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going out first and are calculated by comparing your hand to the scoring card. This game rewards patience; the successful player does not go out at the first opportunity, but rather develops higher scoring hands.
     TA YU (Rio Grande): 2-4 players. TA YU is a tile laying game where players are attempting to connect rivers to opposite sides of the board while preventing their opponent from doing the same. The components are of very high quality. The tiles have a similar feel to MAH JONGG tiles, although TA YU tiles are longer and thinner. The 4-player version is played with partnerships. The 3-player version is unique in that the 3rd player tries to stop both of the other players from connecting to their respective sides of the board.
     ELFENLAND (Rio Grande): 2-6 players. ELFENLAND won the prestigious 1998 Spiel de Jahres. Players take the role of an Elfen Prince or Princess, attempting to journey around the kingdom, visiting as many of the kingdom's 20 cities as possible. Players use various means of transportation, such as troll wagons and elf-cycles to speed them on their trip. Players must be careful, for other players can place hazards to slow travel. The winner is the player who has visited the most cities during 4 turns of play. Although the game is designed for 2 to 6, I feel that a minimum of 4 players is needed for the game to work well.
     BOHNANZA (Rio Grande): 3-7 players. Bohnanza or as it is commonly called, "the bean game", is a card game with the loose theme of planting and harvesting beans. Each turn a player draws 2 bean cards. A player may then trade bean cards with other players in an attempt to match beans he already has, but at the end of the turn must "plant" his bean cards in his rows. A player may only have a maximum of three different rows and may only plant beans of the same type in a row. Players score more points by planting more beans in each row before "harvesting" them for points. Trust me, the game plays much better than it sounds.
     HERA & ZEUS (Rio Grande): 2 players. Please see my review in Game Notes #7 for a more complete treatment of this game. In this attractive card game, players take the role of Hera and Zeus and engage in combat with the other. Players play cards to 3 columns with a depth of up to 4 rows. Players can use their front cards to attack the enemy's front cards. Special cards modify the basic rules. There are six different ways to win this game, giving Hera & Zeus good replay value.

Larry has been an avid gamer for nearly 30 years and a playtester for over 15. He enjoys both wargames and eurogames. He is currently playing Master Labyrinth, Mhing, Apples to Apples, Battleline and is learning to play For the People II. He lives in South Carolina with his wife, Melissa.



RANDOM MUSINGS
by Bill Krasner


     Back in the late 70's, I had a friend who owned a wargame shop. He was thoughtful (and naive) enough to provide a gaming table in the center of his store. We spent many a day crowded around that table, oblivious both to the owner and his paying customers.
     Mostly I have fond memories of those days and our marathon gaming sessions, but there are a few exceptions.....which, of course, will be the subject of this article.
     We were playing THEIR FINEST HOUR by GDW. We left the game set up with the intent to finish it off the next day. We were unable to make it the next day, so the play continued with substitute players. When I did return to the shop (some two days later), I was greeted with the following spectacle: not only did the substitute players mark off the original naval hit sheet in ink, but they had grown bored with the game and set up a smaller one on top of mine. This wouldn't have been so bad, but they taped the new map onto the maps for my game. I tried to be careful, but when I peeled the offending game map off of mine, I left some very noticeable damage. Grrrrrr.
     Different day, same location, same culprit(s): left SPI's WAR IN THE EAST set up over a weekend. Returned to find chocolate fingerprint smudges in the rulebook and all over the Production charts. Jeez, guys, this is a $50 game. Show a little respect. New rule: No eating at the game table.
     Playing a miniatures game simulating a meeting engagement between Soviet tanks and US armor "somewhere in Germany". The owner of the rules (and the minis) led the Russian team. Certain that he was going to lead his team to victory over the Americans, he got really pissed off as his tanks were being knocked out as soon as they appeared on the field of battle. He decided that the fault was in the game system (and not his tactics), so he commenced a re-write of the rules as we were playing. So every turn, rules were tweaked, bent or outright jettisoned until the Russians had the edge he so desperately sought. Some people hate to lose.
     And of course, my favorite story from this era:
     The most insufferable little twit I have ever known showed up with a copy of SPI's WAR IN THE PACIFIC (which even then was an expensive game), which he had purchased from the hobby shop at the mall. Seems one of their clerks had

mistaken WAR IN THE PACIFIC for Avalon Hill's VICTORY IN THE PACIFIC and marked them at $9.95. One of us (I don't remember who) called the hobby shop to see if there were any copies left (there weren't). Grrrrrr.
     Not too many years later, the shop went bankrupt, the owner went to jail and we all went our separate ways. I think about those guys every once in a while and, you know, I still hate their guts.

