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these
points per system can be colonized.
That's bad enough, but when you throw in the fact that 5 of the
planet chits are ice planets and space pirates (neither of which
you can initially colonize), it can render entire systems
unusable. The rules do provide a method for getting rid of
pirates (upgrading your mothership with enough cannons) and
converting ice planets (upgrading your mothership with enough
cargo rings), but from what I've seen so far, the game will
often be decided before anyone does much to pursue these
solutions.
The
victory point system seems skewed, too. While it will take nine
resource cards to build a spaceport (four for the colony, and
five for the spaceport augmentation), it only takes four
resource cards to build a trade ship. The spaceport and its
colony will get you two victory points. The first trade ship to
visit one of the four, friendly alien races will get you the
alien friendship token, which will also get you two victory
points - not to mention a card providing you with some type of
play bonus for the remainder of the game. While there are still
alien races to visit, the decision is simple, and the points are
pretty easy to get. "Fame Rings" are the true wild
card in the game - they are awarded for providing the right
answer on the majority of event cards. As answering these event
questions is about as intellectually challenging as taking out
the garbage, victory points (1 for every 2 Fame Rings) are being
regularly handed out for little more than having a pulse. While
this may be a desirable methodology for a pre-school,
self-esteem-building exercise ("You did great,
honey! Have a ribbon! Next time, though, you might want
to try to run in the same direction as the children you're
racing against! But you were just wonderful!"), I
prefer the more old-fashioned approach of requiring players to
actually earn their victory points. Call me nostalgic, I guess.
I
would also have to conclude that making all the players start at
the same end of the board isn't such a hot idea. Not only does
it make a game of interstellar colonization eerily resemble the
Oklahoma land rush of 1889, it forces the outcome of the game to
have an even greater reliance on the randomness of those silly
rocket balls, and the occasional (but equally random) event card
providing a "spacejump" to anywhere on the board.
I
may never know the circumstances and events surrounding the
design and development of this game, but I can imagine a
scenario in which the respected Mr. Teuber is testing a
less-frazzled game design, and regularly getting interrupted by
calls from his publishers, asking when the design will be ready,
and being told that "we've really got to move on this,
because we don't know how long SETTLERS will stay a hot
item". We also know how the smell of money draws marketers
out of their offices, forcing them to swim mindlessly toward its
source, and providing any "assistance" they can - such
as a touch of TRIVIAL PURSUIT here, and a touch of PACHISI
there. Maybe there's an element of truth to this, and maybe Mr.
Teuber just had a parlor game he had to get out of his system.
One thing is fairly certain, though. Some people in the industry
will invariably derive the wrong lesson. Like the grunting
primitive pointing at the bat bones thrown on the hide, and
blaming Grog's gangrene on a furious frog god, certain
"experts" will point to this game and unequivocally
state "See there? This is what happens when you
spend too much money on a board game." And, in a sense,
perhaps they'll be right (for all the wrong reasons), because
when a lot of money gets sunk into what is originally a labor of
love, love often has a way of getting lost in the fluttering of
Armani suits, the banging of Gucci briefcases, and the six-tone
rendition of Dixie that identifies cell phone-fed
micro-management.
To
balance things out somewhat, STARFARERS OF CATAN is certainly a
playable game. In fact, I can even recommend it, if you're
looking for something of a common denominator between the
strategy arena and the luck arena (like the original SETTLERS,
but with more emphasis on the luck factor). For the rest of us,
though, it's a pretty safe bet that Klaus Teuber will design far
better games in the future - games probably more deserving of
the large budget, yet forced to reveal their elegance and
compelling mechanisms through a more modest array of components.
I look forward to them.
CAROLUS
MAGNUS
a review by Darrell Hanning
"I
cannot believe that God would choose to play dice with the
universe." - Albert Einstein
The
dichotomy seems to be an almost inextricable function of our
intellectual workings. The subconscious predisposition toward
binary categorization can be seen to serve as a quick-judgement
tool often useful in a crisis. (Fight the sabertooth, or
vamoose?) Unfortunately, it is used far too often, and often
inappropriately. We use it like a club, pounding away any
disturbing implications of the world around us. Women are in this
group, while men are in that group. Non-Christians are in
this group, and Christians are in that group.
Democrats
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vs.
Republicans, Socialists vs. Capitalists, Ford vs. Chevy,
American vs. imports...the list is almost endless. It seems that
only in retrospect can we realize the pitfalls of seeing
everything in terms of black and white, and at that point, the
water is already under the bridge, the milk is already spilt,
the horses are out of the barn, and the baby is wondering just
why in the hell he was thrown out with the bath water.
