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Archive for the ‘Board and Card Games’ category

My personal theory on “take-backs” in tabletop games. If:

(a) There is no new information; and

(b) the game has not changed

Then a move can be changed.

In more complex games, we are also generally pretty relaxed about retconning standard maintenance tasks that get overlooked as long as they don’t impact ongoing events. (So you can’t say, “Oh, hey, I forgot to add a reinforcement to this province that’s about to be attacked.” But it’s probably okay if you say, “I forgot to grab $300 for occupying Yu-Shang.”)

Tagline: Best German Game of 1995. Best U.S. Board Game of 1996.

Settlers of Catan - Mayfair GamesGood board games are hard to find.

This is a truism which comes about because, the plain and simple truth is, board games are expensive to produce and hard to distribute. As a result, it is extremely difficult to introduce truly experiment in a meaningful way with board game mechanics (because it’s expensive to do so), and this inevitably leads to stagnation. (Cheapass Games, as I (and many others) have said before, has escaped these limitations by pioneering an entirely different marketing strategy. But Cheapass Games is special.)

To make matters worse, where a roleplaying game can be considered successful if you use it for one or two campaigns, for a board game to be successful (at least in my opinion) it needs to have lasting replay value. Or, to put it another way, even though Citizen Kane is a better movie than Die Hard, I don’t regret watching Die Hard. On the other hand, why would I play a substandard board game with my friends when I could be playing a better board game? To put it a third way: There’s a narrower potential for variety within any niche of the board game market than there is within the roleplaying markets or movies.

So, like I said, good board games are hard to find.

Which is why it’s always a joy to find a game like The Settlers of Catan. Sure, the cynic can claim that we’ve seen everything here before (hex-based maps from every wargame you’ve ever seen; combinations of resource cards are basically a mechanic from Risk; maintaining diplomatic relations from Diplomacy; variable board set-up from Chess variants; and trading resources from many variants of Monopoly), but the true aficionado will recognize a whole which is greater than the parts.

LEARNING THE GAME

The first thing to like about this game – and something so cool it deserves its own little section in this review (although largely because I’ve been a proponent of this type of lay-out for roleplaying games for a long time now) – are the dual manuals which come with it.

The first manual, Game Rules, is used – in combination with a large, full-color Game Overview sheet – to learn the games. It reads like a fairly standard game manual – taking you step-by-step through the game, with examples of play, repetition of concepts, etc.

But the game you learn is only a beginner’s version of the rules – most noticeably, the variable board rules (see below) are excluded in favor of a “standard board”. After playing your first game, you can proceed to the Settler’s Almanac to spice things up.

What makes this so cool, though, is that the Almanac is a reference for all the rules in the game. In the Almanac, however the rules are grouped by topicality, and are presented in a very technical format.

What does this mean in practical terms? Well, I’ve always disliked the fact that – with most games – you have to go wading through a manual designed to teach you the rules in order to reference the rules. The rules themselves are often spread out and buried behind the explanatory text. No such problem here. Because the Almanac is nothing except rules, reference is easy. And because the system starts simple and then lets you add in the more complex elements, its very easy to learn. The Game Overview sheet also contains a handy turn sequence reference, and every player gets a Building Costs card which summarizes the resource cost of building (see below).

Make no mistake about it, The Settlers of Catan is a moderately complex game (some would argue that it is a very complex game, but then some have never played Advanced Squad Leader). But the system they’ve implemented for new players to learn makes it seem as simple as Monopoly.

THE RULES

So what is this game all about?

The game is played by three or four players. Each player represents a group of colonists who have come to the largish island of Catan. By building settlements and roads you control various resources on the map, and by possessing resources you can build settlements, cities, roads, or development cards (see below).

GOAL: The goal of the game is to collect 10 victory points – which you do by building settlements (each worth one point) and upgrading those settlements to cities (making them worth two points). You can also achieve victory points through certain combinations of development cards, or by achieving certain meta-goals (such as the “Longest Road”, which gives you two victory points).

BOARD SET-UP: This is probably the most commented upon feature of the game: The board for The Settlers of Catan is variable, meaning you set it up differently each time you play. (Imagine, if you will, that Park Place and Boardwalk were in different places every time you played Monopoly.)

Basically the board comes in the form of seven types of hexagons: Mountains, Hills, Forests, Pastures, Fields, Harbors, Ocean, and Desert. Using a specific set of guidelines you randomly place these hexagons out onto the table, ending up with the island (composed of the five types of land the single desert card) in the middle, encircled by the ocean and harbor hexes. In addition, there are chits which bear little numbers on them – following a specific pattern these are placed one to each land hex (except the desert).

