which will
probably leave your advancing army out of supply just as your
opponent hits it with a devastating counterattack.
REDS! proceeds in monthly
and bi-monthly turns, and based on weather and reinforcement
schedules can see periods of little activity, just as in the
real war. The Soviet forces are numerically superior and have
the advantage of fighting on interior lines. The Whites, with
smaller, scattered forces, basically play the role of spoiler,
trying to capture objectives from the Soviets and force them
to shift troops to a threatened sector, then attacking in another
region to keep the Commies off-balance.
Combat and movement mostly
occur on or near railroad lines, as to be in supply, units must
be within one hex of a controlled railroad that connects to
a supply source. Combat can also be an unpredictable affair:
a unit's strength is determined by its size and a combat modifier,
both of which are factored against die rolls made by attacker
and defender. Attackers generally have an edge, particularly
the large Soviet armies, but the modifiers and dual die rolls
ensure battles can see some wild swings, with a small unit sticking
it to a big one. A frequent combat result is disorder, reducing
a unit's capabilities, which it can try to recapture in a rally
phase.
In his designer notes, Raicer
says he built REDS! on the premise that the Whites had no chance
to win the Russian Civil War because they failed to offer a
viable political agenda to communism, and because they lacked
the resources to sustain any major offensives. The victory conditions
are pegged to that theory, forcing the Soviets to improve upon
the war's historical outcome, either by controlling every city
in Russia by game's end or by controlling all major cities and
conquering Poland. The Whites must delay the Soviets by maintaining
a certain level of offensive momentum or face an early mandatory
withdrawal of their forces, which will generally hand the Soviets
an easy victory. Both sides face a lot of tough decisions, any
of which might blow up in a player's face because of the unpredictability
of the game's sequence of play.
To sum up, REDS! is another
fine entry from Ted Raicer, with excellent solitaire play possibilities.
PATHS OF GLORY may have generated more comments than any other
game discussed on the Consimworld board, but REDS! isn't doing
too badly there, either. It's clear that for many gamers, Raicer
is "Da Man" when it comes to highly playable games
that are also good simulations.
Steve Pfarrer lives in western Massachusetts and enjoys
a range of games, including GMT's EAST FRONT SERIES, JUNE 6,
and UKRAINE '43. He also likes PRUSSIA’S GLORY and other
19th-century grand tactical games
When
you open the box of Wolfgang Kramer's GOLDLAND, you can almost
here the wind whistling through the desert canyons, the low
growling of the jaguars in the jungle, the muttering of the
banditos hiding behind the next bend. From the stunning beautiful
pieces - lovingly overproduced in classic Goldsieber fashion
- to the seamless integration of mechanics & theme, GOLDLAND
does a splendid job of capturing a South American adventure
in a game box.
The objective is a fabled
temple filled with gold (and golden amulets). Getting there
involves working your way across uncharted lands - tiles which
are drawn and played into a 7x7 grid. Jaguars, chasms, mountains,
deserts, lakes, banditos & friendly natives all await you
around the next twist in the trail on the road to "El Dorado".
You have at your disposal loads of provisions (which look like
primitive fish sandwiches), shovels, beads, guns (in a German
game?!), rope, wood & fishing poles.
Each turn an adventurer
can move (your movement allowance is a function of how much
'stuff' you've got in your backpack), explore (add a new tile
to the game board if they are next to unexplored territory,
and acquire new resources. As well, adventurers can encounter
adventures, establishing camps on those spaces by paying the
required resources. Some spaces contain treasure, which requires
more provisions (and time) to dig up - but are worth gold (read:
victory points) at the end of the game.
Movement on the board is
simple - until you have to go "off the trail" to reach
the next space. Thankfully, camps allow you to move through
adventures tiles freely without paying the cost of the adventure
again.
Exploring also gives you
"discovery" chips - which can be turned in for resources
while avoiding the "one acquisition per turn" rule.
