Review: Lost Temple

Over a decade ago, Bruno Faidutti designed the card game Citadels, which received a nomination for the Spiel des Jahres (German Game of the Year). In Citadels, you draft a small pile of “role” cards and use those characters to your benefit in sometimes mean and nasty ways: by assassinating, thieving, and pillaging all over the other players.

One of Faidutti’s trademarks since then has been characters and role selection (Mission: Red Planet, Fist of Dragonstones), but apparently he decided the drafting style of Citadels was worth revisiting. Enter Lost Temple, a game for 2-8 players by White Goblin Games (and distributed in the U.S. by Stronghold Games). Lost Temple is a race game (think Candyland) where your movement along the track is governed by the character you draft to help you, in exactly the same style as Citadels. Citadels was a great game with a few flaws – what’s different this time around? Here’s a reminder of my scoring categories:

Components – Does the game look nice? Are the bits worth the money? Do they add to the game?
Accessibility – How easy is the game to teach, or to feel like you know what you are doing?
Depth – Does the gameplay allow for deeper strategies, or does the game play itself?
Theme – Does the game give a sense of immersion? Can you imagine  the setting described in the game?
Fun – Is the game actually enjoyable? Do you find yourself smiling, laughing, or having some sense of satisfaction when it’s over

Components: Lost Temple is a very basic idea at heart – just a race to get your pawn to the finish line. Therefore there aren’t many components here – the central board with the race track, a few piles of small tokens and plastic gems, the role cards, and a card and pawn for each player. The artwork on the cards and board is fantastic, and I wouldn’t expect any less from Piero (Dice Town, Ghost Stories). The board also has some convenient-but-subtle markings for the important spaces (two circles for a token, orange circle for village, blue circle for temple). The wooden pawns have a strong resemblance to Indiana Jones, and stand up well on the board without falling over, despite being pretty tall. Everything is clear, concise, and functional. My only minor complaint is that the colors on the player cards don’t perfectly match up with the pawns, so that was confusing at first. The game is now available in the U.S. for $35 MSRP, which I think is remarkably fair.

Accessibility: This game is extremely simple to explain, in part because the individual turns after drafting are so straightforward. At the beginning of each round, starting with the player in last, you draft a character face-down from a pile and pass it to the left. Once everyone has a character, the turns are taken in order of the characters (Shaman always goes first, Thief second, and so on). Your actual “turn” takes only a few seconds – take a gem from the bank, and move your pawn according to your character card. The meat of the game is drafting, which is straightforward and easy to understand, although it may not be easy to make a decision.

And that’s the worst issue with the game: it suffers the same analysis paralysis as Citadels. For some reason, many people just cannot process how to pick a character from what’s available, even when they’re down to the last two cards. To make matters worse, players have to do this in succession, and if most of the game is just waiting around for players to pick something already!, it can get really frustrating and boring. If you find the right group, or simply explain to them ahead of time not to take forever, or even use an egg timer, it won’t be an issue. And in Lost Temple’s favor, the quick individual turns are a big change from Citadels, so that you aren’t waiting even longer for your turn in a 6-8 player game.

Depth: You should be able to tell already by its comparison to Candyland that Lost Temple is not a game of complex strategy. That being said, the game still has some very interesting decisions and risk-taking elements. The game is actually mostly played in your head, being almost all psychology and bluff. Only a few characters have real decisions to make during the individual turns, but the card drafting element is what makes the game shine: “Who took the Shaman? What does (s)he think I’m going to pick? What if I pick the Craftsmen, they won’t expect that – but what if they think that I’ll think like that?” and so on. Of course, this is also what causes players to freeze in terror, so it takes the right kind of gamer.

That “right kind of gamer” also has to be okay with some chaos and screwage, because much like Citadels, some of the characters are out for blood. The Shaman trades places with the cursed character (even if the Shaman player was ahead) and the Thief steals all of a character’s gems, and can cause some characters like the Elder or Priest to waste their entire turn. In addition, the game has a strong catch-up ability with the Shaman and also the Child, who lets you catch up to the player in front of you. Some gamers can’t stand when a surefire win is snatched away, but on the other hand, a game where anyone can win up until the very end makes for a tense and exciting bout.

If you think of this as a strategy game, or a gamer’s game, or even a family game like Ticket to Ride, you’ll be disappointed. If you think of it as a party game or a bluffing game like The Resistance or Werewolf / Mafia, you’ll be in the right mindset of what to expect and you’ll find that the game does have some interesting decisions.

Theme: I have a friend who has a few favorite board games (Twilight Struggle, Cosmic Encounter) and hates everything else. When we played this, he actually piped up and said he liked it a lot more than Citadels, which surprised me, because Citadels has a lot more decision-making. I asked him why, and his answer was that “building districts are boring; races are not.” I’d agree with him on that. The fact that the finish line is right there in front of everyone creates a lot of tension and excitement – if I could just get to that spot! I’m not sure thematically why these 9 people are hanging around the jungle and arbitrarily deciding who to help along in the journey, but that’s a thematic oversight I’m willing to forgive. The art really draws you in and and the mechanics really make it feel like a race. In fact, it’s the only “race” game I own, in the sense that it’s literally a race to get your guy along a track, and it does a great job of capturing that unique feeling.

One gripe about the theme though – the cards are named after characters: Child, Shaman, Thief, Village, Elder… Canoe? Really? A canoe appears from nowhere to help me? How hard would it have been to write “Canoer”?

Fun: As I mentioned in the Depth section, if you think of this more as a bluffing-style party game, you’re going to have a lot more fun. If that style of shouting and yelling and screwing each other over isn’t your style of game, you’re probably going to have a terrible time with this one. Also, when you think of it as a party game, it becomes more clear that this is a game that is meant for more players, much unlike Citadels, which slows to a crawl with 6-8 players. Playing Lost Temple with 7 or 8 players doesn’t take that much more time than with fewer because of the short actions, and a clogged board with all of the characters in play is far more interesting. A race along a track with only 2 or 3 pawns is fairly boring – with fewer than 4 or 5 players, I would instead play Citadels or something else. My only other complaint about the “fun” of the game is that the ending can be a bit anticlimactic when a player is able to pick a character that guarantees him the win, but this happens rarely, and in fact happens more often with fewer players. The game really shines with 6-8 players, as long as you can get that many players to play quickly during the draft.

If you’re the right kind of gamer for the right kind of mindset, Lost Temple is a lot of fun. If you dislike chaos, confrontation, and bluffing, stay far away from this one. It’s not for everyone, but for its target audience, it’s great: you get to feel like you’re playing a party game and a strategy board game at the same time, and that’s a unique, awesome experience.

Rating:

3 out of 5

The Big World of Small World, Part 2

Last time, we discussed two basic games, Small World and Small World Underground, as well as the race/class expansions. There are also some smaller expansions to discuss, and of course the most important question: what’s the best way to play?

First, though, I should mention the upcoming Small World Realms, due out in July. This is a “terrain pack” for the game, complete with scenarios – most of which are for the original Small World, so I feel this reinforces my opinion that you should pick up the original game first. We’ll be sure to review the expansion upon arrival, and rest assured that we have high hopes. It’s great to again hear Days of Wonder listen to its customers, as we mentioned the public clamoring for a terrain pack in our interview with Small World designer Philippe Keyaerts.

