Hansa
a review by M. Barnes
One
of the primary things that drew me into European boardgaming during
that boom period of the mid-1990s was the sometimes arcane and unusual
themes that were often little more than vessels to communicate an
abstract set of rules and mechanics. Still to this day, I love bringing
out a new game and announcing to the group, "this is a game
about Alexander the Great!" or "this one is about the
Thirty Years War!". It was with this same zeal that I proudly
announced that Hansa, the new Michael Schacht game
published in the US by Uberplay, was about 17th century sea trading
during the time of the Hanseatic League. Of course, we all know
by now that German games rarely steep you in particular times or
places but at least it's a nice backdrop to what is a highly tactical,
light game that has little to do with the Hanseatic League.
The
bad news though, is this. Hansa, although it does
bring us back to the good old "Renaissance trading" theme,
is a fairly average game for the strategy-minded gamer that will
have a larger degree of appeal to fans of tactical games affected
by what I've seen termed as "player-driven chaos". I certainly
don't mind a well-done tactical game (I love Alhambra,
for example), but I do like to feel like I at least have a variety
of options and approaches I can take to winning the game despite
what my fellow players are doing. Hansa ultimately
feels like a game of limited decisions- at least limited worthwhile
decisions- and as such I found it to be unengaging but fairly enjoyable
despite its shortcomings.
Anything
Schacht produces these days is instantly compared to Kardinal
Und Konig (Web of Power in the
US), and Hansa certainly is no exception. It shares
with KUK a similar play time (30-45 minutes), an
almost constant pace, and a fairly minimal set of rules featuring
Schacht's beloved "majority at a node" mechanic. Your
turn will consist of a few options. You will receive three talers
(money) which is a fancy theme-way of saying action points. At the
beginning of your turn you can opt to refill all of the depleted
goods markers on the board by paying one taler and refilling all
the ports to their maximum capacity (one or two goods markers).
The chief action you may take is the movement of the trade ship
(common to all players) from one port to another following the trade
routes pre-printed on the board, at a cost of one taler per movement.
At each city you stop at, you can perform one action. Each port
offers one or two goods markers (in six different colors and representing
1-3 barrels of unnamed, unidentified goods), one of which which
may be purchased by the active player with the taler going either
to the bank or to the player with the market majority at the port.
Markets are represented by wooden tokens in the players' colors
and are purchased with goods markers- not money- which makes for
a somewhat interesting twist. Plunk down a three-barrel goods marker
and take over the port from player yellow's two markets- but at
what cost? It's one of the few interesting choices in the game-
to hold on to your goods or expand your markets at the risk of losing
the opportunity to sell sets of goods.
The
markets serve a greater function, however. Stopping at a port where
you have the majority will enable you to sell goods markers provided
that you have at least two of the same color. Selling them requires
you to remove a market in that port but in return your sold goods
are turned face down to be tallied as victory points at game's end.
Further, everyone with goods markers of the same color must discard
one of the sold color. This makes it possible to crash the market
for particular colors and sabotage another player's ability to sell
on his or her next turn.
The
game is timed by six stacks of face-down goods markers which are
used to replenish the board. When the last stack is drawn from,
the game ends following the round and players count up the barrels
of indeterminable content on their face-down goods markers. Additional
points are scored at each port for market owners- 4 points if there
is only one color market, two points if its shared between players.
This is another point at which there is at least a worthwhile reason
to choose wisely- sometimes it's better to leave markets and net
bigger points than selling a couple of barrels- which, as I have
mentioned, contain some unnamed product. It might be mulch. Or chum,
for all we know.
I
have seen Hansa called a "gamer's game",
"considerably deep", and prone to "analysis paralysis",
claims which I frankly consider to be ludicrous. Hansa
is a purely situational game- your options depend entirely on what
the players before you do, what goods are left on the board following
their turns, and where the ship is when it's your turn to play.
Long term strategy (other than deciding where to place your markets)
is out of the question because of the tactical nature of the game
and also because of limits imposed by the rules prohibiting you
from stockpiling goods or money. A tax is imposed requiring that
any money or goods tokens over three get discarded at the end of
your turn. The only way to begin your turn with more money is if
someone sells goods at one of your market-majority ports, which
of course most players will avoid doing if possible. While this
does provide an uncanny feeling of absolute balance, as each player
starts with a limited number of goods and money, it also conveys
a sense of limited choices.
That
said, my group found Hansa to be very casual, almost
breezy, in its gameplay. There are rarely difficult or stressful
choices, largely because of the sense of detachment we felt while
playing it. One of my fellow gamers said, "This is the kind
of game where it doesn't really matter what you do, it's what everyone
else does", and to some degree that's absolutely true. Many
turns I found myself actually not even thinking about what I was
going to do because it didn't really matter. It's almost as if the
game is so bound to the rules that any chance for creative strategy
or intuitive play is eliminated in favor of processional, ordered
play. I never once made or saw a play that was surprising, clever,
or exciting because it's just not really possible. I'm sure there's
some ex-grognards out there who sit and stare at the ports for fifteen
minutes every turn in order to maximize their points or try to figure
out how to end their turns as detrimentally to the next player as
possible but I can only see this as destroying what limited excitement
the game provides. Played casually and in 30 minutes, Hansa
is pleasant if neither wholly engaging nor ingenious.
As a side note, I find it endlessly
irritating that the same people that complain about luck in games
fail to see that player-driven chaos is far more detrimental to
strategic planning and analysis. Hansa is virtually
luckless, but the player has far less control over their choices
and outcomes than one would find even in something like Risk.
Hansa
is for me, a good game but far from great and definitely not as
strong as some of the better games of the year. It definitely won't
replace Serenessima as my favorite maritime trading
game and despite a certain x-factor charm that recalls those classic
games from a few years ago it just seems to fall short of exceptionality.
Nonetheless, it is a very attractive production with excellent graphics
and color choices and it's fairly easy
to pick up and play. It's brief, harmless, and will suit 2-4 players
equitably. I'd also recommend it as a purchase if nothing else to
support Uberplay and their mounting efforts to get German games
more widely known here in the US- "Don't forget to wash your
Hansa". God knows they need our help.
M. Barnes traces his love for gaming
back to such classics as Ants in the Pants and Hungry Hungry Hippos.
When he's not gaming, he's working as a librarian for a labyrinthine
government agency and making independent horror pictures.
Back to Contents
Shark
a review by Darrell Hanning
Sharks, Llamas and
Snakes! Oh, my…
About
five weeks ago, I was still riding a very tall wave of work following
a trip to the London area three weeks before that – a trip,
I might add, in which I had virtually no chance to peruse any hobby
stores. Not that it would have mattered; Her Majesty’s Pound
is currently drop-kicking the US dollar back across The Pond with
vengeance. Suffice to say that nearly everything one might buy will
cost about twice as much as it does here, except perhaps coal in
Newcastle, itself. On top of that, the bleeding country had the
sheer temerity to only let the sun shine on parts of two days out
of eleven. Coming from Florida, I think I should have got a visitor’s
discount, simply to offset the abysmal weather.
Anyway, a very tall wave of work, indeed,
which had a brief hiatus of, oh, say two days, before it resumed
its normal intensity of chaos. This had actually been going on since
shortly after Christmas, which explains why the last Boulder Games’
“Game Notes” was missing my name.
I
got a bit fed up at one point, five weeks ago, and thought “Screw
it, I want to see a REALLY BIG pile of games. That’ll make
me feel better..” At the urging of my wife, I had gone to
see the Crown Jewels, while in London. Hmm, I thought as the motorized
walkway carried me past this crown, that crown, and the other crown.
Very pretty. Very shiny, too. (I was actually much more impressed
by what must have been the drug-induced indulgence responsible for
a hand-carved gold punch bowl the size of a home spa!) But it seemed
to me that shelves of games I don’t yet own would be one helluva
lot more interesting to me. So, I sent Jim at Boulder Games an e-mail,
and asked whether he could stand a visit. He said “Sure”,
which is actually very generous of him (and certainly not something
from which anyone should infer an open invitation), because he is
not set up for visitors. No, indeedy.