Bill Krasner, who will be 114 later this month, plays and sells games in Vancouver, Washington.



BATTLE LINE
by Walt O'Hara


     BATTLE LINE is a revised version of an earlier card game by the talented and prolific Dr. Reiner Knizia. That game was SCHOTTEN-TOTTEN (published by ASS-Spielkartenverlag of Germany). The subject of that game is a giant brawl taking place between rival gangs of Scottish Highlanders, each clan trying to "go over the boundry" into his opponent's camp. In Schotten-Totten, the players start out with a deck of "clans" represented by five groups of "clan" cards with differently colored borders, numbered 1 through 10. The players deal out a hand of cards that are gradually laid down on the table in a long line (facing the opposing player's line). Each player may lay down up to 3 cards at nine different "boundry stones" (cards). These three cards make certain groupings called "groups"... and the order in which they form groups is hierarchial, in this fashion:
     1st Group: Ordered Clan - three cards of the same colour with consecutive values
     2nd Group: Scottentot Team - three cards of the same value
     3rd Group: Clan - three cards of the same colour
     4th Group: Ordered Group - three cards with consecutive values
     5th Group: Wild Rabble - any other set of three cards
     Groups oppose groups, a poker-like hiearchy, and the "highest" group on either side takes the "boundry stone." Formations, or Groupings, usually beat out a higher score (thus, 3 number 10 cards (totalling 30) of different colors can be beat by a group of number 1, 2, and 3 cards of the same color, even though they only add up to 6)
     BATTLE LINE is almost exactly the same, with a few important exceptions; The artwork is now by Rodger MacGowan, using the art from GMT's GREAT BATTLES OF HISTORY series (for Skirmishers (value 1) through War Elephants (value 10). The formations have different names, like "Phalanx", "Battalion Order", "Hoarde" etc, but they retain the hierarchial nature of Schotten-Totten. The boundry stones have been replaced by 9 plastic "flags" or pawns you lay out in a row. Where BATTLE LINE really shines, however, is the addition of ten tactics cards. I won't go into how these affect play, other than to mention that they will screw up the best plans of mice, men, and Ancient Military leaders. The addition of Tactics cards makes what was a simple and fun game become a simple and fun game laden with strategic subtleties. Knowing WHAT tactics cards have been played, how many your opponent holds, and the inevitable card-counting become the predominant tactics used in Battle Line.
     The components are excellent-- the cards feature the formentioned MacGowan artwork; are sturdy and laminated and printed with different backs for 'troops' (the cards numbered 1-10) and 'tactics'. The Rulebook is a 1 page fold-over which is more than suitable. The little flags can be a pain if you have small children (keep them in the ziploc bag thoughtfully provided by GMT at all times!). All of this in a nice plastic counter tray in a sturdy but small box about the size of the GDW old '120' series (about the size of a trade paperback). Playing time was less than 1 hour the first time I played it, down to about 45 minutes since (and this with a very slow player who thinks too much between moves!). I've had some success teaching BATTLE LINE to my six year old daughter, Annie, though I omitted the tactics cards and reduced the number of colors in play to four. We've played several games, and she's won not a few of them. BATTLE LINE is definitely what I would define as a 'family game' in the same vein as KING OF THE ELVES.
     One variant I would suggest to lunch time players. Get a one-minute sand timer from Chessex or some other Chess supply store. Executing each move in the space of a minute changes the entire nature of the game!
     In summary, BATTLE LINE is a great update to a fun game, with tremendous added value with the tactics cards. At 20 dollars, the game is priced only a little more than some of the more "throwaway" games in our hobby... but I doubt you will throw this one away any time soon.


Walt O'Hara lives and games in Virginia.

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