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with what appear to be religious zoning districts, or - as I call it - "abbey clumping".
     When the last tile is played, the game ends immediately. Any thieves still on the board are scored for what road segments they have, any monks for how many tiles surround their abbey, and knights get 1 point for every city tile connected to the one they control, plus 1 point for each shield symbol on those tiles. It's easiest to get this all resolved, before proceeding to the scoring of farmers. As stated before, farmers have the potential for pulling down a lot of victory points at the end of the game - often enough to alter the fortunes of all players with farmers. This is truer of farmers placed early in the game, as these will tend to be more in the center of the board at the end, since the board will roughly grow outward in all directions. Too, completed cities have a tendency to reside closer to the center, than along the periphery.
     Indeed, the relative importance of farmers is a good reason to commit the player to keeping that farmer on the board until the end of the game. Even a farmer whose field is clearly defined and can grow no more stays on the board until the end of the game. Primarily for this reason, players are reluctant to place more than 2 or 3 farmers during a game. It's also a very good idea to try to always have at least 1 follower available for placement - particularly when there are still abbeys to be played.
     To date, CARCASSONNE has yet to grow stale for me, and this alone is worth mentioning. There are far too many games the play of which seems to reveal some form of flaw, after only a few playings of it. If I had any complaint about CARCASSONNE, it is that the game could actually do with a little more variation in tile types - different combinations of road and city segments, for instance. While the ever-different board contributes to my overall impression of the game, there are other games with randomly- or player-generated boards that haven't been as interesting. The other beauty of the game is that it plays equally well with any number of players. In fact, I wouldn't mind at all seeing an expansion set containing, say, 20 more tiles, and two more colors of player pieces.
     At $12.80 through Boulder Games, CARCASSONNE is an excellent value. I recommend it to anyone looking for something that takes about an hour to play, or looking for that game suitable for the family. While CARCASSONNE will never be confused with TIGRIS AND EUPHRATES, there is something to be said for a game which, having a modest scope, keeps itself within that scope, and is pretty much flawless in design. If CARCASSONE was a precious stone, it would not be the biggest rock at the party, but purity and brilliance of color, and the excellence of the cut would make it a more coveted piece than many of the bigger stones.

    Darrell Hanning lives in Jacksonville, Florida.

 

A COUPLE MORE "GAMES OF SPEED"
reviews by Mike Bialecki

     Speed games, sometimes referred to as real-time games, are characterized by simultaneous play, so that speed of play is usually the deciding factor towards victory. To me, these are the most frustrating genre of games. They highlight a certain aspect of one's hardwired intelligence that I seem to lack, quick-thinking. It seems some people have a natural propensity towards being able to quickly notice patterns and solutions.
     Although the card game SPEED is a classic example of a real time game, many new members of this genre have come out in the last few years. James Ernst's BRAWL is a clever twist on SPEED with a new expansion, CAT FIGHT, due out in June; Bruno Faidutti's BONGO is a luckless dice game; and Alex Randolph's RICOCHET ROBOT is a competitive puzzle solving game. Recently, two new games have arrived that I describe below. FLICKWERK by Friedemann Frieses is a fantastic little tile-laying game and LIFT OFF by Marcel-Andre Casasola Merkle is a less than stellar real-time card game about planetary colonization.
     

FLICKWERK

In FLICKWERK, players compete to be the fastest to connect computer terminals within their offices. Behind this gossamer curtain that is the theme, lies a multi-player solitaire pipe-laying game. Computer terminals are represented by orange and green VINCI-like wooden discs and are arbitrarily placed around the edge of a mach-office. Discs of the same color must be connected using tiles depicting sections of cable in various configurations (i.e. straights and curves). Each player is given an identical set of 12 tiles she must use to make her own office. The competition comes down to speed: the first player to make a legal office consisting of a 3X3 grid of tiles wins the round. The game ends after the 12th round, which should take no more than 20 minutes.