When
I first saw CAROLUS MAGNUS, I saw it as an elegant beauty of a
game. And the temptation to establish a dichotomy in reference
to it is almost irresistible. But I won't. No...wait, yes I
will. Knowing full well that most (if not all) dichotomies are
pure bunk, I will say that there are two kinds of board games:
Those that give you rules you spend the whole game trying to
grasp, and those that give you rules for which you spend the
whole game trying to grasp the implications. CAROLUS MAGNUS is
decidedly in the latter group. It is the uncluttered sports car,
the clean lines of which belie the brute force resting beneath
the hood. No later than five turns into the game, you will have
a complete understanding of the rules. And then the implications
push you into your seat, and you start to feel a little awe at
what this baby might do at full-throttle.
CAROLUS
MAGNUS is Charlemagne, or Charles the Great, and the theme of
the game is that he is visiting the various provinces of France,
deciding which court faction controls them. Of course, the theme
is about as pertinent to this game as the physiological means by
which Mr. Ed learned to speak is pertinent to a certain TV show.
It's somewhat clear from the play of the game that one is
involved in some sort of real estate deal, but the details of
the underlying social-political situation are utterly
irrelevant. The game could just as easily be about Jesus
deciding who controls which clouds (in which case it would, no
doubt, be named Messiah Magnus). Or, it could be about
Tom Selleck deciding which of his P.I. buddies is going to stake
out which bad guy hangout. (In which case, of course, it would
be...(shudder)...Magnum Magnus). But before I intrigue
some Hollywood pinhead, let's get serious about this game.
When
you dump out CAROLUS MAGNUS, you're ready to play. Well, almost.
It's about as close to that as you'll ever get in a game more
involved than JACKS or PICK-UP STICKS. There are umpty-doodle
wooden cubes in five colors - red, green, blue, yellow, and
purple. How many cubes are there exactly? (West Palm Beach
residents may never know exactly how many, even if they were to
agree on what colors are present, and how many colors each cube
has.) It doesn't matter, and if you do happen to run short, grab
some out of your copy of some other Euro-style game. (Offhand,
it seems to me that if you run out, you're playing the game way
too defensively.) The pile of cubes goes in the middle of the
table, like multi-colored landfill. Around this pile you place
15 "land" tiles in a circle. The tiles are variations
on collections of hexagons, much like the Rubik's Cube pieces
are variations on collections of cubes. Picking 3 cubes of each
color, you randomly place one cube on each land tile. The
Charles token is then placed on any land tile. Each player takes
a "court", which is a smallish board with positions
for marking control of each of the five colors. The players take
turns rolling the color dice (red, blue, green, yellow, and
purple on five of the sides, and a "wild card" on the
sixth side) for a total of seven rolls, and collects cubes
matching their results. When a "wild card" is rolled,
the player can take one cube of any color he wishes. The game is
now afoot.
Each
player also has 5 cardboard tokens, with the numbers 1, 2, 3, 4,
and 5 on them. At the beginning of each new game turn, the
players openly select one of their tokens they have yet to use
(the first player in the previous round picking first). The
tokens are then compared, and player turn order goes from lowest
number to highest number. Ties go in the same order the
respective players went in the previous round. A used token
cannot be re-used until all five have been used. Token selection
is crucial, once the game is well underway.
On
a player's turn, he first chooses what to do with 3 of his 7
cubes. A player may play some or all of the 3 in his
"court", in an effort to either gain control of one or
more colors (by having more cubes of that color in his court
than anyone else has in their court), add to his advantage in
one or more colors in his court, or try to catch up to someone
else who has a large advantage in one or more colors. A player
can also place some or all of his 3 cubes on the land tiles, in
an effort to make control of those tiles more difficult for the
opponent (or easier for himself).
The
player then moves Charles clockwise around the board, a number
of land tiles up to but not exceeding the value of the turn
order token he played. Where Charles ends his move, he judges.
How he judges is by comparing who has control of the color of
the cube - or cubes - present on that land tile. That is, if you
control the color red, I control the color blue, and there are
three red cubes and two blue cubes on the tile, then you gain
control of the tile. If it is a tie, then nothing happens. If a
player does have control, then that land tile is awarded to the
controlling player, and this is indicated by placing one of the
player's pawns on that land tile. The pawn not only indicates
ownership, it also counts as one point in favor of the
controlling player, if Charles subsequently lands on that tile
again. In addition to this, if control is
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