Small World: Leaders of Small World

The first of the yearly giveaway expansions, Leaders of Small World was a simple package consisting of one extra token for each race, along with some generic tokens for upcoming resources. The tokens are hexagonal instead of square, with a 2-value victory coin on the back. Now, when a player picks a race, he has the option to spend one victory coin to acquire the Leader, who is mostly just an extra troop. Two things set him apart. First, he is “brave”, so he cannot stay in a region that is Immune. Second, when the region containing your Leader is taken, he is taken instead of a normal token being sent back to the tray. You can immediately pay a ransom of 1 victory coin to the player who conquered the region to reacquire your Leader; otherwise, he permanently stays with that player and counts as two victory coins at the game end (hence the 2 victory coins on the other side of the Leader).

The times I have played with Leaders of Small World, it hasn’t added much to the gameplay. There’s a brief decision about whether or not to acquire the extra token, and it was difficult for us to find times that it wasn’t worth doing so, especially early in the game. We rarely took Leaders into account when deciding which region to conquer, and when it was important it seemed like the few coins you could gain was a paltry sum compared to the unnecessary complexity added by the Leaders. It isn’t that much complexity – but it was something more to remember in a game that already has a lot of race-unique rules, and it felt tacked on and irrelevant. I think the decisions surrounding the Leaders during play are much more subtle than I make it sound, but my complaint isn’t that they add no depth, just that they don’t really seem to integrate to the game well. It feels orthogonal to the rest of the gameplay. It’s not as if a free giveaway is something that should be a mind-blowing game-changer to your Small World experience, but our games were better without this one than with it.

After initially being a free giveaway, Leaders of Small World became available on the BoardGameGeek store for $5 and eventually sold out (it is currently out of print). It seems people are willing to pay up to $70 for this expansion on eBay, and I would strongly recommend you not do that – why not just buy a 2nd copy of the base game and mark it up, for a fraction of that price? It should also be noted that after Leaders of Small World was out of print, Days of Wonder still included Leader tokens for all expansion races to date with the Be Not Afraid… expansion, a great example of a company that is willing to go the extra mile for its customers.

Small World: Necromancer Island

Necromancer Island is an interesting concept: one player becomes the Necromancer, who is given ghost tokens and eventual access to several abilities. He gains ghosts as other players attack each other, and wins if all ghosts are on the board before the game ends. Otherwise, the winner is determined as normal among the other players. You are still trying to outmaneuver everyone, with the caveat that the killing must be kept to a minimum.

It’s definitely a change of pace for Small World, and it’s well thought-out, but it’s not a change that I particularly enjoy.  I’ve never been a fan of 1-vs.-all-type games, but the main problem here is that the caution required of players flies in the face of what I enjoy about Small World: the reckless destruction each others’ races. One advantage is that it allows for up to six players, but in that case, I think I would rather play with Tunnels.

Necromancer Island is currently out of print, but it can be found secondhand on BoardGameGeek or eBay, but not for prices at which I can recommend it.

Small World: Tunnels

In my review of Small World Underground, I lamented the fact that the board had new terrain types, and the fact that there is one fewer terrain type overall, so there’s not even a proper one-to-one correspondence. This means that using the Small World races in Small World Underground or vice versa is a bit of a headache, but Days of Wonder has since given us a way to play both games at once: Small World: Tunnels. This expansion is just pairs of tokens numbered 1-6, with each number corresponding to a tunnel between the above-ground Small World boards and the underground boards of Small World Underground. Using the rules from this expansion, players can mix all of their races and powers together and essentially play both games at once.

At first, this sounded like a mess to me, even more than my original issues with the terrain differences. However, when my group actually tried it out, we found very few rules issues and the terrain differences rarely came up. Degenerate situations such as useless Humans on the Underground board are avoided, and in the right situations races that really only seem to benefit on one map are still worth it (for example, Humans when everyone else is fighting over the Underground region). I don’t think we have had any rules questions, although admittedly I have been playing it with Small World veterans only.

I also found that it made for a balanced and interesting game, primarily because of an important rule from the expansion: a Small World race has to enter on the Small World board, and the same rule goes for Underground races. This creates a new dynamic for considering what race to choose and added another layer of strategy without making the rules any more complicated than they currently are. Do you take a weaker Underground race so that you can more quickly get to your opponents’ Popular Place, or do you let your opponent have it and go for the stronger Small World race? The tunnels become hotly contested spots much like the Places and Relics, and I think it’s an interesting dynamic when the game system can naturally create regions on the board that are more important than others.

Tunnels resolved my complaints about compatibility between versions of the game, and it’s the only way that I would want to play with races from both base games mixed together. That being said, there are still some degenerate situations, such as redundant powers (Immortal Elves, Underworld Spiderines) – but while the FAQ suggests replacing the powers, we left them as-is since the game has a built-in mechanic to make them eventually worthwhile. In addition, getting all of the components out for both games and putting them all back when you’re done is a lot of work, so it’s a somewhat special occasion. Therefore I don’t see myself bothering to use Tunnels for a 2- or 3-player game, especially because I find that the “half-board” mechanism of the setup just looks silly. Tunnels also allows for a six-player game in a true free-for-all fashion, but I already feel that the game drags a bit with five, so I think I’d rather play something else with six players, or split up into two different games. That means I really only see myself using Tunnels with four or five players, and only some of the time.

However, Tunnels is a free expansion that you can get from the Days of Wonder store as a free add-on to an order, or by itself for the cost of postage, so there’s no real reason not to own it. It is easily my favorite of the three small expansions, and the one I’m likely to use the most.

Small World: Tales & Legends

Tales & Legends is an expansion to the original Small World game, consisting of a deck of “event” cards. Before the game, you pick the events you want to use, either by recommended settings in the manual, or randomly. There is no event on the first turn, but you can always see the event for the upcoming turn. So, on the first turn, you know what will happen during turn two, and on turn two, you have a current event happening but also know what will happen on turn three, and so on. The events vary wildly in the extremity and randomness of their effect, but you always know at least a turn ahead of time what is going to happen.

To me, Tales & Legends is Underground’s “Relics & Places” for the original Small World. I truly enjoy the base game and all of the unique races and powers, but I feel like the game by itself needs just a bit more oomph, something to make the board situations a bit more interesting – a bit more Cosmic Encounter, if you will. Tales & Legends does this in a different way than the Relics & Places, but does it just as well. If you play Small World in a serious manner, you won’t like this expansion. But if you like some chaos and laughter in your games, you won’t ever want to play without this.

That being said, I do have two complaints. A minor one is that the size of the cards is nonsense – they are the same 65×100 size as 7 Wonders, which is a card size for which only Mayday makes sleeves, and no one makes them well. I don’t understand this, when as far as I can tell none of Days of Wonder’s other games use this card size. I would have liked to have seen Standard Euro-size cards as in Battlelore and Memoir ’44.

My bigger complaint is about a rule with the events. When an event calls for an auction, it is done via blind bidding. In the case of a tie, the shortest player wins. Seriously? I know I just praised this expansion for being a little zany, but this rule is more frustrating than funny, as ties are entirely possible. As most consider Small World to have a first-player advantage, a much more obvious tiebreaker would be reverse player order, especially since the first player would have the first chance to take advantage of whatever they win in the auction. I’m not a fan of house-ruling games but this is one what I have no qualms changing. However, it’s a complaint easily self-remedied, and I still would never want to play Small World again without this expansion.

Best Way to Play?