Jim
lives west of Macon, Georgia, which is only about a four-hour drive
from Jacksonville, so I took a Friday off (somewhat to the amazement
of my supervisor), plopped the wife down in the passenger seat,
and off we went. The single advantage I can find to being a contractor
working lots of extra hours is the extra income, so I was prepared
to commit myself to some pretty serious game-buying. I think the
wife was a little leery about just how committed I was, versus whether
I should simply be committed. As we crossed the Georgia border,
she was still giving me these sidelong glances.
Jim, in fact, is so not set up for
visitors that I passed his home twice, before concluding that his
address absolutely must lie between the number I could read lower
than it, and the number I could read higher than it. Wow, I thought,
looking at an unlabeled mailbox, lack of any company sign, a wild
array of undomesticated shrubbery, and two largish dogs performing
their Cujo imitations, this guy is really not set up for visitors.
Jim,
being the friendly guy he is, warned us about the snakes that like
to sit in the ceilings of his storage sheds. But try as he might,
he could not get his llamas to show up. It was a pity; I had watched
llamas on a ranch in Colorado, and they’re funny critters.
He could, however, show me the bayonet plant they had chewed up,
which if you’re familiar with this plant, you’d swear
it wasn’t possible to even nibble on without immediate medical
attention. (Check out the pictures for Hoppla Lama.)
I had a list of games I had carefully
researched, and found nearly all of them. I was like a little kid
at Christmas. Every lower shelf I stooped to gaze upon, every upper
shelf I stretched to peruse, contained games I had heard of but
never seen. This is where a local store has an advantage over mail
order companies – and it’s about the only advantage
they have left – that you can actually pick up the box, shake
it, feel its heft, and gaze for a while at the pictures on the back.
Anyway,
there was one game that was not on my list, which intrigued me to
no end. It was called Shark, printed by the esteemed
Ravensburger, and emblazoned with the picture of a man’s body
in a business suit, with the head of a shark. And on the back was
a picture of a board with brightly colored buildings organized on
a grid of squares, and pictures of stock certificates. It looked
to perhaps have a flavor of Acquire, but purported
to be a treacherous game.

“The point is, ladies and gentlemen, that greed, for lack
of a better word, is good. Greed is right. Greed works.”
– Gordon Gekko, the movie Wall Street
Believe me, Shark
can indeed be a treacherous game. Evil, underhanded, gut-wrenching,
and often quite surprising, Shark is Acquire,
if Michael Douglas as Gordon Gekko had designed it.
Take a twelve-by-twelve grid of squares,
and divide it into five areas – one area in each corner, and
one in the middle. Take 18 buildings in each of four colors, and
35 shares of stock for each of the four colors. And lastly, take
two dice – one with each of the four colors and two sides
as wildcards, and the other die with the numbers 1 through 4, and
two symbols of a shark’s fin. You now have the game Shark.
If you’re looking for a game with oodles of fiddly bits, keep
looking.
Each player starts with one share in
one stock of his choice, and no money. Each stock starts with a
value of a thousand dollars a share. The object of the game is to
be the person with the greatest net worth when the first stock reaches
a value of fifteen thousand dollars per share, when the last building
of any color is played, or when all the stock certificates have
been bought up.
During
your turn, you will roll the dice. One die will show you what color
of building you may place on the grid (or two of the sides will
let you pick the color), and the other die will tell you in what
area you can place that building. If the placed building stands
alone, you collect a thousand dollars. If the building can be placed
adjacent (vertically or horizontally) to another building of the
same color, this constitutes a chain. The value of a stock will
always go up when a chain is created or increased in size. The person
doing this collects money equivalent to the new value of the stock,
and every player holding shares in that stock will collect the amount
by which the stock’s value increased, times the number of
shares she or he possesses.
Now for the stabbing part. You may
place a building next to a building of another color, but only if
in doing so you are adding to a chain, and that chain outnumbers
those in the color that you’re building next to. That is,
you may place the third red building in a chain next to a yellow
building, for example, if that yellow building is by itself, or
in a chain of two yellow buildings. When you do this, you not only
increase the value of the larger chain’s stock (and everybody
holding that stock gets a payoff), but you also remove the smaller
chain of buildings, and every player holding that stock must lose
money equal to how much that stock goes down – which is a
thousand for every building removed.
So the board is an abstract manifestation
of competing companies, bouncing against each other within the same
economy, much like the hotel chains in Acquire,
but
in Shark the area of placement (although not the
location with that area) is random, and what company is placed is
also random, with a nod to that one chance in three of it being
a company of your choice.
That one chance in three isn’t
big, but in the course of the game, it stands on the shoulders of
giants, as it were. Because each player is going to build a portfolio
of stocks, and he or she is going to try to enhance the value of
that portfolio, and part of that enhancement process is watching
what stocks other players have in their portfolios. And while you
might prefer to enhance your own value, you may often find the best
way to do that is in a relative fashion; that is, by cutting down
the values of stocks you do not have.
During your turn – before you
roll the dice and after – you may buy as many as five new
shares of any stocks. You may also sell as many shares of any of
your stocks as you see fit.
So, Gordon Gekko is sitting on eight
shares of Empire (yellow), and six shares of Smith and Smith (blue).
While Smith and Smith is currently worth a little more than Empire
(11,000 to 9,000), Gordon owns more shares of Empire than anyone
else, and is the second largest shareholder in Smith and Smith.
Added to this is the fact that Smith and Smith’s value is
a conglomerate of multiple, small chains, while Empire’s value
is derived from one, very large chain. Gordon has a gut feeling.
On his turn, he dumps all of his Smith and Smith stock for sixty-six
thousand, and buys five more shares of Empire for forty-five thousand,
giving him a total of thirteen shares. Now, he’s really kicking
butt in the Empire market. He rolls the dice, and gets the wildcard
color in the Shark zone, in the middle of the board. He adds a tenth
yellow building to Empire’s chain, which also puts that chain
adjacent to a chain of three Smith and Smith buildings. Empire’s
value goes up by a thousand to ten thousand. Gordon collects ten
grand, plus one thousand for each of his shares (for the increase
in stock value), for a total of twenty-three thousand. Smith and
Smith goes down by three thousand per share, and Gordon chuckles
as all the holders of blue stock cough up money. Up to the moment
that it was his turn, Gordon looked like a really big fan of Smith
and Smith stock. Now, he’s pulled the rug out of under it,
turned a nice profit on it, entrenched himself as leader in a different
stock, and made other players lose money and lose current value
of their holdings.
Okay,
so it isn’t Age of Steam, or Puerto
Rico. It’s still sinfully fun, fast-paced, dynamic,
and really forces you to make some decisions with little other than
a gut feeling. It would be a different game with the hidden tiles
found in Acquire – a more solemn, thoughtful
game – and not as fun a game, I think.
There are some games where random is
good, and this is a point, I think, that is lost sometimes, in the
vast array of European-style games trying so very hard to step out
of the way when dice come rolling towards them.
I
have seen seeming juggernauts lose steam and die on the vine, in
Shark. I have seen the gaming equivalent of judo,
in Shark – I’ve even pulled it off
myself, and felt gobs of sinful pride at getting away with it. I
have, on one turn, converted myself from an innocuous also-ran in
the world-killing mega-corporation to the financial David thumping
the crap of out of Goliath. It is – for lack of a better term
- a good feeling. “Greed is right. Greed works.” I have
been Gordon Gekko, and it can be just as much fun as Michael Douglas
made it appear.
For you eye-rolling socialists, communists,
and other assorted liberals out there, you too can have fun with
Shark, and nobody at work the next Monday has to
even know that you trashed your friends by jimmying a stock market.
You can go back to saying taxes are good, being rich is bad, yadda,
yadda, yadda. And chuckle inwardly at how you took those silly capitalists
out behind the wood shed in Shark, on Friday night.
