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allows a
player to tailor her hand for the next turn's commodity-offering
phase by refreshing it to 9 cards instead of 6, then discarding
down to 6.
Overall,
I would recommend MEUTERER to gamers and casual gamers alike.
Given the relatively short playtime, surprising depth of
strategy, tight theme, and low cost, this game ranks as one of
the biggest bangs for your buck.
Mike
Bialecki temporarily resides in Salt Lake City where he is the
host of the modest Grad-School Gamers website.
MEUTERER
a review by Craig Massey
"Can
you understand this, Mr. Byam? Discipline is the thing. A
seaman's a seaman. A captain's a captain. And a midshipman, Sir
Joseph or no Sir Joseph, is the lowest form of animal life in
the British Navy!" - Captain William Bligh - Mutiny on the
Bounty
Adlung
Spiele churns out card games in amazingly large amounts. Most
look and feel like many typical card games, but in general have
fantastic artwork and an interesting twist or two. One of their
latest games, MEUTERER (Mutineer), designed by Marcel-André
Casasola Merkle, goes beyond the concept of a card game and
turns it into what many would label and recognize as a board
game, only played with just cards.
A
few years back, Marcel-André Casasola Merkle came out with
VERRATER (Traitor), the predecessor to MEUTERER. VERRATER used a
mechanism of allowing each player to secretly choose a different
role throughout the game. The different roles each allow the
player to take different actions in order to score victory
points. At the time VERRATER was lauded as a game with a
refreshing and unique mechanism and a game that you couldn't
pass up. The buzz died down fairly quickly and VERRATER seemed
to lose a favor. Since then, we have seen another game, OHNE
FURCHT UND ADEL [aka CITADELS -ed], use the same mechanism very
successfully and now MEUTERER comes along to give the mechanism
another push. The results are a game that is quite fun and
challenging to play.
The
object of MEUTERER is to score the most points over eight rounds
while sailing a merchant ship across the high seas through an
archipelago and selling commodities. Each round, players choose
a different role on the ship, each with its own abilities. Roles
include the captain, first mate, merchant, load-master, cabin
boy and the captain's worst nightmare, the mutineer (Meuterer's
version of Captain Bligh's midshipman).
The
board is made up of twelve island cards laid out in a circle.
Each island is worth victory points when a captain or mutineer
successfully sails the ship to one of them. The islands also
serve as locations where players can sell the appropriate
commodity with most islands accepting one commodity type and a
couple accepting all commodities.
At
the start of the round the captain, who is the only role that is
open knowledge, starts the play by offering a share of his
victory points to whoever might decide to choose the cabin boy.
He then continues the round by playing a card from his hand.
Cards played are either conflict cards or commodity cards. Then
in turn, each player plays a card from his hand or passes. Once
a player passes, they take the remaining cards representing the
other roles on the ship and secretly choose one, sitting out
until the remaining players finish playing their cards and
choose a role.
Once everyone has played all of the cards they wanted to play
and selected a character, the Captain determines where the ship
sails to next by counting the number of cards remaining in his
hand. The ship will sail from its current location on the circle
of islands to the new location determined by the Captain if he
successfully defends his post.
Next players reveal their roles
for the round. If someone chose to be the mutineer, then a
struggle for control the ship ensues. The mutineer also chooses
an island for the ship to sail to based on the number of cards
left in his hand. The Captain may now play additional conflict
cards as can the first mate, cabin boy and mutineer in player
order. If the captain and first mate have the most conflict
cards then they control the ship and it sails to the island
chosen by the captain who scores the amount of points the island
is worth, giving the promised amount to the first mate for his
loyalty. If the mutineer and cabin boy have the upper hand in
conflict cards, then the ship sails to the mutineer's
destination of choice he gains victory points. He also becomes
the captain for the next round.
After the mutiny is resolved then
commodities are sold. The cards played during the round are now
used to determine who gets to sell commodities at the islands.
The more players selling a particular commodity, the fewer the
points scored unless a player happens to be the merchant who
gains the benefit of selling his commodities at the highest
price no matter what.