As we’ve seen, Small World is actually a misnomer, as the game system is already quite large. I think there is a point where the game would have a few too many things going on, if you were to use all expansions simultaneously. One of the big advantages of the game are the simplicity of the basic rules (powers and races notwithstanding). Once you’ve learned the new races and powers, they don’t really complicate the game any more than usual, so I see little reason not to include them. The relics & powers of Underground do a good job giving the game that extra touch of chaos, a job also well done by Tales & Legends for the base game. I wouldn’t bother using T&L with Underground, or in conjunction with Necromancer Island. I also wouldn’t bother using Necromancer Island with Underground. I would say that Necromancer Island is a special occasion to pull out, and the same for Tunnels - and both are really scenarios I would save for veterans.

All that being said, any game of Small World, even the vanilla base game, is a game I’m excited to play.

Kickstarter Roundup: April 2012 Edition

Kickstarter has proven to be an extraordinary useful tool for independent game designers, with several board and card game projects successfully backed and many more on the horizon.

If you’re not familiar with Kickstarter, it’s a website where creators of all types — not just game-related — can pitch their project to the teeming masses of the Internet and ask for funding.  Project backers (that’s you) can choose from different levels of support; in the boardgaming category, this usually equates to receiving a finished copy of the game along with varying amounts of exclusive promotional and expansion material.  Backers are only charged if a project meets its goal, making this a low-risk way to support independent game designers and niche products from larger publishers that otherwise may never get released.

This is the first of an ongoing series of Kickstarter Roundup features that will spotlight some of the MeepleTown staff’s favorite projects.  While our main focus will be on indie designers trying to cover their printing and distribution costs, we will also be touching on projects from larger publishers as well.

Here are our picks for April 2012:

OgreOgre (Designer’s Edition) - This is a re-imagining of Steve Jackson’s very first game design, originally published in the late 70′s.  Ogre is a hex-based wargame with several different scenarios available.  In the most basic game, one side controls a host of conventional armored vehicles, while the other side controls only one: the Ogre.  This may seem unfair until you realize that the Ogre is a super-tank with ridiculous amounts of armor and weapons that can easily level a city — or an opposing army.  The asymmetrical nature of the gameplay has kept Ogre a cult classic among wargamers, even during the years it was out of print.

While Steve Jackson is certainly not the type of indie company you normally see on Kickstarter, Ogre is a niche enough game that one can understand why the company didn’t want to take the risk of doing a large production run without gauging fan interest.  Well, the interest is there; Ogre’s Kickstarter project met its initial goal within a few hours of going public, and it is now well on the way to meet all of its “stretch” goals, adding more content to the final product.   At $100 (the lowest funding level that includes the game), this is not a project for casual fans.  But once the sticker shock wears off, you’ll find that this “designer’s edition” promises a huge box full of top-notch components — maps, tokens, rulebooks, and more — similar to the premium components Games Workshop included in its limited reissue of Space Hulk.

Titans of Industry boardTitans of Industry – A worker placement and resource-management game from indie publisher Gozer Games set in the 1920′s American age of industry.  Players must find a balance between spending their capital on factories (which produce goods) and businesses (which sell goods).  The game promises to offer quite a bit of depth, and there’s an impressive amount of components in the box, including several decks of cards and dozens of tokens representing the different goods that can be produced and sold.  The promotional video on the Kickstarter site explains the rules very well.  I haven’t had an opportunity to play yet, but the publisher was kind enough to send a finalized version of the rulebook, and I am definitely intrigued.

The lowest backing level that includes a final copy of Titans of Industry is $55, with a release later this year.  However, any pledge above $10 will receive a print-and-play version.  Be warned that it will be a considerable effort to print out the vast array of components included with the game, but for fans of the genre who simply can’t wait until the production run is ready, this option may be perfect for you.

Garden DiceGarden Dice – When I first saw this title’s colorful graphics and simplistic board design, the first thing that jumped into my mind was “Farmville”.  Never fear, this isn’t a Facebook time-waster; it’s a dice-based set collection board game from first-time designer Doug Bass and startup publisher Meridae Games.  The game’s artwork is provided by prolific board game artist Josh Cappel, and the art design is a pleasantly bright and colorful departure from some of Josh’s other well-known work, such as Pandemic and Endeavor.  In Garden Dice, players roll dice and use the result to buy, plant, or water seeds or harvest vegetables on the garden grid.  The selected tile may also affect adjacent tiles, so players must carefully weigh how much help a move may give to their opponents.  Special tiles add to the available options, giving this otherwise simple game a surprising amount of strategic depth.

A pledge of $35 or more will secure a single copy of Garden Dice, which is expected by October 2012.  This looks to be a great choice for a light family game, or for people who simply enjoy dice-based games.

If none of these titles appeal to you, please check out the Board and Card Games category over at Kickstarter.  There are several other intriguing designs that need your help to see the light of day.  We’ll have more staff picks next month!

Review: Lords of Waterdeep

When Dungeons & Dragons first began its spread into the board game world with Castle Ravenloft, it was a distillation of the D&D framework into a simpler, combat-oriented version of the same game. Wrath of Ashardalon and The Legend of Drizzt maintained this approach, so the announcement of Lords of Waterdeep, a D&D-themed but European-styled worker placement game, was met with much surprise. In Lords of Waterdeep, players are lords vying for control of the city of Waterdeep, sending agents into the city to recruit adventurers for quests. It sounds more fun than farming, but is it? Here’s a reminder of my scoring categories:

Components – Does the game look nice? Are the bits worth the money? Do they add to the game?
Accessibility – How easy is the game to teach, or to feel like you know what you are doing?
Depth – Does the gameplay allow for deeper strategies, or does the game play itself?
Theme – Does the game give a sense of immersion? Can you imagine  the setting described in the game?
Fun – Is the game actually enjoyable? Do you find yourself smiling, laughing, or having some sense of satisfaction when it’s over?

Components: Nothing really stands out for me about the components of Lords of Waterdeep, but I would still say that they are well above average. The standouts are the artwork on the cards and on the board, which do a lot of the heavy-lifting for the theme of the game. The cardboard coins are a weird shape (squares with circular holes in the center), in a further attempt to match the Forgotten Realms theme, and the player mats are also very nice. The buildings, meeples, and other cardboard chits are all fairly standard, but that’s not a bad thing. You get your $50-MSRP-worth of material. If I had a complaint, it’s that I really don’t like the large font used in the game (the same as in the D&D Adventure games noted above).

Accessibility: This has got to be one of the simplest worker placement games I have ever played. I have taught it both to veterans and to players who’ve never heard the term before and it was not difficult in the least. It took maybe ten minutes to get us up and running. As I talked about some time ago, complicated scoring can really put a hamper on a game’s accessibility, but Lords of Waterdeep makes scoring as simple as possible within the game. It also makes your options clear as day. You are given tasks that need resources (well, people). Go get the resources. Do the tasks. Done? Get more tasks. Players were clear from the beginning what their goals were and at least vaguely aware how to do them. Much like Eclipse distilled the best parts of overlong space opera games into something even better, Lords of Waterdeep eschews all the chaff found in other worker placements and keeps things as simple as possible. And much like Eclipse, the game is embarrassingly derivative, which is something I am perfectly happy to see – no matter how many attempts have been made at the genre of worker placement, it took this long for someone to finally make it simple, and that’s the only innovation that matters to me.

Depth: Despite the simplicity of the game, there were still some tough decisions to be made. Lovers of “purer” Euro designs will balk because of the high levels of randomness brought by the many cards and the building stack, as well as the Intrigue cards that provide direct attacks. I’ve already seen several variants regarding the “too powerful” Mandatory Quest cards, but players who can’t handle the heat when they get out in the lead too early should probably be playing a different game. (Or you could just remove the Mandatory Quest cards with no real harm done.)