I’m still waiting for my group
to get tired of this game. I know they will; they’re too much
purists at heart. They’ll soon whine that they want more intricate,
more elaborate, less random game systems. But I’ve enjoyed
the hell out of Shark, and I’m going to continue
to drag it out, every chance I get.
Darrell Hanning continues to reside
in Jacksonville, and would like to remind his readers that some
problems are made most clear by keeping the Vaseline smear of government
intervention off the lens.
Back to Contents
Guilford
Courthouse
a review by Steve Pfarrer
Guilford
Courthouse is the most recent addition to GMT's American
Revolutionary War series, the low-to-moderate complexity, grand
tactical games on the American War of Independence. The series was
introduced with the popular and now out-of-print Saratoga
in 1998 and also includes Brandywine from 2000.
The scale is 200 yards a hex, with one-hour turns. Units represent
infantry and light infantry brigades and regiments, smaller formations
of dragoons, cavalry and riflemen, and artillery batteries; most
infantry and cavalry units represent 100 to 600 men, while artillery
units simulate anywhere from two to eight guns cannon. Leader counters
represent individual commanders and their staff.
Guilford
Courthouse actually covers two small battles fought in
the South in 1781 in the months before British General George Cornwallis
marched his forces north to Virginia, where he surrendered to George
Washington in October after the siege of Yorktown. The battle of
Guilford Courthouse itself, which took place in North Carolina in
March, has 45 units, including leaders, while the battle of Eutaw
Springs, a minor clash that took place in September about 40 miles
from Charleston, South Carolina, has just 35 units. Cornwallis commanded
British troops at Guilford Courthouse against a number of American
regulars and state militia forces led by Major General Nathanael
Greene. British forces at Eutaw Springs were commanded by Lt. Colonel
Alexander Stuart. Though both battles were considered British tactical
victories, in a
strategic
sense the American forces emerged victorious, as the British suffered
severe enough losses that their goal -- to eliminate U.S. troops
and hold the newly taken ground -- failed. Cornwallis marched on
to his surrender at Yorktown, while Greene said of his forces "We
fight, get beat, rise up, and fight again."
Given that GMT's Revoluntionary series
is already aimed more at playability
than simulation, the low counter density of the battles in Guilford
Courthouse -- plus an abbreviated scenario for each battle,
based on historical unit positions after their approach marches
-- makes for genuinely quick playing games that can be completed
in an evening's play (perhaps just a few hours for experienced players).
The game comes with a nicely done, back-printed 22'' x 34"
map (one side for each battle, obviously), one sheet of 5/8"
counters that include various markers, a player's aid card with
combat results table, terrain effects chart and various other tables,
and two rulebooks. One covers the specific conditions for each battle
and includes historical summaries, while the other is a general
rulebook for the Revolutionary War series and is a welcome addition.
GMT plans to produce more games using this system -- the next will
be about the siege of Savannah -- and a rulebook laying out the
basic rules for all the games in the series makes for an easier
introduction to the system.
The new game also gives each side an
offensive and defensive role, as the British are on the attack in
Guilford Courthouse, while the Americans take the initiative in
Eutaw Springs; the defenders in each battle, moreover, have opportunities
to launch counterattacks.
As
in the previous games, units are rated for strength (or manpower),
movement ability and morale. Morale ratings -- the British units
generally have higher ones overall -- provide die roll modifiers
during combat and during a rally phase, when units that that have
been disrupted or "shattered" by combat attempt to improve
their status. A unit's morale can be affected by overall Army morale,
which each side keeps track of on a numeric chart that runs from
0 to 15. Take too many casulaties, or suffer too many disruptions
or retreats, and the morale of both your individual units and overall
force drops. Army morale can either be high (11-15), fatigued (5-10)
or wavering (0-4). Once your force hits zero on that scale, you've
lost, big-time, a reflection less of overwhelming casualties than
of the will of your guys to continue the fight. Keeping a close
eye on Army morale is critical, as it can go south on you in a hurry,
so it's vital -- especially for the American player -- to know when
to attack, when to retreat, and when to stand fast.
This is a basic "I go, you go"
system, with some twists. At the start of each turn, both sides
roll a 10-sided die to see who gets initiative and goes first, so
you may be able to move twice in a row, giving you a chance to mess
up your opponent or escape from a bad situation. Following initiative
determination, units of the active player move and attempt to rally;
the defender then conducts artillery fire (the only type of artillery
fire in the game) from one to three hexes away, depending on a valid
line of sight. Rifle units from both sides adjacent to enemy units
then
conduct
simultaneous fire; both artillery and rifle fire can inflict disruptions,
retreats, Army morale losses, and occasional step losses. Following
that comes the close combat phase, in which the initiative player
must attack all adjacent defenders.
Combat is done by basic odds comparison,
ranging from 1 to 3 to 4 to 1, and numerous modifers -- for morale,
terrain, disrupted or shattered status, partipating leaders -- can
add to or subtract from the die roll. Other modifiers can come from
what is one of the more interesting parts of combat, in which each
side secretly picks an offensive or defensive tactics chit, such
as "frontal assault," "stand fast," or "turn
flank," and the results are compared on a tactical matrix.
The use of leaders in any combat gives you additional chits to choose
from. Combat results themselves come in the form of retreats, steps
losses, disruptions, capture and "pins" (units are engaged,
and the defender must remain in place and attack in his turn, or
withdraw and suffer a drop in Army morale). Certain combat results
also can give either side "momentum chits" that can be
used to reroll a future combat result or to influence the initiative
die roll. In addition, disrupted and shattered units lose their
zones of control and have reduced combat and movement abilities
-- shattered units cannot move at all -- and are highly vulnerable
to elimination or capture if attacked before rallying.
That's
the basic description. In a broader sense, what the American Revolutionary
series does is use some pretty simple mechanics to create the conditions
of linear warfare, where the key to success in battle was maintaining
an orderly line, outflanking your opponent, and breaking his morale.
Units are not required to face a certain direction as in more complex
tactical and grand tactical games. Instead, non-artillery units
in good order (not disrupted or shattered) have zones of control
that force an enemy unit to stop next to it. The rule mandating
combat with adjacent units shows how opposing lines of troops would
become engaged and find it difficult to withdraw. Stacking limits
-- a maximum of six strength points, plus one artillery unit, to
a hex -- make it difficult to pile up large odds in combat; this
is not an 18th-century blitzkrieg where you try to smash through
an opponent's line. Instead, success generally hinges on getting
beneficial die roll modifiers from leaders, units with superior
morale, outguessing your opponent on the tactical matrix, or using
flanking attacks to force an enemy unit to retreat through zones
of control of your units. Stacking limits are in effect at all times,
so it's important to leave lines of retreat for your units, or they
will be captured if forced to retreat -- another simple rule that
simulates the linear nature of this period of warfare. You build
incremental advantages by disrupting the enemy, forcing him to retreat,
and eroding his morale.
The
battles in Guilford Courthouse offer interesting
challenges to both sides. In Guilford Courthouse itself, the British
have superior quality troops, but the Americans have twice as many
men. To engage the Americans and win a decisive victory, the British
also have to traverse almost the whole width of the map, and it
is difficult in the game to recreate the historic rate of advance
of the Brits. Historically, the Americans used two seperate lines
of troops and militia, some of them strung through thick forest,
to slow and disrupt the British; by the time the Brits reached the
main line of American resistance near the actual Guilford
Courthouse building, they had suffered some fairly substantive
casualties and were disordered, enough that the Yanks inflicted
serious losses on them, though the Brits captured the field of battle.
In the game, since there is no rule that shows how formations could
break down even if not suffering serious casualties, it can be easier
for the British to drive the Americans back. But the Americans have
the numbers, and time is not on the side of the British, so it can
be difficult for either side to get much more than a marginal victory,
(victory comes in two other levels, decisive and substantial, and
the game can also end in a draw).