 

     FLICKWERK offers quite a bang-for-your-buck, costing about the price of a single admission to a first-run movie. Within the 20cm X 10cm ziplock bag is enough components for four players. However, simply purchasing an additional copy allows nine players to enjoy the game. The quality of the tiles in FLICKWERK is a step above that found in Cheapass's VERY CLEVER PIPE GAME; they are made from a relatively strong card stock and feature glossy color artwork. The actual art, however, may be subject to taste. The furniture and cable depicted on each tile look as if they were computer-generated from an Atari 2600. This blocky art is probably intentional to convey the feeling of playing a computer game, but I would have preferred something more substantial. The rules are short, simple, and can be taught to anybody in minutes.
     Game play can be summarized as 12 rounds of frantic puzzle solving. From the moment each round starts, players' heads are face down in their tiles struggling to put together a legal office until one opponent declares that she is done. During the first few rounds of FlickWerk, I couldn't dismiss the feeling that I was taking some strange I.Q. test. However, as the game went on, I came to enjoy the challenge of trying to beat the other players who seemed hopelessly quicker then I could ever be. Each round became a mad race as I dreaded that final shout of, "I'm done" from a superior player.
     So, if you are the type to enjoy the challenge of a good puzzle and have a knack with spatial relationships, then I highly recommend FlickWerk. However, if you demand more player interaction from your games or don't like to be rushed, then perhaps you should steer clear of this one.

Lift Off

     In Lift Off, each player represents a different human faction trying to settle new planets. To do so, they load their ships with settlers, energy tanks, and solar modules then "lift off" towards planets such as Quadra 137b, Vega Eciepsis or Pios Proxima. It is only after lift off when these star-faring settlers may mine profitable ore and terraform uninhabitable planets they wish to colonize.
     Each player receives an identical deck of 30 cards, consisting of blue cards such as settlers, energy tanks, solar modules, and security guards; red cards that include terraforming, mining, and thieves; and five yellow "lift-off" cards. In addition, there are two sets of five planet cards that make up the "gameboard". The cards are about the same size as standard playing cards and almost the same quality. The "cartoony" artwork on each card is attractive and fits well with the science fiction theme; I find it to be one of the strongest aspects of the game.
     After each player receives her deck, planet cards are displayed in a pattern determined by the number of participating players. Each player shares a predetermined number of planets between her right and left neighbors. Upon a given signal, players turn their decks face up and simultaneously play cards on to their side of the planet cards in front of them or on to a discard pile that cannot be used again during the current round. Additionally, players may place a card back to the bottom of their deck so that it may be used later in that round if it comes back to the top before the current round ends. There are only two rules that need to be followed when laying cards on a planet. Blue cards or a single yellow "Lift Off" card may only be played directly on a planet or on a previously played blue card. Red cards may only be played on a yellow card or on a previously played red card. The round ends when one player has completely exhausted her deck.
     Although these rules are simple, scoring is more complex as is usual for many German-style games. To score any points on a planet, a player must have played a "Lift Off" card on that planet (you can't very well colonize another planet if you've never left your own). To score points for having the most settlers on a given planet, the planet must have been made habitable, which requires between one and two terraforming events. I find this aspect of the game interesting. Although each planet requires terraforming to be habitable, it doesn't matter which player terraforms it. Therefore, one player may sink many resources in completely terraforming a planet, yet may miss out on the points awarded from the planet because her opponent sent up more settlers. Finally, players score one point for each mining card that they play. However, planets can be mined a limited number of times, so it is important in what order players played their mining cards; the player whose mining cards were played closer to the planet gets the points first.
     To make things even more interesting, terraforming and mining cost resources that must have been played on the same planet; mining costs one energy unit and terraforming costs 2 energy units. In addition, thief cards allow a player to steal a blue card from another player, which can be stopped only by playing a security guard. Therefore, there are many factors one must consider while one is frantically tossing cards onto planets, discard piles, and rifling them back to the bottom of one's deck. Unfortunately, I find there to be too much to think about for a real-time game. As much as I want to like LIFT OFF because of the great theme and

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