A game having depth doesn’t mean that it’s calculable or luckless; it means that there are interesting decisions to be made throughout the game. So, despite the many varying factors of Lords of Waterdeep, some of which are always out of your control, there are constant tough decisions and each player’s secret Lord card keeps an element of surprise for the endgame scoring. I can’t say for sure that it’s a “game of skill,” but it’s a game that’s exciting and one where I feel my decisions aren’t obvious and that they matter a great deal. I can’t ask for much more than that.

Theme: Lords of Waterdeep tries very hard to integrate its theme, and its primary accomplishment there is properly identifying you in a worker placement game. Here, you have an identity, a reason to have workers underneath you, and good reasons for them to do what they do. That level of abstraction comes with a bit of a cost, though. The action of the game takes place so far above the “questing” that they don’t feel like quests at all, and it won’t be long until you’re referring to the cubes as “purple” and “white” rather than “wizard” or “cleric.”

However, that doesn’t mean that the theme disappoints. It will only be disappointing if you expect any game with the D&D moniker to play just like the original game and for the quests to be the core thematic appeal of the game. It’s the difference between playing, for example, a baseball video game and a baseball management video game. Here, you are high above the action, too important to bother going on the quests yourself. That thematic angle is well done, as I certainly do feel like it is “beneath” my character to go on the actual quests, when I can send the cubes – er, adventurers – to do it, and I do feel like I am managing my underlings and trying to sneak around the other players. The theme may not feel specific once you’re far into the game, but the general intrigue and connivance of the setting is made clear in a fun way.

And to be honest, even if the theme was bare bones, the mere fact that it’s not freaking farming or shipping goods is a huge advantage. It’s different for those of you who already have circles of friends who all “get” the European game culture, but for me, asking my friends if they want to play a D&D-type game about sending adventurers on quests is met with a much warmer reception than asking if they want to reap some wheat and feed it to some sheep.

My only real complaint is that not granting unique powers to the various players (at least as an optional variant) seems to be a gross oversight, but as the rulebook already mentions future expansions, I imagine that will come.

Fun: As soon as we started our first game, it was clear that this game was a lot of fun, and that hasn’t changed after a few more plays. When I reviewed Lancaster I praised it for bridging European and American design in a new way, and despite my affection for that game I’ve found that Lords of Waterdeep accomplishes something similar, but does a better job. Lords of Waterdeep looks a little nicer and ties its theme together a little better, but the key is that Lords of Waterdeep is just a simpler game to play. When a game finds that sweet spot of simplicity, depth, and excitement, like Ticket to Ride or Dominion, you know it’s going to be a hit.

I would reserve my recommendation of this game for players who dislike confrontation or randomness, but I found the confrontation to be more minimal than I expected, and the randomness to be manageable. That means I’d recommend Lords of Waterdeep to anyone who enjoys board games without hesitation.

Rating:

5 out of 5

Review: Takenoko

When I previously interviewed Antoine Bauza, he mentioned that long before he worked on hits Ghost Stories and 7 Wonders, he had worked on a design about a giant panda eating bamboo in a Japanese garden. That game, Takenoko, is now available via publisher Matagot (and distributed in the U.S. by Asmodee). The theme is unique and the graphics are good, but how is the gameplay? Here’s a reminder of my scoring categories:

Components – Does the game look nice? Are the bits worth the money? Do they add to the game?
Accessibility – How easy is the game to teach, or to feel like you know what you are doing?
Depth – Does the gameplay allow for deeper strategies, or does the game play itself?
Theme – Does the game give a sense of immersion? Can you imagine  the setting described in the game?
Fun – Is the game actually enjoyable? Do you find yourself smiling, laughing, or having some sense of satisfaction when it’s over?

Components: Even when I first played the prototype of Takenoko at GenCon, the first thing I noticed were that the components are adorable. The hexes and wooden pieces (irrigation channels, action tokens) are all serviceable, but the art really shines on the cards and player mats. The panda and gardener are drawn in a cute, bright style and the included figurines match it well. The most enjoyable component, though, is the set of bamboo pieces, which come in green, pink, and yellow. As you play, you stack them (they hook in to each other) to show the bamboo growing on the fields. The instruction book even includes a short comic, explaining the premise of the game. The components are top-notch, and the primary reason I found myself initially so enamored with the game. My only complaint is that the game was bumped to $50 MSRP after being announced at $45, and I don’t think the amount of material quite justifies it.

Accessibility: The idea of the game is straightforward enough. You have “task” cards that you earn points for doing, and take actions to accomplish them. You can add hexes or irrigation channels to the board, grow bamboo by moving the gardener, eat bamboo by moving the panda, or look at more task cards. The problem, though, is that a lot of nuances in the rules were ambiguously worded or left out, so much so that it didn’t take long for the game to have a FAQ online. A game so clearly aimed at young kids and families should not need a FAQ – many of those types of buyers may not even know where to look for it (although admittedly in the U.S., buying this game at all requires a bit of internet savvy). Once these things are ironed out, though, the gameplay is fairly straightforward and not hard to comprehend, but it’s very fiddly. There are a lot of little rules to remember, and though for many gamers that’s not an issue, there are too many for the intended audience. That said, it’s easy the first time through to get a basic assessment of how well you are doing, which is something I value highly.

Depth: Despite the game being beautiful, and fairly easy to learn, the game is frustratingly random. The “task” cards work like tickets in Ticket to Ride, though you aren’t punished for incomplete ones. However, you have no idea how easily you might complete a new task, and you draw them one at a time. You might already be done with it and just earn free points, though an “advanced rule” says that in this case you must draw a new card instead. Or, you might be mostly done with it and be able to keep it. Or, it might be nearly impossible. You have no way of knowing, whereas in Ticket to Ride you are able to gauge your probability of finding something useful in the ticket deck by your current network. There’s no analogous gauge in Takenoko - just luck.

Furthermore, each turn is begun with a die roll, offering you a bonus action – but these vary wildly in power, and one important action (improvement tokens) can only be attained this way (although some hexes already have the improvements). It is very frustrating to have a task that requires a certain improvement, when you can only find a hex with that improvement by a very lucky hex draw or a very lucky die roll (and then you have to actually do the task). It was impossible to have a long-term strategy in the game, even if you drew a lot of tasks at the start. I never felt in control of what I was doing.

With two players, we were able to accomplish enough around the water hex and with what few improvements we had that we rarely ever wanted to take the irrigation channel action, and that seemed odd. There are so many mechanical quirks and imbalances in the game that it feels unfinished more than anything else.

Theme: The theme of the game is fun and unique and it works well. The movements of the panda and gardener on the board humorously simulate a mental image of the gardener wildly running around while being harassed by the panda and his appetite. What doesn’t really fit the theme are the tasks and who the players actually are, along with the building of the board. However, if you don’t take the theme too seriously and just take it for what it is, there’s a lot there to appreciate – it’s cute, and fun both to watch on the board and to imagine in your mind. Building and tearing down the bamboo is an especially fun part of the theme, and the components and mechanics mesh well to bring it to life.

Fun: I was ecstatic when I played this game months ago at GenCon. It seemed to strike all the right notes for me and my wife, and the other girls in our playgroup – it had a cute, fun theme, indirect interaction, simple rules… and the possibility of strategy. That possibility was an illusion, and in fact mechanically this is a pretty terrible game. “Lipstick on a pig is still a pig,” even if the lipstick makes the pig look like a really cute panda.