In
Eutaw Springs, the Americans go on the attack with a smaller but
better quality force, and there are a number of rules to recreate
the historic conditions in which the American attack, against a
British encampment, caught the Redcoats napping. However, the American
units may become disordered once they enter that encampment, making
them vulnerable to British counterattack (simulating the breakdown
in discipline among a number of American units as they ransacked
the British tents, grabbing bottles of booze and various foodstuffs).
In the game, it can be tough for the Americans to drive the roughly
equal British force from some good defensive positions, including
a stone manor house near the encampment that serves as a fortress.
Time is also against the Americans in the battle. But the British
can be sent reeling in the initial American attack through a surprise
rule that gives those initial attacks a favorable odds shift.
Both games also come with a few optional
rules that permit some variations in deployment or reinforcements,
and coupled with the quick playing times --
Guilford Courthouse is 13 turns, Eutaw Springs 10 turns -- and low
counter
density, these games have a good amount of replay value. Guilford
Courthouse
may be the best of the American Revolutionary series for new players,
and it's also a solid choice for people with experience with the
system.
Steve Pfarrer lives in western Massachusetts
and enjoys a variety of historical simulation games, including GMT's
June 6, Ukraine '43 and Eastern
Front Series, as well as the Panzer Grenadier
series by Avalanche Press. In between them, he also enjoys Strat-O-Matic
Baseball.
Back to Contents
Die
Fugger
a review by Mark Johnson
Some
of the first hobby boardgames I discovered 25 years ago were Avalon
Hill's bookcase games. As a kid, they were too pricey for me to
buy on my own, though I received a couple as gifts. The games I
bought myself—and the ones I played the most—were the
microgames like Starfire and G.E.V. Small in size & price, and
with components more functional than attractive, they nonetheless
had great gameplay. Some of them, anyway. The trick was finding
the keepers among the entire product line of microgames.
A similar situation exists for the modern
German game fan with publisher Adlung Spiele. They release several
unusual card games every year to debut at Essen. Each comes
in a box just big enough for the deck of cards and sparse rules.
At less than ten bucks apiece, you’d be tempted to try them
all. However, Adlung’s track record is such that you’re
better off hearing a little about them first, then concentrating
on the one or two worthwhile titles. One of those from the most
recent batch is Die Fugger.
Designed
by Klaus-Jürgen Wrede, the man responsible for the Carcassonne
franchise, Die Fugger is a market and speculation
game similar to Knizia’s Medici. Not coincidentally,
there is another game that links those two rich European families,
adding a third: Fugger, Wesler, & Medici, published
by Doris & Frank. All of these games are about the fantastic
rise in wealth of the families during the Renaissance. While it
would be exaggerating to say that the Fuggers invented capitalism,
they certainly demonstrated its potential. Starting as weavers,
and importing cotton by mule from Mediterranean ports into the central
German city of
Augsburg, the Fuggers expanded into trade in silk, herbs, and pepper.
Their fortunes really took off when copper mined in Hungary was
transported by Fugger ships through the English Channel and North
Sea. By then the family was in a position to lend money to the Holy
Roman Emperor, with additional mining concessions as collateral.
When Maximilian I defaulted on the loan the Fuggers had a European
monopoly on copper. They went on to run a banking network throughout
Europe, acting as financial agents for the Vatican.
Die
Fugger focuses on the part of the family’s rise when
they were simply selling commodities. In fact, that may even be
reading too much atmosphere into the game. It’s just as thinly
themed as Medici, but that’s not necessarily
a problem. There are an appropriate mix of commodities, or goods,
for the period (copper, fabric, spices, wine, and jewels), as well
as game mechanics that feel like economics at work.
Playable by 2-4 players (and with minor
rule differences for each number), the game takes 30-45 minutes,
perhaps a little longer than one might expect upon seeing it. These
little Adlung boxes look like they should be filler games. Some
of them are, but others (most of the better ones) fit the same niche
as a shorter boardgame. In fact, Die Fugger is
another one of Adlung’s games that feels like a boardgame
in a card game box. It wouldn’t surprise me at all if Wrede
designed it as a boardgame, perhaps for another possible publisher.
But
since this is Adlung, it’s all done with a single deck of
cards. Most of them are simply goods cards, each representing a
share. Nine “price” cards are used to indicate the current
value of each type of goods (from 1-9 florins). Each good has a
special card that’s placed next to one of the price cards
to indicate the current value of each share. The rules explain that
you’re supposed to array the price cards in a circle. (I prefer
a simple line.) They also suggest that the value cards for each
good be folded in half, making little tent-shaped indicators. I
imagine that’s for better visibility, but the gamers I know
can’t bring themselves to fold cards! They have to be unfolded
to fit back into the small box anyway, and it doesn’t really
matter which you do.
The cards are reasonably attractive,
illustrated by Alexander Jung (uncredited except on Adlung’s
website), though I find the style a bit wispy. At least they’re
fully functional. The goods cards have indices with different colors
and icons in both top corners. The price cards are distinct with
good graphics. Card backs are a drab grey image, but that’s
probably best to avoid confusion with the important information
conveyed on the front.
Then there’s the rulebook. Unlike
some publishers who release German-only versions of their games,
expecting avid hobbyists in other countries to develop
their
own translations, Adlung always includes a multi-lingual rulebook.
That should be a good thing. Unfortunately, their official translations
are often lacking in clarity, clearly done by someone who’s
not a native user of the language, and restricted in length by the
small rulebook. I wonder if the same is true for the French and
Italian instructions. Luckily, online resources such as Boardgamegeek
allow you to clear up any ambiguities, and in this case the rules
aren’t too bad as-is.
How does it play? After the price and
value cards are initially laid out (all goods start at a middle
value of 5 florins apiece), each player gets an initial hand of
four goods cards. Two more goods are turned over, said to belong
to Jacob Fugger (Jacob the Rich). Jacob even gets his own card in
the game, placed face up as if he were at the table with you. Players
then take turns, either playing a card or drawing one—not
both. You can’t even choose the draw card option unless you
have less than five cards in hand. The cards you’re laying
down face-up represent the goods you’ll sell for profit at
the end of the round. Cards left in your hand are worth nothing,
but are retained for subsequent rounds (a full game usually takes
several).
Exactly when the round ends, and what
value each good is worth are where the game’s strategy lies.
Or probably tactics. It’s difficult to say how much longer-term
control you have in this game. Some feel you’re at the mercy
of the cards you’re dealt, simply playing them the best you
can. I disagree, finding some multi-turn considerations throughout
the game. However, it is true that you will be limited by the cards
you’ve got—and foiled by the actions of your opponents.
During the first two rounds of the game
each player has one extra option: to play a goods card face-down.
This is a future investment, one that won’t pay off at the
end of the round but rather at the end of the game. And when it
pays, it pays double.
A
round ends immediately when a player lays the 5th card of a single
good onto the table. That’s among all players (including Jacob
the Rich), so the player triggering the end of the round could have
several of that type or even just one. Now the prices change. The
good that has the five showing moves up five in price. Whichever
good is second in quantity moves up that many florins, as well.
Same for third, but the other two goods go down one florin. When
there are ties (very common), the goods each go up the same amount.
So far, so good, but there are two wrinkles. First, there’s
a simple boom-bust cycle built into the game: the next step after
maxing out at 9 florins is back down to just 1. (And no, you can’t
go “down” from 1 back to 9—it only works one direction.)
Second, a few of each good card carry a “royal seal.”
These pay out double in value . . . but only if they’ve got
a certain rarity: no more than three of that type of goods showing.
Otherwise they just pay out at the regular rate. (So there’s
no downside, only perhaps a missed opportunity for greater profits.)
After the cards on the table are sold
for profit (this score being kept on scratch paper), they’re
sent to the discard pile, everyone draws two new cards (including
Jacob, whose cards always go straight to the table, face-up), and
another round begins. Interspersed in the draw pile of goods cards
are just a few merchant cards. These aren’t sold like the
other goods cards, but if played to the table during a round they
permit bonus card draws at the start of a subsequent round. They’re
also a good stalling tactic.