Finally, each player places two cities and two roads onto the board (there is a specific mechanism to figure out who gets to place their cities first and so forth). Cities are placed on the intersections between hexes (and thus always border three hexes) and must be at least two intersections away from any other city. Roads run along the edges of the hexes, and must be connected to one of the player’s cities. (Each road piece is one hex is long.)

GAME PLAY: Play proceeds in turns. First, you roll two six-sided dice. Compare the number you roll to the numbered chits on each hex – any hex which contains a chit which matches the number you rolled produces resources on that turn, based on the type of hex it is. (Mountains produce Ore, Hills produce Brick, Pastures produce Wool, Fields produce Grain, and Forests produce Wood.) Any settlement (yours or other players) which borders one of these hexes collects a resource card.

TRADE AND NEGOTIATION: There are two types of trade in the game: You can trade with other players (only the player whose turn it is can engage in trading); or you can trade overseas. Trade with other players is based entirely on negotiation and is, in my mind, the core of the game’s effectiveness and replay value – because it adds the complexity of human interaction into the outcome.

Trade overseas is mechanical. Anyone can trade four resources cards of one type for a resource card of any other type. However, if you control a harbor (by having a settlement on the intersection with a harbor hex) you will get better trade ratios – sometimes on all resources, sometimes on only one type of resource. (It depends on the harbor.)

BUILDING: Finally, resource cards are spent in specific combinations to build new settlements and roads, updating settlements to cities, or purchasing development cards. Development cards can do a variety of things (from giving you additional victory points to garnering you resource cards).

THE ROBBER: Finally, there is the “Robber” – who wanders around the board stealing resources from one player and giving them to another. There’s a specific set of mechanics governing the use of the Robber, but I won’t go into them here.

SOME NOTES ON EDITIONS, AWARDS, AND EXPANSIONS

The Settlers of Catan was originally released in Germany in 1995, where it promptly won the Spiel des Jahres. When it was released by Mayfair in the United States in 1996 it followed up its performance by winning the Origins Award for Board Game of the Year. With the third edition (the one you’ll buy if you buy Mayfair’s version), the rules were internationally standardized (they had not been before).

There are also a number of expansions for Catan — notably an expansion allowing play for five or six players (instead of three or four). The most major supplement to be released in the States to date is Seafarers of Catan, which develops the overseas elements of the game to a larger extent (there is also a 5/6-player expansion for Seafarers). For some reason the 5/6-player expansions are not compatible with the German edition (and the German expansions are not compatible with the United States edition). I don’t know why (although, obviously the artwork on the cards wouldn’t match).

Later this year we’ll also be seeing Settlers of Catan: Cities and Knights which will expand the city rules and add warfare to the game.

In addition to all this there is a Settlers of Catan card game (non-collectible), which can be played by two players. Personally, I am very excited by the forthcoming United States release of Spacefarers of Catan, which is a stand-alone game involving colonizing space in a variable universe.

CONCLUSION

This is an elegantly designed game, and deserves every bit of praise it has earned over the past few years. The Diplomacy-like elements of the trade and negotiation which are at the heart of the game make the game a joy to play with friends and strangers alike. But Klaus Teuber has not failed to back this up with some strong strategic and tactical considerations. For example, the resources you need at various stages in the game shift gradually over time – thus you need to carefully plan how you’re going to get the resources you need to expand now, but also what resources you’re going to need to finish the game. (On more than one occasion a rising juggernaut which seemed incapable of being defeated ground to a halt because the player failed to get the proper access to the right resources to finish the game.)

Basically I’ve got only two, small complaints to level against Settlers of Catan: First, the price is a little steep. It’s well worth it, but it made the game a tough buy to get into. The prices on the expansion packs, though, really leave me wondering in some cases. (Particularly the $35 sticker on Seafarers of Catan, when the blurb says that “certain scenarios” will require the purchase of two of them!)

Second, and perhaps more importantly, there have been a significant fraction of sessions with this game where the random factor played – in my opinion – too large a roll (no pun intended). Although dice rolling is built into the system, it seems to me that the emphasis of the game is on strategy, tactics, and negotiation. But a handful of lucky rolls can really alter the whole course of the game. This was not a major problem, but it was a troubling one.

