movement, and the Element, Fate, and Ring cards all conspire to insure that no stone of improbability is left unturned.
     Still…within this morass of luck-driven elements, I see a game I very much could like. I have a hunch that the designers are familiar with Milton Bradley's GAMEMASTER series (and the rulebook layout is eerily similar to that found in those games). Perhaps they had exhausted the possibilities of MB's SHOGUN/SAMURAI SWORDS, and decided to redress the issue with a design of their own. Historically, that type of dissatisfaction with an existing design has given birth to some great games. Indeed, it has probably even pulled one who would ultimately be a great designer from the ranks of common gamers, and so I feel compelled to judge TENJO in that light. Better to have tried and failed, and all that. And I don't think TENJO is truly a failure - I think it simply needed additional development and play-testing - play-testing in the hands of those who can be critical, based on years of seeing what works and what doesn't work. I suspect TENJO was play-tested by "cheerleaders" of the product - those who somehow have a vested financial or emotional interest in its ultimate publication. If their familiarity with the GAMEMASTER series isn't a complete miss on my part, then surely the designers must realize that only one out of four of those games is universally regarded as a success - the others missing the boat on one or more points. With its gorgeous components (yes, even the board possesses a sort of beauty, in its own non sequitur way), TENJO cries out to be played.  Given time and reflection, it seems a second edition of the rules could go a long way toward making TENJO the game it wants to be.  Remember, the kitten doesn't always get it right on the first try, but every graceful and competent cat was once a kitten who didn't give up. I hope this is true of the people at WhySpire? Games, too.

Darrell Hanning lives in Jacksonville, Florida and is currently on the prowl
for weekend competition.

 

CAPITOL
a review by Jeff Suderman
 

     CAPITAL, ARCHITECTS OF THE ETERNAL CITY, is a clever game of building strategy, card management, territory acquisition and blind auction. Players aim to score the most points by placing buildings in one of the nine districts in the city of old Rome. Each of the nine districts has space for five to seven buildings. At the end of each of the four rounds players with the most and second most floors in each of the nine districts receive points.
     The game is released by Schmidt from Germany. It is one of several successful releases in the last year by the Alan R. Moon/Aaron Weissblum games design team (DAS AMULET, SAN MARCO and CAPITOL were all nominated for the Deutscher SpielePreis). Other than the instructions, no game components are in German so this poses no obstacle to non-German speakers. The game plays in about 60 - 90 minutes and can be played with 2 - 4 players. Game play differs greatly between 2 and 4 players as the board is more congested and volatile with 3 and especially 4.
     Components are simple yet attractive. The 90 building blocks (floors) are nice quality lacquered wood the size of scrabble tiles but twice as thick. Roofs are also wooden but are painted in one of four vibrant colors, one color for each player. Roofs come in two different styles, rounded and peaked, and each player has five of each style to begin the game. There are three different decks of cards that are used for both the action and auction phases. All cards have the same design on the back so they can be held in your hand without other players knowing which action strategy you are pursuing.
     The game board depicts an aerial view of Rome with colored squares showing where buildings can be placed. The board artwork is nice but has one slightly annoying feature - the colored squares that show where buildings can be placed have a shadow placed beneath them. This makes the boxes appear as if they are hovering above the board for some unknown reason. Don't let this minor pet peeve keep you from buying this game.
     CAPITOL is played in four rounds. Each round has four phases. The first phase of each round has players use their action cards. Players begin the game with eight cards in their hands and re-draw six cards after each round (phase four). The three different action cards perform the following plays:
A. Building action cards allow players to take two blocks from the stockpile and add floors to existing buildings or begin a new building in front of them. Buildings are not built on the board but in front of each player. Once floors are played they cannot be moved.
B. Roof action cards allow players to add a roof to one of their buildings. Players choose when to roof a building as once it has a roof it cannot have any floors added. They must also choose between rounded or peaked roofs. Only roofed buildings can be placed on the board.
C. Region placement action cards allow players to place one of their roofed buildings on the board in a region corresponding to the color of the action card (blue, pink or purple). Since each colored region has three different districts on the board, each card gives players three possible districts to place their buildings in. The first building in each district must only be one floor in height. Any buildings after that can equal the existing height or be one floor higher. Once a style of roof is played in a district (round or peaked) that style must be used for every other building in that district. As well, the three districts of the same color must have at one least one of each style of roof. This means the three blue districts could have one peaked and two round roofs or vice versa.
     During phase one players keep going around the table taking turns playing one action card at a time until everyone has passed (once a player passes they are done this phase). Any unused cards can be utilized in the next phase. There are advantages to saving cards for future rounds or for the auction phase. However, there are also advantages to playing after other players have passed as you can often commandeer some regions they have control of.
     Phase two is an auction phase. One of the clever aspects of this game is every action card has two purposes. They can be played as action cards or saved for the auction. Each card has both an action (build, roof or place) as well as a number from 1 - 8. The numbers have no correlation to building, roofing or placing but rather, are used to bid on things in the auction phase at the end of each round.
     There are three items auctioned each round. Rounds one and two auction two fountains and an amphitheater while rounds three and four auction two fountains and a temple. Fountains are placed by the auction winner in a building site of their choice (note: this will reduce the usable building sites for future rounds). Amphitheaters allow extra action cards to be picked at the end of each round (phase four).  The first place player in an amphitheater zone receives two extra cards and second place gets one extra. Temples double the scores in a district for both first and second place players.  
     The auction is blind and each player inserts a stop card in their deck of cards that remains from the action round. Players then reveal their cards and any card above the stop card is added up to give a player's total auction bid amount.

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