These rounds continue until at least
one player surpasses a score of 100 florins, whereupon all of the
face-down, long term investment cards pay off (double, remember?)
as an endgame bonus. Highest total wins.
So
there you have it, a pleasant and logical enough little economic
system built around a deck of cards. All of Die Fugger
feels basically right, and you can devise rationalizations for odd
parts without much trouble. For example, what are those royal seals?
I imagine they are special commissions or bonuses paid by the king
or lord for goods that are in short supply. They don’t pay
every time a good is in short supply, but one can only suppose that
a merchant-banker doesn’t have control of such things. They
must simply make the most of them when the opportunity arises.
Why do the most numerous goods change
price by the greatest amount? A simple system of supply & demand
would mean the most numerous goods drop in value ... which they
do in Die Fugger, as long as they can tip over
the top of that 9-to-1 florin boom-bust cycle. Other times they
simply rise from 1 to 6 florins, a windfall. I’m less sure
about that in terms of theme.
Keep in mind also that there’s
never a sense of buying low, selling high. That’s because
you never buy anything in the game, you only sell. The cards are
simply given to you: at the start of the game, at the start of each
round, or by using an action.
Using an action is essentially an “expense” on your
part, since it’s done instead of laying down a card for later
profit. But it still doesn’t feel like a purchase (especially
since you have no control over what you draw—a variant using
a Web of Power/Ticket To Ride
style card draft might be interesting).
As mentioned above, I don’t believe
you’re at the mercy of the cards you draw. You’re merely
constrained momentarily by them. Even a lowly pair of cards can
be enough to control the flow (timing) of a round. You want to push
opponents’ goods over the top in price so they bottom-out
at 1 florin. A slow & steady approach with your own goods is
better. Having two rounds paying out at 6 and 8 florins each is
much better than overshooting the market. Saving the goods cards
with royal seals is smart, as could be the counter-strategy of playing
them early to draw out similar cards from your opponents. You should
also consider using one of the middle rounds to build a hand for
the endgame, playing off cards that don’t fit your strategy
and laying down merchants for bonus cards. Make sure you have a
full hand at the end of that round. Doing so will score very few
points, but could position you for a big push at the end.
The long-term investment cards are significant
in the final scoring due to the doubled payout. You can invest in
two cards of the same good—an all-or-nothing strategy for
your bonus—or hedge your bets. Since these cards are out of
play for the remainder of the game, it necessarily makes those goods
less volatile in the marketplace. There are only nine cards for
each type of good—if you and other players happen to set aside
four of those cards as future investments, that good will change
in price very slowly throughout the game. It almost cannot trigger
the end of the round! Players paying attention should be able to
detect this soon enough. Then whichever players don’t have
that good as a long-term investment card had better do what they
can to keep its price low at the final scoring.
Die Fugger is a game
that would’ve benefited from a more typical boardgame production.
The price cards never change, and could be printed on a board along
with a scoring track. Jacob himself could have a dedicated space
on the board. The
cards tracking each good’s value could more attractively be
represented by wooden tokens of matching color and shape. Of course,
that would be a $25-30 boardgame in place of the existing $10 card
game that fits in a pocket. Since we already have Medici,
Modern Art, and other boardgames on a similar subject,
I guess it’s best that there’s now an inexpensive card
game option.
Possibly due to that little rulebook,
Die Fugger is one of those games we’ve struggled
to play without botching rules. In the beginning we seemed to always
forget something, such as the doubling of the investment cards,
extra cards for Jacob Fugger, or the little differences of the 2,
3, and 4-player game. Still, it’s a game I’m happy to
own and eager to play. The fact that it’s so affordable and
easy to store is a bonus.
Mark Johnson is a Mechanical Engineer
at NASA's Jet Propulsion Laboratory, which just successfully landed
the Mars rovers "Spirit" and "Opportunity."
Back to Contents
Blue
Moon
a review by Jon Waddington
Only
one thing sold me on this game: Reiner Knizia. The rest of it is
in most respects a potpourri of familiar things, such as fantasy
races, expansions that introduce new concepts, duels decided by
a simple comparison of power, and stunning artwork. Sound familiar?
It is--and it isn't.
The base game comes with two decks of
cards representing two races: the Hoax and the Vulca. Also included
are a (superfluous but attractively illustrated) gameboard and three
(superfluous but attractively molded) dragon figurines. If the cards
were ordinary, this ostentatious presentation would feel a bit like
a fleecing of the gullible. Thankfully, the cards, too, are overproduced.
They're noticeably larger than ordinary cards, and of a very thick
stock. I never riffle shuffle any cards (preferring instead to "pile
shuffle" by dealing into a number of piles, then overhand shuffling--it
has the twin virtues of preserving the cards and preventing clumping),
but in this case, I'm not sure you could. The artwork is front and
center (nearly covering the whole card), and each race is by a different
artist, giving a distinct but consistent feel for each. One
thing
stands out: the women of Blue Moon are heavy-breasted,
muscular, and prone to wearing thongs. Some also wear warpaint and
put little skulls in their hair, while others have replaced their
hair with, of all things, fire (in complementary hues, of course).
Fortunately, the whole thing comes across less pornographic than
juvenile. To quote Abraham Lincoln (and why not?), "people
who like this sort of thing will find this the sort of thing they
like." Overall, I find it impressive and enjoyable. I just
wish it was a bit less obviously geared toward adolescent males.
Once past the superficialities, each
player takes a deck of 30 cards, draws a hand of six, and then one
person leads. The other player responds, and the players go back
and forth until one cannot or will not continue and loses the duel.
The winner earns dragons (points), and the loser gets to begin the
next duel. Repeat until one player wins enough dragons to end the
game, or (more likely) someone runs out of cards. A single game
takes 30 minutes or so, and of course more when you're learning.
A
slight majority of the cards in each deck are Characters, with the
balance being made up of Leadership, Support, and Booster cards.
Characters are rated in two attributes, Fire and Earth, and may
also have other characteristics (some common ones being represented
by icons, and others by special text). Nothing terribly new here,
but it's all done well, with little ambiguity. Leadership cards
provide some overarching benefit at the outset of each turn. Support
cards confer a benefit that lasts until the end of a particular
duel, while Boosters, well, boost a Character, but only for one
round of card play. You see, in order to stay in a duel, you must
play a Character each round, possibly followed by either a Support
or a Booster (but not both). The power of that Character must at
least match the current level shown by your opponent in Fire or
Earth (the element does not change during a duel, and is announced
when the opening Character is played). Most significantly, each
new Character that comes into play covers up the prior one (if any).
Each round of the duel, then, you're starting mostly from scratch,
but with a typically increased level of power that you must meet
or beat. At the end of each round, you refresh your hand to six
again.
The victory conditions in the game have
that nice Knizia touch, seeming straightforward at first, but then
proving to have layers of subtlety. The most common way for the
game to end is for one player to run out of cards. This may be by
intent, as at the beginning of each duel you may forfeit your ability
to start a duel and instead may discard up to three cards and replace
them. When you win a duel, you "attract dragons" to your
cause (usually one, but two if you've played
six
or more cards in your victory). First dragons defect from the other
player to the middle, and then from the middle to you. Thus only
one player (at most) will ever have dragons on their side. If you
ever get all three dragons on your side, and then win one more duel,
the game ends instantly. At the end of the game, victory goes to
the player with dragons in front of them. If all dragons are in
the middle, the player who ran out of cards first loses.
These victory conditions produce some
interesting decisions. One can attract dragons early on by spending
a ton of cards and then end the game before their opponent can recoup.
Alternately, one can try for a balanced match and force the enemy
to run out of cards first. This may be risky, but some decks are
suited for this. In addition, there is another option for longer,
multi-game duels that allow luck to balance out. Players vie for
"crystals" in this version, and at the end of each game,
one point is granted for victory, and another for each dragon held.