Style: 5
Substance: 4

Author: Klaus Teuber
Company/Publisher: Mayfair Games
Cost: $35.00
Page Count: n/a
ISBN: 1-56905-091-0

Originally Posted: 2000/04/06

This is a fascinating review to read in hindsight. First, because it’s kind of weird looking back at a time when Settlers of Catan was not completely secure in its position as a juggernaut of the board game industry.

Second, because my opinion of Settlers of Catan has soured considerably. (And it soured fairly quickly after this review was written. I don’t think I’ve played the game in at least a decade.) My primary problem with the game is that it masquerades as an extremely strategic game, but the outcome of any given game is heavily dependent on luck while featuring a very limited palette of experiences. It tends to attract the worst kind of casual player: The ones who think they’re Grandmasters of Chess because they have a basic grasp of probability.

One point I now firmly disagree with my former self about: Games featuring a division of their rulebooks into a beginner’s tutorial and an alphabetized rules reference generally suck. The entire methodology appears to be designed to achieve no other end than to guarantee that you’ll end up playing the game incorrectly while burying rules under arbitrarily arranged titles.

(This complaint does not necessarily apply to all games featuring introductory rulebooks. For example, Space Alert features an incredibly clever tutorial system that iteratively introduces new players to the complexities of the game. The key difference, however, is that Space Alert also features a complete rulebook which is organized procedurally for easy and intuitive reference.)

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Ex-RPGNet Review – Mao

March 7th, 2015

Tagline: “The only rule we’re allowed to tell you is this one.” Great fun for the clever, the intrigued, and the sadistic.

MaoImagine: You sit down at a table with your gaming buddies, and they’ve all got a funny grin on their face. “What is it?” you ask, oblivious to your inevitable fate this evening will bring to you. “We’ve got a new game,” they say. “Oh?” you say. “Sounds cool. What’s it called?” “Mao.”

Maniacal laughter echoes through the room.

You’re confused. “Meow? Like the sound a cat makes?” “No, no,” they say. “Mao as in Mao Tse-tung. But that’s unimportant.”

Brave soul that you are, you say, “Well, what are the rules?”

More maniacal laughter.

“The only rule we’re allowed to tell you is this one.”

“Which one?”

“The only rule we’re allowed to tell you is this one.”

“You mean you can’t tell me any of the rules, except the rule which stops you from telling me the rules?”

“The only rule we’re allowed to tell you is this one.”

“Uhh… okay. Let’s go.”

WHAT IS MAO?

Mao, as you may have already surmised, is a card game where the first and foremost rule is that you cannot state the rules. You must learn while playing, all the while being penalized for breaking rules which you don’t even know exist. (Obviously you learn what you should be doing based on what you shouldn’t be doing and are getting penalized for, as well as the example of correct play from the other players.)

The other trick up Mao’s sleeve is that at the end of every round of play, the winner of that round gets to add a new rule to the game – a rule which he doesn’t tell to anyone else. The rule can take any form (including the overriding of the core rules) and remains in effect for the rest of the evening. Thus, even once you learn the game, you still haven’t learned the game.

The only other thing I can specifically tell you about this game is that it is played with two normal decks of 52 playing cards.

THEN HOW DO I LEARN?

There is, of course, at this point an obvious dilemma: How do you learn the game if I (and no one else) can tell you the rules and no one local to you knows how to play?

By reading an example of play.

With such an example no one is telling you the rules (and thus breaking the rules), but they do allow you to conclude what the rules are through inference.

The best resources I have found thus far are the pages of Ka Wai Tam. His examples of play are the best and most concise I have found, and he links to several other Mao resource pages.

 MAO VARIATIONS

Things aren’t quite as easy as I’ve lead you to believe.

Anyone who is a card game aficionado (I occasionally like to think of myself as such) knows that the rules of games tend to fluctuate wildly over time. Although certain centralized resources such as Hoyle’s compendium have a tendency to lock certain games into specific patterns (Parker Brothers’ version of Monopoly, for example, has successfully wiped out the vibrant sub-culture of variant Monopolies which preceded it), the tendency is still there. Anyone with a roleplaying background shouldn’t find this all that surprising – the dawn of the industry were basically hacks of D&D which differed from it to various degrees, and today the web serves as a central clearinghouse of home rules, variants, and expansions for many popular systems.

A moment’s reflection should lead you to the quick realization that the basic nature of Mao would quickly lead itself to healthy perversions, growth, and variation. After all, the core spirit of the rules discourages setting anything down in stone – and someone who plays a brief session may never pick up on some of the subtle nuances (and thus would carry a distorted version of the game with them to be taught to someone else). Plus, the fact that you are supposed to add a new rule to Mao after every round of the game lends itself to the development of favorite home rules which may lead to their incorporation into the core rules.