I’ve played other games with this level of randomness and enjoyed them more, and it’s really about the expectations that the game brings to the table. When I reviewed The Dwarf King, I felt like the rules and “image” of the game made it clear that it was meant to be zany, and therefore a bit random. Takenoko wants to be a family strategy game in the vein of Ticket to Ride and Carcassonne, but the clumsiness of the rules and complete lack of long-term strategy kept it from being actually fun to play. I’d rather watch people play this than play it, and that’s not exactly high praise.

Takenoko clearly advertises itself as a family-oriented, cutely-themed strategy game, but the “strategy” part isn’t really there. If you don’t mind that, Takenoko may be worth your time, but I strongly recommend you check out a different game instead.

Rating:

2 out of 5

Game Designer Interview: Regis Bonnessée

You may not have heard this name before, but you have definitely seen his hand at work. Regis Bonnessée is the owner of Libellud, a French publisher responsible for Dixit, Bugs & Co., and others. Stefan Brunelle of Asmodee was kind enough help with the question translations, and to include a few notes of his own.

How did you first get into game design and get published?

The board game universe has always been familiar to me. When I was in college I founded a role-playing and board games club. And it was only natural that, gradually, I started creating. The first game I created was “Colony.” I was 20 years old at the time. It was an ancestor of Twilight Imperium, where the games could last for eight hours. And then my second creation was “Marchand d’Empire,” for which I put all the materials and rules on the internet. An editor, following good reviews here and there, noticed it and decided to publish it.

What gave you the idea to start Libellud? How were you able to do it?

Libellud was an accident. I had never planned to become a game editor. At the time, I had known Jean-Louis Roubira for about ten years. We met at a game convention and since we live in the same city, we became friends. One day he showed me a prototype of what later became Dixit. I immediately liked it and then I showed it to Asmodee, but they did not retain the game. That’s when I decided to edit it. It took more than two years. I had to find the money since I didn’t have any, find an illustrator, and fine tune things. Meanwhile I continued working. And then the game finally launched in November 2008. A few months later it was chosen for Game of the Year in France (As D’Or) and that is how the beautiful adventure began. That’s Libellud: an accident and a nice fairy tale.

What is Libellud’s goal as a game company? What separates it from other companies?

Have a great time, and take pleasure in giving. Meet authors and talented illustrators, and place the people at the center of all projects. And on the editing side, no interdiction, no exclusion and continue to operate as I always have, with my heart.

How did Dixit come about? I understand the idea belonged to Jean-Louis Rubira, but how did Marie Cardouat become involved? What was your place in this? At what point did you realize it was a game worth publishing?

Dixit was a fairy tale in which we all took part. Jean-Louis, Marie, myself and all the players. We all worked hard with Jean-Louis to give Dixit the shape we wanted. And we had complete freedom. For the illustrations I posted many ads on websites and in art schools. I had to see hundreds of portfolios and one of them was from Marie. I knew right then that it she should be on the project with us. In terms of image content, Jean-Louis and I created them. Mary also offered us ideas, and some were retained.

What was your involvement with the design of Fabula? Is it meant to be in some ways, an extension of the ideas behind Dixit? Why do you think it was not as well-received as Dixit?

I think we released Fabula too quickly. With what we know now, we would have done things differently. But it was a rewarding experience.

(Stefan notes:  Where I think Fabula is a success, is one very important point. Now everyone in the gaming industry, from editors to gamers, knows the standard – Libellud means awesome artwork.)

What about Bugs & Co. and Et Toque! made them worthy of being Libellud titles?

When I was presented with Bruno’s Bugs & Co. I immediately wanted to edit it. It was a crazy little game, fast and engaging, with a rhythm. And this allowed us to work on something different. “And Toque” was introduced to me by its two authors, two sisters. I had a nice feeling for this game and it reminded me of my first games of Dixit. Et Toque is a game where you have fun playing with ingredients, and create wild menus. This game was published in France and is being reprinted.

(Stefan notes: Et Toque is in the works for an English version. It needs a complete adaptation rather than a simple translation. It may take time, but people will be able to try a prototype version at different conventions this summer. It deserves it; this game has been a family favorite since the release.)

How did Libellud end up working with Asmodee for U.S. distribution?

Since the beginning we got along very well with Christophe. We talk on phone at least once a week, and he is someone I respect! He is very involved in the project, and within weeks you should have a nice surprise for Dixit in USA ;) And then I was brought to meet all the team: Stefan, Claire, Ruby… They are all very helpful and do an outstanding job.

(Stefan notes: OK, Regis, how many drinks this answer will cost us?)

Tell us about your upcoming game, Seasons, and how it works.

Seasons is a game of cards and dice which takes place in two phases. The first consists of a draft. The goal during this phase will be to establish a strategy for the rest of the game using nine cards that can be selected (Each card has a specific effect and earns victory points). Once the draft is complete, each player must separate his nine cards in packs of three. He will begin the second phase of the game with his first pack of three cards, then as the game progresses, he will receive two more packets of three cards.

Then comes the second phase of play. At the beginning of each round a player will roll the seasons dice (1 die per player + 1). These cubes offer a variety of actions to the players:

- Increase your invocation (maximum number of cards you may have placed on table)
- Harvest energy (water, earth, fire, air) to pay the cost of invocation maps
- Crystallize energy (during the current season) to collect crystals. These serve both as a resource for some cards, but also many victory points in the endgame.
- Draw new cards

Each player can choose only one die per turn. The first player will choose among those rolled, then the following among those remaining and so on. At each turn, the dice indicate how many remaining cells (1, 2 or 3 boxes) are in the marker of the seasons ahead. In addition, all the dice are different depending on the season. For example, there are not the same energies every season. Throughout the game, players will therefore have to adapt to these changes. At the end of the game you will add the victory points on the cards given the number of crystals possessed. The player with the most victory points wins.

How did you get the idea for the design of Seasons?
I wanted to create a game that is not frozen during the game. A game where, each turn, the actions that the players can take are constantly changing. It took me over two years of development to achieve the current version. It’s a project I’m really proud of, and which I take great pleasure in playing. I really hope it will find its audience.

(Stefan notes: Release will be at Gen Con! With Regis with us on the booth to sign copies and get the free drinks he just earned with the answer he made on question number 7.)

What recent game designs outside of the Libellud line really impress you?

Without hesitation I would say 7 Wonders. This is a short game, engaging and rich, and I never get tired of playing it.

Where do you see the board game industry going in the next five or ten years?

I hope it will not change and it will keep its “human’’ size. Today the small family of board gaming is important to me. People are accessible, passionate. And it’s an environment where we can continue to develop projects with small teams, with almost only one skill – imagination.

After Seasons, what’s next for you as a designer and Libellud as a company?

No idea … I do not especially want to edit my [own] games. Perhaps there will be others … maybe not. I like to bring a bit of novelty in what I created. If one day I have new ideas I will consider it.

Review: Timeline

Which came first, glasses or electricity? These are the kinds of questions players need to answer in Timeline, a historical trivia game. Timeline was designed by Frédéric Henry and was recently published in the U.S. by Asmodée Éditions. While just called “Timeline” in the U.S., this is actually Timeline: Inventions, the first of several “packs” of the same game that can be played alone or mixed together. Whether you’re a history buff or not, is this game worth checking out? Here’s a reminder of my scoring categories:

Components – Does the game look nice? Are the bits worth the money? Do they add to the game?
Accessibility – How easy is the game to teach, or to feel like you know what you are doing?
Depth – Does the gameplay allow for deeper strategies, or does the game play itself?
Theme – Does the game give a sense of immersion? Can you imagine  the setting described in the game?
Fun – Is the game actually enjoyable? Do you find yourself smiling, laughing, or having some sense of satisfaction when it’s over?

