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function
from chipboard-type terrain
overlays found in other games, such as MARINE: 2002 (1979),
BATTLES AND LEADERS (1981), or more recently, LA CITTA and TIKAL.
While their transparency is unusual, they are - in fact -
covering nothing the players need to know (the game board is
nothing more than a collection of hexes, void of any
informational content); they simply subject planet location to a
pseudo-random process.
I had hoped for more, I suppose.
When it comes to wargames, a common quote in their defense is
"those who do not learn from history are bound to repeat
it". I mean, that's one of the reasons we play wargames,
isn't it? Funny as it may sound, this should not apply just to
playing wargames, but also to designing them. I don't, as a
rule, have a problem with game designers "adopting"
methods originally pioneered by someone else, if the application
of the method differs in some significant way, such as lifting
Dunnigan's combined movement-combat system from NEXT WAR for use
in, say, interstellar movement. What I do have a problem with is
buying a "new" interstellar-conflict game that amounts
to nothing more than an ala carte collection of pre-existing
mechanisms (good and bad). When STELLAR CONQUEST covered much of
this same territory over twenty years ago, it was considered
somewhat ground-breaking. When JUMP does it all over again, the
comparisons are inevitable, and the salient conclusion must form
as the question "Why bother?" I suppose there is a
small but non-zero chance that the Niecikowski boys thought they
were really coming up with something new, but then they do call
themselves the "Evil" Polish Brothers. Hmm.
All this being said, I can
definitely recommend against JUMP INTO THE UNKNOWN for the
grognard. For someone relatively new to wargaming, the
recommendation would be to play someone else's copy before you
spend your own money on it.
Darrell
Hanning lives in Jacksonville, Florida, welcomes any and all
feedback on his opinions about boardgames, and can be reached at
darrellkh@aol.com. He has been playing strategy games since
1962, wargames since 1968, and is currently addicted to
German-style games.
THE ORIGIN OF "MORISI"
by Corné van Moorsel
In
October a new Cwali game will be released. The name of the game
is MORISI, which is the 2, 3 and 4 players version of the 2
players game ISI (sold last year). In MORISI the players try to
connect cities (tiles) by their trade routes. These routes go
through 5 types of land (tiles). Before players can build trade
routes, they must acquire knowledge about the trade in the
different types of land. To get that knowledge (symbolized by
corresponding coloured blocks) the players travel through Morisi.
A player can use his collected knowledge to build trade routes
(symbolized by sticks in your colour). By connecting cities by
trade routes players get more power in these cities (symbolized
by own-colour houses). The goal is to get many houses in the
biggest cities and to have houses in many different cities.
June 1999 I attended the Gottingen
meeting where at about 150 tables people show their new and less
new games. It is a good opportunity to get attention for you're
new games or games in development. It also is an inspiring
meeting to see so many games there and I took the opportunity to
play many games. The new ideas can be inspiring but my
experience is that the inspiration mostly is caused by the
things that are missing in games or the things I would like in
an other way. After the Gottingen weekend I had a strong feeling
about the game I wanted to make. A clear combination of your
actions on micro-level and the influence of your actions on the
macro-level of the game, a combination of theme and
player-actions which is visual and explainable in one sentense
and an easy mechanism for planning far forward in the game
combined with influenses on your planning by the moves of your
opponent(s) were the things I desired the most after the
Gottingen weekend.
So what I wanted to get in a game
was more a feeling than a defined set of rules but it only took
a few weeks to find a set of rules to cause the right feeling.
At that point an addiction to that game started. Then you feel
contentment about making a game that fullfills your wishes but
in fact the long traject of improving the game little by little
then starts.
Besides inventing games which I
like myself I also sell the games and the Essen-Spiel-fair was
not far away. It became my third year with a booth in Essen so I
already learned that the production of games is a combination of
what you want and what you can do and what the visitors of the
fairs want. That's how the 200-copies-edition of ISI emerged.
In the paragraph above you may
recognize a way of attempting the development of new games. My
thematical games are in most cases a combination of a theme on
'macro-economical' level and clear (and visual) micro-economical
actions by the players (see also OCEAN and SMART). My interest
goes to combining the micro- and macro-level, in a way that
players don't feel those two parts are seperated in the game.