These chips also allow you flexibility to deal with changing
situations & needs. You can even do nothing for a turn and
receive one of these chips - which can be life-saving when you've
managed to strand yourself in the middle of nowhere.
|
When
one player reaches the temple (at the opposite corner of the grid
from the starting space), they receive an amulet and 2 gold. All
the other players have one round to reach the temple and receive
the 2 gold "looting" bonus - before it disappears. (Amulets
are always available - one per player.) When that round concludes,
each player with an amulet receives one gold coin per turn until
the pile of gold coins is exhausted - and the game ends. (The number
of gold coins in the "timer" pile is dependent on the
number of players in the game.)
But gold is not the only measure
of a great adventurer - his skill in completing adventures is also
important. The 7 adventures each have a “longest road"
marker (worth 2-5 points) that goes to the player with the most
camps on that type of adventure. "Stealing" this from
another player works just like SETTLERS - you've got to pass 'em
to take it away.
So, amulets & treasure chests
& gold coins... plus your "fame" for vanquishing certain
types of adventures, add up to your final score.
At its heart, GOLDLAND is a
puzzle game along the lines of BAZAAR, SAMRAKAND or VINCI. The majority
of your decisions are how best to utilize your resources & limited
actions to obtain other resources that allow you to complete adventures
& obtain treasure. Everything is visible - your resources, other
players resources, the possible places you can move on the board.
Granted, it's a puzzle game that's thematically tied together…
which makes it an enjoyable 75 minutes in my book. (I'm fully aware
that some of you have your jaws dropping to floor like a Tex Avery
cartoon at my calling VINCI a "puzzle" game. Think about
it for a minute - all the elements are visible, combat is not luck-dependent,
your resources and the resources of other players are known. You
just have to figure out how best to utilize those resources. Voila!
Vinci = puzzle game!)
There have been some complaints
about skewed boards developing... which is, of course, in the realm
of possibility with the random exploration mechanism. I think, however,
that the majority of these "problems" are generated by
defensive versus offensive play (and no, I'm not talking about gamer
B.O. or other hygiene & behavior problems). Gamers have a tendency
to play for ‘hosage' - but in GOLDLAND, you must work to slow
down other players WITHOUT slowing down your own progress. In a
game where all the players are busily cutting each other off, the
game would have a tendency to bog down. (Tactics idea: if this begins
to occur, concentrate on completing adventures for the “longest
road" markers and to increase your means of access to the temple.
Then dash backwards, stock up on the necessary resources, and plunge
forward in one mad dash.)
There have also been suggestions
that the "ordeal" mechanism (the penalty paid for crossing
between tiles without a trail) is too harsh. The official rules
set the cost at 4 resources (which must include the appropriate
resources to complete the adventure). Al Newman, designer of the
upcoming TIN SOLDIERS (from R&R Games) suggested making it 3
resources... and I'd like to experiment once or twice with trying
x + 1 resource (with x = the number of resources needed to complete
the adventure). Mind you, I don't think the rule is broken as is...
but if you were playing in a primarily defensive group, this might
be an issue for you.
Finally, there's been some concern
that the race to the temple defines the game... in other words,
lose the "dash for the gold" & lose the game. That
may be true if one player reaches the temple alone (scooping up
the 2 gold bonus plus the majority of the "timer" pile
income) but I don't think that will work out as well if more than
one player reaches the temple. The other players can focus their
energies on scooping up treasures & completing adventures.
Interestingly enough, this is
the third exploration game from Goldsieber—one each by Knizia,
Kramer & Teuber. (The "Big 3" of German game design
- thanks to Kevin Whitmore for this observation.) AFRICA (by Knizia)
is the lightest of the three; GOLDLAND (by Kramer) is the heaviest,
with the most appeal for 'serious' gamers (though by no measn a
brain-burner of a game). ENTDECKER is the middle ground - though
I do not personally recommend the new version from Kosmos. I like
the Goldsieber edition better (but that's a subject for another
article).
GOLDLAND is marvelously produced,
well-designed and dripping with theme. However, it will not resonate
with every gamer. If you like SAMARKAND or VINCI, this may be right
up your alley. If you like games with strong themes, this is one
of the best integrations of theme and mechanism I've seen in a long
time. Heck, if you like most of the games I like, you'll probably
enjoy it, too!
Mark Jackson runs Game
Central Station, a Nashville based gaming group and website. His
favorite game this week is KONTOR.
Back
To Gamenotes Contents>>
|