The first player to five wins, so a full match will last at least
two games, and likely more.
It becomes quite apparent after a few
plays that each race has a very different feel, and demands different
skills to play well. The Vulca is a fairly straightforward deck,
with a lot of power. They are easier to play than the other base
game race, The Hoax. Hoax Characters tend to be weaker, but they
have clever ways of drawing their opponent's strength out and then
altering the playing
field,
so that what was once an advantage turns into an overuse of resources.
These differences in style are also present in the Flit expansion,
which has an enormous advantage in reusing their typically weak
cards, and the Mimix expansion, which are very powerful but burn
through their deck quickly.
An important point to note is that this
is not a collectible card game (CCG). There are no rarities, no
de facto obsolescence, no advantage in owning ten of a particular
card. It is expandable, certainly, but that is a very different
thing. Each set contains a few cards from other races (though the
sets are clearly marked in terms of their origin for ease of reassembly--a
nice touch), and there are rules for deckbuilding if you wish to
go that route. You needn't, though, as it's apparent that great
care went into constructing and balancing the out-of-the-box decks.
Each card's relative power is shown by a number of moons (from zero
to four). Decks always consist of 30 unique cards from the deck's
race, and then allow the substitution of up to 10 moons worth of
cards from other decks. The constraints ensure that decks won't
ever entirely lose their racial flavor, but a wide variety is possible.
As
in most CCGs, though, playing well (as opposed to merely playing)
does require a thorough knowledge of both decks in play. This is
often trumpeted as a flaw of CCGs, as the play environment is so
large that total knowledge becomes more like doctoral research than
gameplay. It's certainly a factor here, but each deck consists of
only 30 cards, many of which are likely to be present even in a
constructed deck due to the limits mentioned above. It's a potential
environment of 240 cards (currently only 120), which is extremely
manageable in CCG terms, but may be a bit much if you don't go for
that sort of thing.
The
core decision of every turn is whether to stay in, or--in poker
terms--fold. Most of the time, the more cards you spend, the greater
your chance of victory. However, getting out early is sometimes
the best course of action if you get your opponent to overcommit.
But you must not let your opponent get an unassailable lead, as
even if he runs out of cards, it's meaningless if he holds dragons
at the end. Complicating things, once a duel becomes an investment
of six cards or more, the consequences become much higher (remember,
at this point you get two dragons for winning, not just one). Finding
the proper balance is tricky, and enjoyable. In addition (and quite
naturally), the best special powers tend to be associated with the
low-powered Characters, providing a strong incentive to play them,
but making it unlikely (due to their power being covered by the
next Character) that they'll provide the good you hoped for.
In
the end, I find I'm enjoying this game more than I thought I would
at first. It grows on you, and as you become more familiar with
the intricacies, the game reveals a surprising amount of depth.
There are nits to pick, of course. In the same way that a Boris
Vallejo wall calendar is out of place in a professional office or
above the family dining table, the game's artwork may be off-putting
or inappropriate. It's not a juvenile game, by any means; but from
the outside looking in, it comes off that way. I also wish, as I
often do with games that are intended to be asymmetric, that it
was comprehensively asymmetric. Instead, many cards from each race
are functionally identical. A minor gripe, but it detracts from
both the theme (is one individual exactly like another?) and the
gameplay (shouldn't each race feel completely, not mostly, different?).
Another minor gripe is card balance; a few are just plain better
than others with the same number of moons. Because of deck restrictions,
you can't stack up all the "best" cards, but it's annoying
nonetheless to always avoid a card in deck construction in favor
of its big brother.
On
balance, though, the positives outweigh the negatives. It manages
to be a strongly themed game, in part because of the artwork, but
also because each race does play differently. It has tactical and
even some strategic depth, as determining one's best course of action
is difficult, and requires not only some understanding of the card
environment, but also your opponent's psychology. Knizia has been
rightly accused in past of games which feel like math equations,
but Blue Moon is not of that ilk. It's more about
timing and proper management than it is about juggling numbers in
your head. Luck is certainly present, but I feel at this point that
it's
much
less than it seems when you play your first game. There are undoubtedly
times when you will suffer through no fault of your own, but due
in part to the small size of the deck, it often works out that a
disadvantage in one stage of the game is balanced by an advantage
in another. Measuring the extent of each, and learning how to ride
out poor draws, is a large part of the fun and skill in the game.
For those on the fence because this looks and smells a bit too much
like a CCG, I think it's appropriate to look at this as a deeper,
more complex evolution of one of Knizia's simpler duelling games
(such as Attacke/Ivanhoe or the card play in Taj
Mahal). Knizia is a master at wringing the most out of
seemingly simple mechanics, and while this game is admittedly a
bit more complex than many of his games, it's yet another example
of the good Doctor's mastery of game design.
Jon Waddington still lives in the
Denver area. Thanks for the second review this month Jon!
Back to Contents
San
Juan
a review by M. Barnes
I
love Puerto Rico as much as, well, everyone else
who plays board games does but nonetheless I greeted the announcement
that San Juan would be Andreas Seyfarth's follow-up
to his 2002 tour de force with rolled eyes and a groan. Was Seyfarth
copping out on the challenge to meet or exceed PR's
success, popularity, and innovation? Or was this just another example
of the commercial trend for successful games to develop in lines
of repackaged or rethemed games such as the Settlers
and Carcassonne franchises? I was disappointed
that such a talented designer wasn't doing something new, particularly
in light of recent releases such as Attika and
the last several Leo Colovini games. I wanted something new, not
just a Puerto Rico card game.
San
Juan is indeed a simplified, reworked version of its bigger
brother. Almost all of the core mechanics and clever innovations
have been rehashed into the card game format appended by the luck
element intrinsic to card games. The art is largely the same, the
roles are more or less the same, and the flow of the game is the
same. The governor starts the round, picks a role and performs it
with a special privilege and the other players follow suit. The
goal is to develop your plantation with production and violet buildings;
the game ends when someone builds 12 and the victory points are
counted. Stop me if you think that you've heard this one before.
Simplified? Reworked? Rehashed? Allow
me to rephrase that. Streamlined. Lean. Perfected. And it's something
fairly new.
San Juan is awesome.
Most will undoubtedly prefer Puerto Rico because
it is far and away the meatier, richer game. But San Juan
is so lithe and agile you'll be amazed at the quality of gaming
it provides in such a compact package.
Seyfarth has basically done to his own
Puerto Rico what German games have done for the
old guard of gamer's games. He's cut out all the inessential, detailed
bits. He's
abstracted his own abstraction of colonizing Puerto Rico, sacrificing
some of the specificity of PR without losing too
much of the richness and depth of the original game . Broken down
to its atomic structure, there really isn't much to San
Juan but what's there is so ferociously stripped down it's
like listening to the Sex Pistols after hearing any given Rush song.
The
San Juan system is essentially the skeleton of
Puerto Rico with the muscle and tissue of a multi-tiered
card game system whereby the cards represent not only your building
potential but also your currency and your goods produced at production
buildings. Drawing cards not only provides you with a larger range
of possible buildings but also fills your coffers. There's some
really nice decision making at times- use the Silver Smelter to
pay for the lower-yield but cheaper Sugar Mill to produce something
next round or wait to build the more lucrative building? Producing
goods and trading them (the good old Producer and Trader phases
modified by a very simple market value system that replaces the
Trading House and the Capitain phase) is one way to get more cards,
but there's also a new Councilor role which lets you select from
a number of drawn cards so you can mititgate the luck factor when
you just can't find that Library. The buildings themselves provide
victory points and special abilities for different phases such as
earning cards for producing more than one good at a time, reducing
building costs, giving bonus points at the end of the game (like
the large buildings in PR). Of course, there are
many great combinations of cards to be discovered as the role selection
privilege is cumulative with card effects - it's always a joy building
a 6 building for only two cards and then getting to draw a card
due to the effect of another building. Or producing four goods on
one round and drawing 6 cards on the next trader phase.