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Finally,
all of the cards played are discarded as well as the roles and
new cards are distributed. At this point, if a player selected
the role of the load-master, he gets extra cards to choose from
to best prepare his hand for the next round.
The
game takes two or three rounds in order to get the hang of it,
but once you do, the amount of decisions and choices a player
must make really starts to get interesting. How far should the
captain sail the ship this round? How many points should be
given to the first mate? Does it even pay to remain captain?
Each player has to balance the amount of cards played verses how
much information about their hand they want to give away as well
as deciding when to bail and grab the most appropriate role for
the round. Stay in to play one more card and a player is likely
to control the commodity trade, but that means less choice when
it comes to selecting a role. And then there is the whole
decision of when to overthrow the captain and start a mutiny. A
successful mutiny usually means a fair amount of points, but a
failed mutiny usually puts you behind in the race for victory.
The
game offers much in the way of deductive reasoning and bluffing
based on the information gathered from the card play and roles
chosen. It also offers a decent variety of strategies to pursue.
After several plays I have not seen a guaranteed winning
strategy which is a good sign. At first I thought being the
captain throughout the game or at least for a large chunk of it
would win, but another playing where I tried it dashed that idea
as I was soundly trounced by players selling commodities for far
more points than I was getting as captain. I also initially
thought that the luck in the draw in the cards would be a
problem. It turns out not to be a huge issue since you can
always increase your card selection with the load-master or by
dumping useless cards in a round to draw more during card
replenishment.
MEUTERER
plays in about an hour for four players. It also plays for three
players. I have not tried it with three and to be honest, I'm
not sure how well it will play for three given the dynamics and
interaction between the card play and selecting the roles, but
my guess is it will be quite a different experience. The game
also comes with a variant involving a pirate ship that I have
not had the chance to play yet either.
When
it comes down to it, I really like this game. Given that you are
essentially paying the price of a card game and getting a game
that plays much more like a board game with lots of interesting
choices, bluffing and agonizing decisions, it is hard to come up
with a reason not to buy this game. You'll get more than your
money's worth out of it. MEUTERER is a most worthwhile addition
to the game collection and one that should see plenty of play.
Craig
Massey is from Wakefield, MA and is the Boardgame Chairman for
the Strategic Game Society. He enjoys a huge variety of games
and plays with several Boston area groups and was recently
turned down for the job of captain on a merchant ship and
instead offered the cabin boy position, which he promptly
declined.
THE HILLS RISE WILD!
a review by Larry A. Welborn
THE
HILLS RISE WILD! is hillbilly mayhem at its best. Released by
Pagan Publishing in 2000, this game is H.P. Lovecraft meets Deliverance.
Be forewarned, this is a bloody game. Characters will die
horrible deaths at the hands of other characters. Evil gods may
kill their devoted followers. There are no good characters in
this game. Each player controls a 6-character faction that
attempts to gain control of a copy of the Necronomicon, a book
of powerful and unspeakable magic. The characters will then
attempt to summon their evil god to destroy the other factions
and rule the world.
THE
HILLS RISE WILD is a hybrid between a standard board game and
miniatures and accommodates 2 to 4 players. The game comes with
eighteen, 6-inch by 6-inch tiles that can be arranged in
numerous ways to provide a different board each game. The tiles
are reasonably thick and are nicely illustrated with a top-down
view of trees, bushes, buildings and fences. The game also
contains mystery cards, 24 characters and various markers, a
small tape measure, a 20-sided die, rulebook, and faction
sheets. The characters, depicted both living and dead, must be
cut from a sheet and assembled, so give yourself some added time
prior to your initial playing. Each living character, once
assembled to a base, (a penny is recommended) stands upright and
has a unique appearance along with important information about
the character. When a character is killed, it is replaced with a
flat corpse counter that is also unique in appearance.
Each
character has the following attributes: Life represents the
number of hits a character can take before dying. Ammo is the
number of times a character can fire a
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