Components: There’s not much to say here – Timeline is essentially a pack of small cards in a tin, with a tiny rulebook insert. The artwork is very well done and evokes the the inventions and periods of history well. The tin is nicer than the cardboard box you usually get for card games of this size and price. $15 MSRP isn’t a steal, but it’s about average for games of this size. You won’t be especially impressed with the components, but you won’t be disappointed either.

Accessibility: I don’t usually go into rules completely, but this game is so simple that I will. Everyone is dealt a hand of cards, and each has some sort of historic event/invention/discovery/etc. Your cards are laid face-up on the table in front of you, and on the reverse side (hidden from you), the same item is shown together with the year it happened. The game begins with one card in the middle of the table with its year showing. Whoever goes first plays a card to the right or left of that initial card, and then turns it over. If this keeps the timeline correct – i.e., you placed a later item after the initial item, or an earlier one before – it stays there, and your turn is over. If it was incorrect, you discard the card and draw a new one. After that, players keep trying to fit cards into the timeline, whether on the edges or between already-placed events. The first player to get rid of all of their cards wins. Yes, it’s that simple. This is one of the simplest non-trivial games I have ever played.

Depth: Considering that Timeline is basically a trivia game, “depth” has to take a slightly different meaning. Certainly trivia buffs are going to have an advantage, but there is more to the game than simply knowing the dates. A typical player isn’t going to know the dates for every single card, but maybe just the broader period in which it happened. As the timeline fills, inserting cards into it becomes more and more difficult, so one part of the strategy would be getting rid of your lesser-known cards when the timeline is smaller. (It especially becomes crowded around the 19th century.) In addition, since you can see everyone else’s cards, if you know the general time of their items as well, you can try and crowd the area around their cards and make it more difficult to guess. The main problem with the depth of the game is that after repeated plays, some of the dates are going to stick in your brain – not that education is by any means bad, but it will make the game a bit more rote. However, for a trivia/party game that only takes about 20-30 minutes, there’s more to consider than it may seem.

Theme: Trivia games aren’t known for their thematic immersion, either, but I feel like Timeline does all that it can. Most important to this feat is the artwork – although the cards are quite small, the artwork is excellent, and does much to bring to mind not only the inventions but the time periods in which they were created. As the timeline fills in the center of the table, you get a broad sense of history, and an idea of what life might have been like at certain times, seeing what technological progress they had made at the time. In addition, the game is very educational – some of the dates will really surprise you, and have you thinking about the implications of what you learn after the fact. That’s what I usually want a great theme in a “standard” board game to accomplish – to suck me into the theme during the game and leave me thinking about it afterwards.

Fun: A lot of effort has been made in recent years to streamline trivia games and make them more fun (Wits & Wagers comes to mind), so that you’re not always associating trivia with the terrible pace and frustration of Trivial Pursuit. I would say that Timeline does a great job of streamlining the idea of a trivia game, making it more focused on the trivia and less on the awkwardness of piling board game mechanics on top of it. That being said, this is a trivia game through and through – some people become embarrassed or frustrated when they don’t know something, and unlike Wits & Wagers, where you can win without knowing any of the answers, Timeline puts the pressure on you to have an idea of where your cards fit, even if you don’t have to know it specifically. Trivia-haters won’t like this any better than any other trivia game, and it’s more thinking and trying to display your historical knowledge than craziness and laughter. Personally, I’m awfully bad at trivia, but always willing to lose and learn some things. If you’re like that – or you happen to be quite good with history and want a chance to flex your muscle – Timeline is something you will enjoy.

If you like trivia – specifically, if you like history – and want your trivia to be simple, pretty, and a little thematic, Timeline gives a great return on a minimal investment. I wouldn’t recommend it to trivia-haters, but I would recommend it without hesitation to absolutely anyone else.

Rating:

4 out of 5

Understanding Scoring Categories: Components

When I first began writing game reviews, I put some thought into how I wanted to score games, and the five scoring categories that I picked were components, accessibility, depth, theme, and fun. Back when we scored each category equally, we gave a not-very-important average of those categories in addition to a completely biased rating. The average was indeed not an important one because it operates on the assumption that the categories are of equal importance, when in fact I picked them as the most relevant to me, but not equally relevant. After all, is anything really more important than fun?

Now we’re no longer rating each category, but I think it is still worthwhile to discuss my biases and expectations for each category, so that you can read my reviews, full of personal bias (as all reviews are), and see past my preferences and make a judgment for yourself. Not only that, but I think there are some important things to say here at the start about gaming components, regardless of my reviews.

First, I should lay the groundwork for what I expect from components, but I’ll back up a bit more and talk about what I expect from a board game. More than anything, I want to get lost in one. I don’t mean that it has to be a heavily-themed game – although that can help. What I mean is that I don’t want to be distracted into thinking about anything else; I want the game to suck me in so effectively that my mind is only on the enjoyment of the game. So, of course, this can happen in different ways – a game like Shadows over Camelot tells me a story, fills my imagination like the best fantasy novel, while a theme-less game like Ingenious has such intriguing play that I am solely focused on point-counting, blocking strategies, and maximizing my chance at victory. I want components (and mechanics) that have both beauty and functionality. The functionality keeps you from finding your way back to reality, but it is the beauty that gets you lost in the first place.

With Shadows over Camelot, the components’ beauty is what sucks you in to the game, as the mechanics take a while to hash out. When a game is well-integrated with its theme and the escapism comes from the involvement with the world of the game – this is when we see more plainly the importance of components, in splendid artwork and cool miniatures that kick-start your imagination. I’ve said my share about how typos or printing errors can ruin that sense of wonder, but that’s not everything. To me, the components offer such an amazing opportunity for escapism that I have come to have very high expectations. For example, Eclipse is a fantastic game with the most functional components I’ve ever seen in a big space opera, and very beautiful mechanics, but the artwork is mundane enough that I don’t feel lost like I want to. The art design is not as beautiful as the game design, and the game suffers for it. Meanwhile, for all the clumsiness and non-functionality of Small World’s tiny chits and busy board, I can look at the game board and picture the battles taking place on it as if they were lifted from a Saturday morning cartoon, and the mechanics are so beautiful and functional that the illusion is maintained.

When a game doesn’t focus on its theme, whether because it is thin or because it is simply nonexistent, it’s a misnomer to expect component beauty to be irrelevant. Let’s go back to Ingenious. The game’s primary beauty comes from its mechanics, and certainly the components are so simple and functional that they in no way interfere with the game. But the components are also very beautiful, in the sense that I mean above, in that they give me that sense of immersion. Think back to when you were a kid, when just about anything spiked your imagination. It didn’t have to start with a television show or a book for your mind to start telling its own stories. Looking through a telescope, or just staring at the vastness of the roads before you (I grew up among miles of cornfields) was enough to amaze. When I look at an Ingenious game in progress, it reminds me of looking through a kaleidoscope, watching the colors swirl in and out of focus. It would be a sad mistake for somebody to think an abstract game like Ingenious doesn’t have a story to tell – it’s just a story that’s driven more by you, and less by the game. And the beautiful components do much to make sure that the story told by the mechanics, by the actual play of the game, keeps you enthralled.