The exact origins of Mao are unknown. There is a strong probability that it derived from a German card game called Mau-mau (note the similarity in name). Another path traces it to Bartog, a similar card game. All of these may ultimately be bizarre perversions of Nomic.

The earliest reference to Mao is to Mark Alexander’s group at Ithaca College in New York. Where it went from there is unclear, but apparently students carried it from one East Coast college to another. By the mid-‘80s there were hotbeds of Mao variant activity in Brooklyn, Pennsylvania, and Tennessee. Today there are at least three major “families” of Mao variants, and probably far more hanging around out there that we don’t know about.

(Check out Jason Holtzapple’s Unofficial Mao Card Game Site. He has a Mao Family Tree, documenting variants which are known to him. If anyone has knowledge of other variants, I’d loved to hear about them – and I’m sure Holtzapple would, too.)

Ka Wai Tam’s version of Mao is known as “Waterloo Mao” – it’s a fairly simple and straight-forward version, and is greatly helped by the fact that his examples of play are comprehensive to a degree which many other examples fail to achieve. (The only problem I had was figuring out some specific rules relating to spades. After some brief correspondence with him I believe I’ve got that sorted out, though – and will gladly help guide anyone to the proper conclusions. Then again, maybe I’ve intuited it all wrong and have introduced a whole new variant to Mao. Such is Mao.)

CONCLUSION

If you aren’t intrigued by Mao at this point, definitely skip it. It’s obviously not your type of thing. Personally, I stumbled across references to the game while doing some web research on Nomic (which I may eventually get around to reviewing as well) and was instantly ensnared by the concept. The game is both clever and complex, successfully existing at multiple levels of play, comprehension, and strategy. I heartily recommend it to card game fanatics everywhere.

Style: 5
Substance: 5

Author: Anonymous
Company/Publisher: None
Cost: Free!
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/03/21

I remember this review creating a fascinating schism of reaction: A lot of people criticized me for posting a review of a free and public domain game. This seemed to be driven by a couple of factors: First, there were people who felt the primary purpose of a review was to tell them whether or not they should spend money on a game (and therefore a review of something free, which they could check out without paying anything, was pointless). Second, there were people convinced that Mao (or one of its variants) was so common that it was impossible that people hadn’t heard of it.

XKCD didn’t exist yet, so I wasn’t able to reference the lucky 10,000. But I felt personally vindicated in the review by those who replied to say that they hadn’t heard of the game but were intrigued by what I had to say.

For me, personally, Mao was both a revelation and a 60 day fad: I enjoyed it a lot. One of these days I should really teach it to myself again.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Ex-RPGNet Reviews – Mindtrap

February 21st, 2015

Tagline: A game of mind-benders which prove to have answers that are either too simple or simply cheats.

MindTrap is a very simple game: You get several hundred cards and a disposable pad of Escheresque mazes. Each card is printed with a mind-twister. A correct answer advances you one square along the maze – a wrong answer doesn’t do anything. First player (or team of players) to the end of the maze wins.

MindTrapTa-da.

Because of the Escher-inspired design of the maze there are two different paths you can follow to victory – one short and one long. Although the rules don’t mention it, you could conceivably use this as a crude form of handicap.

The game is competently put together, but at its heart it fails to be something to waste your money or your time on because of two fundamental flaws with the questions they ask:

Far too many of them prove to be either too simplistic or cheats. Simplistic because they are basically “mind twisters” of such a cliched sort that you were trading them with your buddies in elementary school.

Cheats because some of the answers are basically varieties of, “Hey, look at this piece of information we didn’t give you! It solves everything!”

Don’t waste your time on this overpriced, glossy paperweight. It’s another good example of why Cheapass Games is so desperately refreshing.

Style: 3
Substance: 2

Author: MindTrap Games, Inc.
Company/Publisher: Pressman Toy Corp.
Cost: $35.00
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/03/12

This review marks the end of a series of reviews written between October 1999 and March 2000 in which the only RPG-related products I reviewed were a set of character sheets for Sailor Moon. The reason for this was remarkably simple: I was between gaming groups and I wasn’t actually playing or reading RPGs. But I was able to get together with people and play board and card games with them. I initially wasn’t writing reviews about them, but then I started getting e-mails from people wondering why I had stopped writing reviews. Since I wasn’t actually digesting any RPG material, I responded by reviewing the games that I was playing.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tagline: A really great card game, although with fewer twists than we’ve come to expect from Master Garfield.