There
are many ways to play San Juan successfully, and
this is surely testament to the game's depth and lasting appeal.
You can try to produce as much as possible to maximize your ability
to build high-value buildings or monuments. You can race to build
the inexpensive buildings to rush the game to a premature end for
the other players. You can focus on denying your opponents the ability
to do anything, prospecting at key times or building while they're
empty-handed. As I've stated, there is definitely an element of
luck but if you're skilled with the various available approaches
to winning, it doesn't matter. The key is that there is an absolute
demand for flexibility, particularly in the opening. The game just
gets better when you know what cards to look for and what combinations
are the best for what you're trying to do.
The genius of the system is that you'll
never draw a worthless card. Even if your strategy doesn't call
for the building of monuments, you can still spend the cards on
something else or stow them away at a Chapel for points at the end
of the game. This makes all the difference in the world to me- there
are few things I hate in gaming more than drawing worthless cards
that either can't be used for anything worthwhile or require some
special condition to be useful. Simply put, the San Juan
system is a model of how strategic card games should be designed
to mitigate (but not eliminate) the effects of luck.
The
Gold Mine sucks. That's my only complaint. Its inclusion in a relatively
well balanced set of cards is mysterious to me. It's the only card
that can actually be detrimental to you as it can result in a wasted
prospector phase. Some have said the Library is overpowered (it
doubles the role selection privilege) but I've seen Library-centric
strategies beaten time and time again by skilled play.
Be warned that this is not an interactive
or social game, just like its predecessor. You cant directly effect
what your opponents are doing but I think that's absolutely fine
as both games are much more about exploiting opportunities and working
through the mechanics to win. It plays tremendously well with two
- veterans can tear through a game in 20 minutes - and it is a good
option for 3 and 4 player groups that want the PR
experience without the length. It's also very easy to teach. It's
very portable and comes with its own real wooden pencil and scorepad,
which I find charming in an old-timey sort of way.
So maybe Seyfarth will leave Puerto
Rico behind next time; or will he open the floodgates
for endless expansions and religious themed variants? It matters
not; San Juan is a must-have for the gamer of dignity
and refined taste.
This is the second of M. Barnes'
triptych of reviews this month.
Back to Contents
Finstere
Flure
a review by Michael W.
Friedman
Friese is as well known for his freaky hair colour and F fetish
as he is for his funky games. Coming off his successful, yet odd,
Fische, Fruppen, Frikadellen (Fish, Hamburgers,
Cigarettes), Finstere Flure (Sinister
Corridors or Fiendish Floors depending
on your translation preferences) is a light-weight racing game with
a very fun theme.
In
a feeble attempt to keep the storyline from Fische
going, Friese this time has the players each representing a faction,
trying to escape Count Furst Fieso's dungeon, all while being stalked
by the fearsome Furunkulus. The Fiesto tie-in is tenuous at best
though, and players who haven't played Fische will have no problems
picking up Finstere Flure's theme and flavour.
In actuality, the theme owes much more to the pulp comics of the
50's published by EC (Vault of Horror, Tales from the Crypt) than
it does to Friese's previous work, and will likely be a hit with
any horror buff.
The dungeon is represented by a large,
gridded board with appropriate bones and stains thrown in for good
measure. The players start on one corner, and over the course of
the game, attempt to elude the monster (an entertaining 'do it yourself'
aspect as the game comes with a collection of parts with which you
fashion your own) while making their way to the exit. To make things
more interesting along the way, the dungeon is littered with blocks
(to hide behind), blood slicks (to slide quickly over) and teleporters
(only for the use of Furunkulus!).
Game play works as follows:
Each player controls 3-4 character tokens
(depending on the number of players), charmingly themed to such
things as the Addams Family, the FBI, and Geeks, each with a total
movement value of 7 over the course of two turns. On one side of
the
character,
for instance, a token might allow a big movement of 6 spaces, but
on the flip side, which dictates movement for the following turn,
it will only be able to move 1 space!
During each turn the players alternate
moving tokens, until everyone has had the opportunity to move all
of their pieces. Then one of the monster's movement tiles (conveniently
shaped like tombstones) is flipped over indicating how far it will
move during the turn. Numbers range from the low (5) to the potentially
very high (Two Kills, with a maximum move of 20 (!!) to accomplish
it).
The
monster then moves based on what it can see. It starts by looking
left, right, and then forward. If it sees no one, then it takes
a step forward and repeats the process. If it sees someone, it will
immediately turn toward them, and take a step. If it sees two or
more tokens it will head toward the nearest one, while two equally
distant characters serve to confuse it, and make it take a step
forward rather than changing direction.
This simple 'program' makes it fairly
easy to predict where the monster will go, but it also makes devious
'monster leading' possible, often to disastrous results.
Of course, the dungeon is large, so
the monster is given some advantages to get around. Firstly, all
of the walls are marked with letters of the alphabet. If the monster
runs into a wall, it will then be teleported across the board to
the matching letter. This can make for some very nasty surprises
if the players aren't prepared for it!
Additionally
in the advanced game (the only version of the rules I'd recommend
playing for regular gamers) 2 sets of additional teleporter tiles
exist, which are set up in the dungeon itself. Like the wall teleportation,
these are off limits to the players, but offer some interesting
ways to make the monster appear, seemingly out of nowhere, to wreck
havoc on unsuspecting victims.
The entire game consists of two rounds
of 7 turns each. At the conclusion of the first round any 'eaten'
character tokens are returned to their owner and can be used again.
The winner is the first person to get 3 (assuming a 2-4 player game)
of their tokens out of the dungeon. If no one is able to get that
many free, then the winner is the person with the most out at the
conclusion of the game with ties being broken by escape order.
The end product is a light-hearted,
light-weight race game. Players regularly are tempted to woo the
monster toward foes, only to have their carefully laid plans backfire
at the last moment by an unfortunate (for them) tile draw, or a
nasty last ditch manuever by an opponent.
The
balance between getting out quickly and interfering with one's foes
is also well done. Many games I've seen a player grab an early lead
by getting two of their tokens out, only to have their remaining
two mauled as the other players conspire against them. Having fewer
tokens on the board is actually a liability in this game, as you
have less control over where the monster is heading, and have fewer
opportunities to lure it away when one of your tokens is about to
be turned into dinner.
Are there problems with the game?
Undoubtedly.
First, if the players are intent upon
it, they can completely avoid the monster with a large degree of
success. This is entirely due to the movement system, which makes
the distance travelled random, but the destination crystal clear.
If the group plays FF with avoidance as a goal then the fun factor
slips down several notches.
Secondly,
it really needs to be played quickly for the system to work. If
players overanalyze things, then the game turns into a drab, almost
clinical puzzle, and there are no surprises. This kind of pure strategy
option works well for heavier games, but for FF, which is clearly
meant to be on the lighter end of the spectrum, it can really bring
the game down. For this reason I advocate making a conscious effort
to play quickly, even utilizing a timer if necessary to keep the
pace up.
Overall
however, I consider Finstere Flure to be a fun,
replayable and very accessable game. The variable set up of the
blocks, slicks, and teleporters serve to keep things fresh, and
it works very well as an opener or closer for an evening of gaming,
as it has a very short set-up time. The game system has a low enough
amount of luck to reward good play, yet enough inherent chaos to
keep things interesting, and for that reason I'd also consider it
a good 'bridge' game between the casual set and the more hardcore.
If the theme doesn't make you squeamish I'd also recommend it as
a good family game. It's certainly not a brain burner (perhaps a
brain eater) by any stretch, but sometimes a little light-hearted
fun is what I'm looking for, and Finstere Flure
fills that niche admirably.
Michael W. is currently studying
European History in Michigan. Between Toronto Maple Leaf games he
likes to fit in a few rounds of Princes of Florence.