So what I want from my components is functionality and beauty, but more importantly, beauty. A very beautiful game can overcome a lapse in functionality, while there’s no real substitute for beauty. The primary beauty doesn’t have to come from the components, but the components should be beautiful enough so that the game does not suffer as a result. But everything I’ve discussed so far is about a game in play, and there are two more important points to be made about components: the box, and the price.

I have a wall of about 50-60 games now, and when I have people over to play some, I start by just asking them what looks interesting. And of course, the first impression a game ever makes upon them, or upon me, comes from the artwork on the box – as well as the size of the box. The artwork on the box goes in line with everything I said above, except that the first impression means that it’s possibly even more important. But the size of the box is something slightly different – not only does it affect some “functionality” (shelf space), it creates certain expectations for a game.

In my experience, expectations for the length and depth of a game are much in line with the size of the box. My friends have really embraced the Fantasy Flight reprint of Hey, That’s My Fish!, which is a 15-30 minute game that comes in one of the tiniest game boxes I own. The small box creates small expectations, in line with the play time, but the beautiful components and reasonable depth of the game mean that those expectations are more than met. On the other hand, Kingdom Builder comes in a very large box, yet isn’t much longer than Hey, That’s My Fish!, and isn’t much deeper (as far as I can tell). These expectations are mirrored exactly with price – when we’re looking at somewhat similar games with regards to length and depth, yet one is $12 MSRP and one is $60, you can see why Kingdom Builder has been met with some disappointment, even though its components are truly gorgeous and the mechanics are solid. I can’t help but think it could have been a big hit at $30-$40 MSRP, in a Carcassonne-sized box (with cheaper components, though, of course).

Of course, all of these things are up to the publisher and not the designer. Yet, I would never tell you to try and distill the game away from its components – a game is truly a product of both its components and its mechanics. However, while unreasonable prices and box sizes will always result in indignation from me, you can certainly learn to adjust your expectations once the game is on the table and appreciate it for what it is. Don’t deny yourself a chance to get lost in the beauty of a game.

 

Review: The Dwarf King

Quite a while ago, I interviewed Bruno Faidutti for this very site about Isla Dorada and other upcoming projects, one of which was the recently released trick-taking game The Dwarf King. Published in both the USA and Europe by IELLO, The Dwarf King is a very typical “chaotic fun” Faidutti game which has players enjoying some crazy twists on the classic trick-taking genre of Hearts, Spades, Euchre, et al. Here’s a reminder of my scoring categories:

Components – Does the game look nice? Are the bits worth the money? Do they add to the game?
Accessibility – How easy is the game to teach, or to feel like you know what you are doing?
Depth – Does the gameplay allow for deeper strategies, or does the game play itself?
Theme – Does the game give a sense of immersion? Can you imagine  the setting described in the game?
Fun – Is the game actually enjoyable? Do you find yourself smiling, laughing, or having some sense of satisfaction when it’s over?

Components: This is one gorgeous game. The box is an extremely nice “book” style case with a magnetic seal, and the artwork on both the cover and the cards is fabulous. The cardstock seems strong, but the cards are easy to bend because they are very tall and thin – one of the strangest card sizes I’ve personally seen, but their large size means they are easy to read and leave a lot of room for illustrations without looking busy. Apart from the cards and the rulebook, the only other components are a stack of thick, square tiles that provide the scoring rules for each round. Although very nice, they could have easily been cards to bring the price down a little. $20 MSRP is a drop in the bucket compared to most games, but I’ve also seen games of similar weight and length that still look nice for as little as $10-12 MSRP (Famiglia comes to mind). In addition to the price being a little higher than I’d like, I have a few other complaints. The box lid doesn’t really “cover” the bottom of the box on the top and bottom – the seal only goes along the sides – so cards have slipped out of the box while shut. My other complaint is that one of the tiles and one of the cards both have typos on them, which is something I find infuriating, as it immediately destroys any sense of escapism or wonder. You also need pencil and paper to keep score, and some sort of scoring marker or just a pad of paper and a pencil would have been a nice gesture. These quibbles keep me from giving it perfect marks here, but you’ll still enjoy the art and design immensely – it’s bright, colorful, fantastical, and fun. 

Accessibility: How simple this game is really depends on how familiar you are with trick-taking games. Where I live, everyone has played either Euchre or Hearts at least once. The Dwarf King is actually simpler than those – there’s no trump, and no strange rules about what can be played when. In fact, one of the best parts of the production is that the rules for the special cards are printed right on the card, which may seem like a no-brainer, but it’s wonderful to have (anyone know where I can find a Tichu deck like that?). The scoring rule changes in each round, but you will have the scoring tile right in front of you to remember the goals, and the lack of a trump suit makes things simpler as well. The only challenges are that a few of the special cards give the person who played them points even if they don’t win the trick, and remembering that a new special card is in the deck each round in lieu of the previous card – during early plays you may find yourself playing around a card that isn’t there anymore. Even if you’ve never played a trick-taking game, though, this one is arguably the easiest I’ve ever played. 

Depth: In my interview, I called Faidutti’s trademark “chaotic fun” and he said that The Dwarf King was an example of that, and I agree. There are some tough decisions to make, but I feel like the decisions made in the game aren’t so much trying to outplay the other players as they are “betting” on who has which card. So the game gives a good sense of tension, but not a good sense of control. There are certainly small ways to bait other players by which card you play when you follow suit, but without a trump suit there are fewer opportunities to capitalize on that. In many trick-taking games, some sort of bidding system allows you to take advantage of a bad hand, but in The Dwarf King you are largely at the mercy of what you’re dealt. It’s not as bad as something like a game of Fluxx – you’ll understand where you stand during a round. The problem is that right from the beginning of a round, when you understand that by luck of the draw you’re already pretty far behind, there’s not much to be done about it. 

Theme: By nature of the mechanic, trick-taking games have little room for thematic play, but I feel like The Dwarf King makes use of every little inch of space available. The character cards have funny abilities that match their names well, and the art is not only beautiful but also gives off an appropriate “silly” vibe that matches the chaotic gameplay. I also think something as simple as the names of the scoring rules add a lot, and play off the idea that the characters in each trick are fighting each other. It doesn’t transcend – you still feel like you’re sitting there throwing down some numbers, not fighting in front of a cartoon castle – but the  goofiness of the theme really rises to the surface and makes you feel comfortable with the chaotic nature of the game. 

Fun: When we sat down for our first play of The Dwarf King, I described the rules but didn’t really mention anything about the nature of the gameplay or how it would feel, because I didn’t know – all I knew was my experience with Faidutti’s other games. Opinions were quite split – some appreciated the game for its zaniness, and some were so frustrated by the randomness that they never wanted to play again. If you like to feel in control during a game and hate losing “to the game” instead of to the other players, this is not the game for you. But if you’re willing to loosen the reins and be a passenger while the game takes the wheel, it can be a wild, chaotic, enjoyable ride. The problem is that you might be the “backseat driver” kind of passenger.

Before you consider purchasing The Dwarf King, ask yourself why you would want to play it, or why you play games in general. If you want to play because you want to win (and I often do), or to have a challenging battle of skill against other players, look elsewhere. If you play games because you want to socialize, and can separate yourself from needing to feel in control of the game, The Dwarf King is a gorgeous, inexpensive game that could give you plenty of laughs and conversation.

