Doublesided
Open Meander, level 3: as Doublesided Meander, but with pieces
divided equally according to number and type. You place what you
want. Pure strategy.
Justus van Oel is the designer of MEANDER.
FUBI
a promo blurb from the producers
of FUBI
FUBI
is a game for young and old alike. FUBI combines table-soccer
and billiards on a 60 x 30 cm board that fits on every table.
Ivo Orlovic, the inventor
of FUBI, was born in 1947 in Zagreb, Croatia. As a child growing
up in this impoverished country, he never had a chance to play
with “real” toys. As a 12 year old soccer-loving
boy he built the first FUBI prototype with just a few nails
and a rubber band.
Orlovic held on to his childhood
idea throughout the years. And now he has finally created a
professional version of FUBI. Until now, there has been no comparable
game on the market, combining table-soccer and billiards and
inviting players to challenge each other in tournaments again
and again and again!!!
Regarding
the Boulder Games’ description of Sid Meier’s Civilization:
this game is definitely flawed, but definitely worth fixing!! I
recommend that players use the following variants:
1. Start with resources exposed, scrap the event markers.
2. Use the obsolescence variant detailed on
BoardgameGeek.
3. Use the combat variant linked to from BoardgameGeek.
4. Keep track of player production with pen
and paper! This really speeds things up.
5. Use the online errata and comments on BoardgameGeek
and Eaglegames forums.
The
game suffers from a lack of playtesting but is a great game with
just a few house modifications. It is long, but worth it!
France
in 1789 was a country in the grip of social and political upheaval.
The reins of power were being tugged away from the monarchy by the
increasingly influential bourgeoisie, while the lower classes, upset
over centuries of abuse and repression, were agitated and easily
swayed by the rhetoric of demagogues promising social and economic
redressing of their grievances. Yeah, whatever. You don't really
need to know any of that to enjoy LIBERTE’, a game designed
by Martin Wallace and published in 2001 by Warfrog (though, curiously,
the copyright date in the rules is 1999). As for me, I'm not terribly
well-versed in the history of modern France. Sure, I've a passing
familiarity with names such as Napoleon, Robespierre, Marie Antoinette,
and Lafayette. The guillotine, the Bastille, and the phrase "Let
them eat cake!" are not foreign to me. But I have a hard time
identifying the exact timeline of the French Revolution, the secondary
players, the political factions involved. LIBERTE’ is not,
however, a simulation, nor does it make any pretense toward being
one.
Thematically, LIBERTE’
covers (in the typical broad-brush "German" fashion) the
turbulent period in France from the convening of the Estates-General
in 1789 to the rise of Napoleon in 1799 (I looked that up). A nicely
illustrated box opens to reveal a large, mounted map with various
tracks and charts on it, player-aid sheets, 110 cards, 30 flat red
blocks, 28 flat blue blocks, 24 flat white blocks, 120 round wooden
player markers, and 7 neutral markers (3 red, white, and blue, and
4 black) for the various tracks. The rules are in English, French,
and German, but the cards are only in English. The production quality
is very nice, with one noteworthy exception. It seems that an unfortunate
communication mix-up resulted in a distracting color variation between
the cards and the map in one region, and a minor
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difference
in another (the color indicates a region of France, and
dictates where a player may place blocks). It's a big enough
gaffe that you'll wonder how it could have happened, but
in practice it's only an issue during your first game.
In LIBERTE’, three
factions are vying for control of France: white, blue, and
red (representing Royalists, Moderates, and Radicals). Three
to six players represent neutral political powerbrokers
who are attempting to "back the right horse" in
the upcoming struggle. The map displays France in six regions,
each containing four or five provinces, for a total of 27
provinces.
The
game is played in four rounds, each of which has five intuitive
phases. Phase One is the simple determination of turn order:
random on the first turn, but in descending victory point
order after that (it's an advantage to go last). Phase Two
is the distribution of cards: players pick up cards they've
kept from the previous round, then discard unwanted cards
and fill their hand to seven. Phase Three is the action
phase: players either play a card or draw a card (from three
face-up cards or a face-down stack), and continue this in
player order until one of the sets of faction blocks is
exhausted (but all players get an equal number of opportunities
each round). Phase Four is when battles are resolved: the
player with the most tokens in the Battle Box wins and gets
the victory points, barring an unbroken tie, in which case
no one gets the points, and a white block is used to signify
a "victory" for the Royalists. Phase Five is the
resolution of the election: players evaluate every province
and distribute votes to the winning parties. Then victory
points are assigned based on players' contributions to the
winning and secondary party.
Players put blocks into
provinces by playing cards. Most cards represent various
important persons of the era: Danton, Marat, Mirabeau, etc.
These Personality cards allow a player to place one to three
blocks in one to three provinces within a designated region.
Each stack may contain up to three blocks of one color,
topped off by a control marker denoting which player owns
that stack. No player may control more than one stack in
any province, and no province may contain more than three
stacks. Other cards are "Club" cards, and allow
a player to place one block (always blue or red for Club
cards) in any province, regardless of region. Once played,
Personality and Club cards may be kept by their owner face
up in a "personal display" (of up to four cards,
or five if a card is marked with a special "Sans Coulotte"
symbol) which is used later for tie-breakers or to place
those cards back in the player's hand for the next round.
Other cards allow various special actions: forcing players
to discard cards from their personal display, beheading
(removing from the game) Personalities, and removing faction
blocks from the board.
At its most accessible
level, then, LIBERTE’ is a game of majority influence.
Over the course of four elections, each province will contribute
a vote (except Paris, which contributes up to three votes)
to determine whether the government will be Royalist, Moderate,
or Radical. If a player contributes the most to the party
that wins the election, the player earns five victory points;
the second-most contributor gets two, and the player who
contributes the most to the primary opposition party (the
one receiving the second-most votes in the national election)
is rewarded with three VPs. In rounds three and four, four
provinces confer an additional VP or two to the winner of
that province. Ties, both in determining who wins provincial
elections and who wins overall election influence, are settled
by advancing (discarding) cards from one's personal display
and comparing the number of blocks on the advanced cards.
Every province that contributes a vote returns a faction
block to the winning player; this helps track the progress
of the election and returns blocks to the general supply.
Any provinces which end up tied (a common occurrence) send
all their faction blocks (even a faction not involved in
the tie) back to the general pool, regardless of whether
the tie is broken.
On each turn except
the first, France will fight a famous battle (Valmy, Fleurus,
Arcola). Some Personality cards and all Club cards are marked
with a cannon, which allows that card to be used to place
a token in the Battle Box (instead of placing faction blocks
on the board). Generals are a sub-type of Personality card
with a distinctive silhouette, and are fairly rare (11 out
of 110 cards). Players may earn victory points by contributing
the most to that battle and by having at least one general
in their personal display. In total, there are 12 points
(4, 3, and 5, by round) to be gained in these battles, so
they are significant.
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