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That
inductive and deductive approach to the theme combined in one
game is the way I handle a theme and in my opinion also the way
which attracts attention to games. At one side you are strongly
aware of what you are doing in the game (in ISI/MORISI you
travel through the land, visit different types of land and build
routes between the cities), at the other side you see what the
influences of your actions are on a bigger thematical level (the
cities grow, symbolized by houses and you see which cities
develope to become the most important cities in the land,
determined by favorable positions for cities in the landscape
and by the actions of the players).
After the Essen fair the first
playtest of MORISI, with hexagon tiles and 2 or 3 or 4 players,
started. I had no expectations about that at all and made many
new rules but during the experiments it became clear that it
worked good without many changes. The game still has no luck and
the victory still seems to be uncertain untill the last moves in
most sessions.
One important change is the use of
own-colour houses. That makes the most difficult part of the
game much more easy. The screens for the players are also an
improvement in MORISI. Besides the rule changes caused by the
changing from squares to hexagons and the change from the
two-players-game ISI to the more-players-game MORISI, I added a
new variation-rule: The cities have names in MORISI and the
players can try to predict which cities become the biggest
cities. You hold your predictions secret and you get points by
good and half-good predictions at the end of the game.
More than three years ago I
started to buy carton, paint, glue and more, made a game and a
puzzle with that and hired a simple standplace at the saturday
market in Maastricht. The puzzle attracted the most attention
and it sold quite a bit. Since then there was a progressive
growth in the production. This year I started to make
1000-copies-editions, first started with the small abstract game
DUTCH MOUNTAINS. The larger editions make other ways of
production possible. That's where a large part of my attention
went to this year. ISI had an abstract appearance. I hope
players will like the new MORISI also for the artwork this time.
Corné
van Moorsel is the head of Cwali and the author and publisher of
MORISI and several other innovative and delightful games.
YEAR 2000 - A MID-YEAR REVIEW
by Greg J. Schloesser
With
the much anticipated Essen Toy Fair approaching [okay-so this
issue of Game Notes is way past due -Ed.], complete with its
flood of new games, it's time to take a look back at a selection
of the games which have been released so far during the
millenium year. Well, so technically this isn't the millenium
year, but it sure sounds good to say so.
So, here's a brief assessment of
the year's games, with a quick rating. I've tried to indicate if
my experience with the game has been limited.
DIE FURSTEN VON FLORENZ: Fabulous.
Along with TAJ MAHAL, this is the best of the year so far. It's
a shame that it didn't even receive a Spiel des Jahre
nomination. The game melds quite a few mechanics and forces
players to make lots of tough decisions. Another hit for Herr
Wolfgang Kramer. Rating: 9
TAJ MAHAL: Without reservation I
recommend this one as one of Knizia's best. There are so many
strategies to pursue, so much tension involved in the game, that
it is a true joy to play. I'm not a Poker player, but I can
appreciate the distinct Poker feel to the card management and
play involved. This one is a gem. Rating: 9
WEB OF POWER (KARDINAL & KONIG):
This is a very good game which plays in less than an hour, which
is a rarity in a game with such depth and various strategies to
pursue. The board play does get a bit limiting in the later
stages of the second round, but the strategy involved and
brevity of time it takes to play will make this one a regular
visitor to the table. Rating: 7.5
CAROLUS MAGNUS: Very tactical game
requiring a great deal of thought before each move. It may be a
bit 'dry' for some tastes and can be a bit prone to the 'luck of
the dice', but there are several easy variants to reduce this
luck factor. A big feature is that the game plays wonderfully
with three players, a true rarity. For this reason alone it
should see repeated playings. Rating: 7
DIE KAUFLEUTE VON AMSTERDAM: First
playing left me cold, but I've since played many more times and
have come to greatly appreciate the game. It isn't an all-time
great, but it's good. Fun auction element which can actually be
quite tense, but the meat of the game is in the choices of where
to allocate the tokens. I still don't know why some folks didn't
like the clock mechanism. To me it adds tension to the
proceedings. Rating: 7
LA CITTA: What a gorgeous game
this is, but the board does get a bit cluttered and busy as the
game progresses. The biggest complaint against the game is that
it is LONG, usually 3 - 4 hours. There's a lot to think about
and proper planning
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