Rating:


 3 out of 5

 

Game Designer Interview: Michael Schacht

You’re probably familiar with Michael Schacht, designer of 2007 Spiel des Jahres winner Zooloretto, as well as a vast catalog of highly-acclaimed games such as China, Valdora, and The Golden City.  MeepleTown reached out to Mr. Schacht shortly after the announcement of his two upcoming games, Africana and Zooloretto Würfelspiel, and he graciously took time out of his schedule to chat with us.

First, I was wondering if you would talk a bit about how you became interested in the world of board game design.

There were always phases when I liked to play card and board games, but there were so many other interesting things, so I frequently lost the connection for some time. But games always came back. As I can remember in school, I made a expansion for Risk by adding Antarctica. That was kind of a start. When studying, I was fascinated by computer games and creating them (on the Commodore Amiga). That was the first real examination into inventing games for a longer lasting period of time. That lead to a quite complex Civilization-style freeware game called “After the Flood”. That work also influenced me to create two boardgame ideas (one of these is mentioned later). By chance I heard of a designing contest; I participated several times, and it lead to the first releases Taxi and Charts.

How does your design process work?  Do you come up with a strong theme and try to construct mechanics that complement it, or do you usually have the gameplay ideas first and then find a theme that fits?

Nowadays I mostly start with a mechanism idea. Inspiration is often my environment and daily life. If have the necessary initial idea (doesn’t have to big) or a concept idea, I’m thinking very long about it (with every year it becomes longer) until I make a very first prototype. Now I try to recognize the dead end ideas earlier. Shortly before the first prototype, I write down the complete rules. Then I see the all the missing details. Finally, the first prototype often gets re-designed several times because things always don’t work as expected. After a lot of simulations, it is really time to make a test with real people, because checking the fun component now decides whether to continue the work or kill the idea. Well, just a few ideas surpass all these phases and get finished.

ZoolorettoWhen Zooloretto won the 2007 Spiel des Jahres award, it was up against some very strong competition in Thebes and Thief of Baghdad.  Did you expect to win?  How has your life changed since receiving the most prestigious award in boardgaming?

Well, I saw some kind of chance but didn’t expect to win. I am happy that from all of my games Zooloretto made it, as it is a well accepted family game. The two games  you mentioned, as well as Yspahan, are both elegant designs and worthy of the main prize. At that time I was already very engaged in the game scene for years. So, it didn’t make a big difference for opening the publishers doors. Anyway, the year of the win was full of public interest in my work and a lot of fun. But most important was the win for me personally – an incredible, lasting honor.

You have the rather unique practice of offering mini-expansions for some of your games on your own website, including several new maps for China.  What kind of reception have you gotten from fans of these games?  Do you ever consider a game design “finished”?

Nowadays there are so many free expansions around that it doesn’t make a business effect. So, it is kind of a service offer: some players are interested in diving deeper in my games. Same with the China maps project and the whole online games platform on my site. Most people think I am already planing the expansions when creating a game. But that’s the exception; nearly all expansions were created after the release of the basic game, so this has no problematic effect on finding the end of the creation process. There are so many other difficulties in designing good games, but “finding the end” is usually not one of them, because I have worked before in a creative job where you have to have things ready in time – that forces decisions.

What types of games do you enjoy playing in your spare time?  

There are not a lot of chances for me to play already released games. So, I usually concentrate on the most important new games, which is hard enough.

Are there any recently released games by other designers that you’ve been particularly impressed by?

For my kind of creating games, Cartagena from Leo Colovini impressed me as it is so simple but involving, and not only for non-gamers. As a gamer, Puerto Rico is the archetype of modern boardgames. From the perspective of a game designer (and as a more recently released game), Dominion has an impressive concept.

While most gamers are familiar with Zooloretto and the “gold trilogy” (Valdora, The Golden City, and Felinia), over the years you have designed quite a large catalog of other games.  Are there any of your designs that you feel haven’t gotten enough attention from the boardgaming world?

As there are so many releases nowadays, 99% of the games don’t get the rewarded attention, and not only my games are meant. That leads to playing each game just once, which is really sad because some of the games need more than one play.

Coney IslandConey Island, a unique amusement park themed game, was released toward the end of 2011, but unfortunately is not yet available in the United States.  Can you please tell us a little bit about the game?  Did you ever have the opportunity to visit the real-world Coney Island when there were still theme parks operating?

There is still a chance for an American edition. The publisher is discussing this with possible partners at the moment.

The main mechanism of Coney Island is to bring your showman to the gameboard where the amusement park has to be built. This action has a lot of consequences. Which showman I place influences my income. To be able to place them, the building site has to be enlarged. And to gain attraction points the players have to erect big attractions. This element is special, because you don’t just replace your own showmen for that, you can also replace opponents showmen; that also reduces the income. Additional five person cards can refine your strategy.

But Coney Island is not only simply about building up, because at game end you shouldn’t have too many showman left on the board that would bring you negative points (you’d better have the big attractions). So, timing is very important in the game: if you replace your showmen early you will not have high income, and if you’re late you will lose a lot of points.

I visited the original park maybe 10 years ago — at that time, the roller coaster was just a ruin. Nevertheless, the theme was a suggestion by the publisher. The original theme was Rome, located right after Nero had burned down the city.

AfricanaYour new upcoming title, Africana, was just recently announced.  It appears to use some of the same concepts used in your classic game Valdora.  How much do the two games have in common?  What new things will Africana bring to the table?

The connection between both games is the book mechanism, which works nearly the same way. Besides that we have two different games, differing in rules, gameplay, and rhythm. If you compare the boxes, you can’t miss that the illustrator Franz Vohwinkel spent a lot of time to work out graphical links between the covers. At first sight you see that both are part of a series and also the name gives a hint on that. And I can imagine that there can be a further “book game” in the future (although no prototype nor concept exists so far).

Africana is kind of a modern traveling game and a race with a lot of competition and interaction. The turn decision can be more complex than in Valdora, but there is a concentration on strategies you can play: there are two main directions you can play (collecting art or concentrating on expeditions), or maybe a mix of these. So, overall Africana is simpler and more of a classical family game than Valdora.

Zooloretto Würfelspiel, which appears to be a dice-based recreation of Zooloretto, was also just announced.  Can you give us some details on what we can expect from the new game?

It is the shortest and the best for two players in the series so far. The basic Zooloretto mechanism remains, and you also have animals, enclosures, money, and the barn, but all very reduced. The twist that makes the game fast is that you always roll two dice at once and have to distribute both to the wagons. That sounds harmless but makes a really nice decision. Another new aspect is getting a bonus for filling up enclosures first. Some of the players comment the dice game is the essence of Zooloretto.

Please allow me to indulge myself by asking a very self-serving question: My wife (fellow MeepleTown contributor Hillary) is amazingly skilled at the Zooloretto; she often not only wins, but fills all of her animal pens without taking any negative points from the barn.  Do you have any top secret Zooloretto tips that might give me a snowball’s chance in hell of winning against her?

Getting no negative points doesn’t necessarily make the win. Personally, I try to start with not too many different species. Then I can try to collect animals that others don’t have or where there is not too much competition. With a high number of players it is harder to get your enclosures full; here is offspring very valuable. With a low number of players, being the last in a round offers a good chance for “blind” drawing because most animals will fit. I usually try to fill up the 4-place enclosure at first and then the 5-place enclosure, hoping to make some extra money by exchanging and adding tiles to fill again. The 6-place enclosure can be filled at last, as it generates no extra money as a bonus.

Finally, is there anything you’d like to say to our readers?

There are so many extremely interesting complex games around; that’s really great for us gamers. But dear designing colleagues, please don‘t forget about creating family games.