THE CONCEPT

The Great Dalmuti - Richard Garfield - Wizards of the Coast“’One day I will ride a horse like that,’ said the child to the woman as they watched the noble procession. ‘Yes dearie.’ ‘And I will have a palace, and lots of cake.’ ‘Maybe,’ she said, remembering the marble-lined halls of her youth. ‘But today let’s just to try to finish planting to the stream.’ The only place that peasant and princess change places faster than in a fairy tale is in The Great Dalmuti!

Life isn’t fair… and neither is The Great Dalmuti!

According to the introduction of the little multi-lingual instruction pamphlet of The Great Dalmuti (English, Spanish, German, and French rules are all presented in one), Richard Garfield first encountered the rules for this game while attending graduate school. As he says: “I had never seen a game like it before; it rewarded the player in the lead and penalized the player who was falling behind. The game was played for no other purpose than to play. There was no winner or loser at the end; there was only the longest-lasting ‘Dalmuti’, and the ‘peon’, the player most talented at grovelling.”

THE RULES

There are twelve ranks of cards. The ranks symbolize various levels in a fantasy society – with the Great Dalmuti at Rank 1; the Baronesses at Rank 4; Peasants at Rank 12; etc. The rank also doubles as the card’s effectiveness (with lower numbers being more effective) and as the number of cards of that type in the deck (thus there is one Great Dalmuti in the deck, four Baronesses, twelve Peasants, and so on ). There are also two Jesters, who are assigned Rank 13 – but can also act as wild cards when played in conjunction with other cards.

At the beginning of the game everyone draws a random card, which assigns their rank: The player with the highest card is the Great Dalmuti; the second highest becomes the Lesser Dalmuti; the lowest becomes the Greater Peon; and the second lowest becomes the Lesser Peon. Everyone in between becomes a Merchant (of varying ranks depending on where their cards fell).

Here’s the really cute part of the game: You have to change the seating arrangment according to your rank. The Great Dalmuti can stay where he is, but everyone else needs to array themselves out to his right, until you finally return to the Greater Peon to the Great Dalmuti’s left.

All the cards are dealt at this point (by the Greater Peon) and the goal is simple: Get rid of all your cards. Before play begins, though, is a stage of taxation – in which the Greater Peon gives his best two cards to the Greater Dalmuti in exchange for two of his cards (which the Dalmuti selects), and the Lesser Peon gives one of his cards to the Lesser Dalmuti in exchange for one of his cards.

The Greater Dalmuti then leads the first round by playing one or more cards of the same rank. Play proceeds to his right (through the Lesser Dalmuti to the Greater Peon) with each player being able to play either more cards of the same rank which was last played, or a set of cards in a higher rank. The round proceeds until no one can (or will – you’re not forced to play just because you can), and then whoever played last wins the round and leads the next.

The first player to run out of cards becomes the Great Dalmuti in the next round; the second player out becomes the Lesser Dalmuti; and so on until you reach the last player (who becomes the Greater Peon).

There are some other flairs (for example the ability to call a Revolution and an optional scoring system), but that’s the gist of the game.

SUMMARY

You may be asking yourself why you should buy this game. After all, I’ve told you almost all the rules; Garfield didn’t invent it; and you can play it with a regular deck of cards.

Well, quite frankly, because the deck of cards which is being furnished to you is really great – and cheaper than buying the several decks of cards which you would need to in order to assemble the specialized deck needed to play.

Win-win.

Which, of course, leads to the obvious question: Is the game worth playing?

Absolutely. The bigger the group, the more fun it is. It’s open-ended, while remaining competitive, and the interactions (both socially and strategically) which the dynamics of the rules lead to are really entertaining.

Garfield says one thing in the instruction manual that really captures, I think, why he has had such incredible success in designing (and, in this case, presenting) card games that capture the minds and hearts of their players: “If you’ve enjoyed The Great Dalmuti and don’t usually play regular card games, give them a try. For me there are more hours of amusement in a single deck of cards than in all the world’s movies combined. And I love the movies.”

Amen.

Style: 4
Substance: 4

Author: Richard Garfield
Company/Publisher: Wizards of the Coast
Cost: $7.95
Page Count: n/a
ISBN: 1-880992-57-4

Originally Posted: 2000/03/12

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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