Back to Contents
Dwarven Dig!
a review by Damon Asher
If
there’s one thing I knows about dwarves it’s this: Dwarves
love to dig! So it’s only appropriate that this is the topic
of Kenzer & Company’s DungeonQuesty game Dwarven
Dig! In this game for 2 to 4 players, your goal is to use
your party of four Dwarven specialists to tunnel to the vault at
the center of the mountain and escape with the treasure. There is
always less treasure available than players, so at some point, there’s
going to be a conflict, probably quite a few of them. That’s
another thing I knows about dwarves: They love to fight!
When
you dig into the game box you’ll find you’re getting
some fine bits for your money. The game pawns are all detailed metal
figures, brightly painted a solid color. A more artistically inclined
gamer can buy extra dwarves from the publisher’s website that
can be painted up as fancy as you please. The Grit stones that keep
track of the game’s currency are also metal. The hexagonal
tiles that make up the game board are nice and thick, and the cards,
while the stock is a little thin, are oversized. On the other hand,
the six-sided die included is wee. You may want to sub in a larger
die. A nice large marbleized d6 would fit the theme nicely. Overall,
it is a quality production.
The game begins with a fairly involved building process whereby
you combine hexagonal tiles to form the game board. You do your
best to give yourself an easy route while making life hard for your
opponents. Unless someone’s asleep, this usually balances
out, giving everyone a moderately tough road to hoe. The board adjusts
in size depending on the number of players. The treasure vault sits
in the middle of the board while a spoke radiates out to an entrance
for each player. To win, you need to dig to the center, grab the
treasure, then exit by way of any entrance.
The
gameplay is broken up into ordered phases that make up each complete
round. Each phase is taken by each player before the next phase.
All players take a digging and movement turn, then all players get
their combat phase, followed by an optional extra turn, then finally
a phase where earned Grit is collected. Your dwarves progress through
the mountain by digging into adjacent tiles. Each tile edge is blocked
by a dirt, granite, or basalt wall. The types of rock on the edge
of the hexes you are digging from and to determine your chance of
successfully breaking through. Dirt to dirt is the easiest while
basalt to basalt is pretty tough. Once you successfully dig, you
place a passage tile between the hexes and that way will (usually)
be open for the rest of the game.
The essential currency in the game is Grit. Grit symbolically represents
hard-earned experience, and is physically represented by little
silver stones. Think Nerds candy but less delicious. An innovative
game mechanic is that you earn Grit not through success but by failure.
The more your dwarves flounder, the more determined they become
to succeed next time. Can’t dig through that basalt wall?
That’s worth a Grit stone. Lose a dwarf to a monster? Be comforted
that you’ll earn a few Grit for that as well. Think of those
Grit stones as petrified tears and you’ll get the general
idea.
Grit
is used for a variety of things. You can add to most skill rolls
for a price of one Grit per point, but you’ll need to spend
your Grit before you roll. Grit can buy you an extra movement or
combat phase each round. Grit can also be used to purchase Quarry
cards. These are generally very useful and let you do things like
automatically plow through walls, sic monsters and hazards on your
opponents, and even teleport around the mine. One of my favorite
moves is to go through a previously dug basalt-to-basalt passage,
then use the cave-in Quarry card to collapse the passage behind
me, forcing a pursuing party to make a very difficult dig or go
around before they can follow. The more powerful cards require you
to spend additional Grit to enact them; this prevents a lucky card
draw from unbalancing the game.
Your
initial four-member party comprises a Miner, an Engineer, a Warrior,
and an Elder. These dwarves can stick together in a single party
or split off in different directions any way you like. Each specialist
has a unique ability. The Engineer can Force March, granting your
party an extra move at the cost of some Grit. The Miner can set
off a Shockwave that can blow up dwarves in any other tile on the
board. This ability comes with the troubling consequence that it
is just as likely to kill the dwarves setting off the shockwave
as the target. The Warrior can pick a single opposing dwarf to Duel
rather than having to engage the entire party. Finally, the Elder,
if he can manage to sit quietly by himself for a turn, will generate
a variable amount of Grit for your team with his Commune ability.
Digging
into the next space, safe navigation through tiles with hazards
on them, and combat depend on making skills checks. Usually, two
of your four dwarf specialists can help you make your skill roll
by adding +1 each. For example, the Miner and Engineer will help
you dig through walls. The strength of the Warrior and the wisdom
of the Elder will help you avoid being trapped by the Pit Roach.
Consequently, a four-dwarf party is best prepared to face any challenges
that come their way. However, there are also good reasons to split
up your team. Sometimes you need to cover multiple escape routes
to intercept a party trying to sneak out with the treasure. Also,
the special abilities are best used by solo dwarves. You’ll
need to leave the Elder behind at some point so he can meditate
up some Grit. The Warrior’s duel and the Miner’s shockwave
attacks are safest to use if those dwarves go at it singly. Similarly,
the Engineer’s forced march doesn’t cost any Grit if
only the Engineer takes the extra move. However, if you ever want
to engage in straight-up party-to-party combat, sheer numbers are
your best ally. Determining the time and place to peel dwarves out
of the party and re-partner them is a key strategy for the game.
There are numerous tactics to explore to find the best ways to split
and combine dwarf parties in response to fluid situations. This
aspect adds a lot of interest and replayability to the game.
The
main thing I admire about the game is its balance. The progression
through the various trapped tiles is reminiscent of DungeonQuest,
but this game is much fairer to the players. In DQ
and many other games of this type, there’s a lot of random,
sudden death. In Dwarven Dig, this problem is solved
somewhat by the fact that all tiles are exposed. You usually have
the option of going the long way around a dangerous tile at the
cost of time. While there is a lot of dice-rolling, you are able
to evaluate the perils and rewards for each potential action; you
know your odds of success, and can plan your tactics according to
how much risk you are willing to take. You can mitigate your risk
if you have and are willing to spend Grit. Play will most likely
be fairly conservative at the beginning of the game, with players
keeping their parties together and going the long way around traps.
However, once someone gets to the treasure, the race is on and you’ll
be willing to imperil some dwarves in order to steal or hold onto
the booty. This gives the game
a nice escalating pace that leads to an exciting conclusion.
For
this reason, it is fortunate that the rules are designed to make
it likely that most players who are not overly reckless will still
have some dwarves on the board until the end of the game. Whenever
you fail a skill check, you get to make a Luck roll to avoid the
nasty consequences. This is essentially an unmodifiable saving throw
for you old-school gamers. As you start to lose party members, the
remaining dwarves become luckier so there’s less chance of
getting knocked out entirely. A full party of four needs to roll
a 6, three or two get lucky at 5+, while a lone dwarf makes his
saving throw on a roll of 4+. This means your last dwarf has a 50%
chance of surviving no matter how hard he gets thumped. This also
has implications for splitting up your party; smaller groups and
solo dwarves will have a harder time with skill checks, but a better
chance of escaping scot-free should they miss the roll.
The Grit mechanic is also a clever way to keep a player that has
fallen on hard times from dropping out of contention. Beat-up dwarves
earn a pile of Grit to help them reverse their fortunes in the next
turn. While the player who manages to keep all their dwarves alive
will definitely have an advantage, the luck and Grit rules synergize
to make losing parties more resilient as they take damage. Consequently,
usually most players stay alive to enjoy the typically exciting
endgame.
Another thing that sets Dwarven Dig apart from
other games of this type is that it is more directly competitive
than most. You are definitely battling the other players more than
the dungeon itself. Someone will always be trying the beat you to
the vault or steal your treasure from you by whatever means possible.
Encountering hazardous mountain spaces usually only occurs when
you decide you need to take a shortcut to save time on your way
to snatch some gold or to administer a bashing. The other player,
of course, will try to force you to brave as many of these hazards
as possible.
Whether
or not you like this game is going to depend on how much you enjoy
the theme and the competition. I’m at a loss to find any faults
with the game mechanics. There’s no character advancement
here; if anything you get weaker as the game continues and you start
to lose dwarves. However, this also keep