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BABEL
& SAN MARCO
reviews by Dave Bernazzani
For
several years now, the German game company Kosmos has been
releasing a series of high quality 2 player games all packaged
in the same small box format. This series has been well received
by the gaming community - especially favorites like LOST CITIES,
HERA & ZEUS and the SETTLERS OF CATAN CARD GAME. The most
recent of these games is called BABEL and I think it's one of
the best in their already solid lineup.
BABEL
is a card game, although it does come with a nice tri-foldboard
and some nice looking stone temple markers (one for each
player). There are two types of cards included - temple cards
and people cards. Five different civilizations are depicted on
the people cards and each civilization has a matching temple
foundation on the board. The temple cards are built upon these
foundations and range from a low of 1 (which can only be built
on an empty foundation) to a height of 6 which is a
"complete" temple. These are built in ascending
sequence and are worth victory points according to the highest
valued temple card placed on the foundation. One restriction is
that a player cannot build a temple higher than the number of
people cards which have been played to that location - so a
player must always balance building temples with increasing
support from their people. Adding up all five temples on one
side of the board gives a player their score and there are
certain thresholds which must be met to win the game. I'm amazed
at how quickly the scores can change through good fortune and
from clever card play - it is rare that I can predict the
outcome of the game until just before the end. I rather like
this feature of the game!
Game
play is relatively straightforward. Each turn a player gets
additional people cards and temple cards to use during their
turn (actually the temple cards available for play are turned
over by your opponent at the end of their turn). Players can use
their people cards to move their stone marker and visit various
temple locations on their side of the board. Once they have
arrived, they can play additional people cards to the location
and can attempt to build up the temple at that location to score
points. So far... so good... but if this were all there was to
the game, it might not hold interest for long. However, there is
much more! In addition, each civilization has a special power
which can be invoked if three matching cards are adjacent in a
row at their current location. The powers include stealing or
destroying temple levels, banishing or stealing your opponent's
people cards and allowing you to skip a temple level. As a last
resort you can reduce the cards in your opponent's hand in half
instead of using a specific civilization power. With every use
of these powers, you must remove one of the civilization cards
from the board and so your support grows weaker for that temple
location. These actions, when used appropriately, can turn the
tide of the battle quickly and make for an exciting game! Of
course you need the right cards at the right time - and I'll be
honest that there is a moderate amount of luck in this respect.
But there are plenty of decision points and there are several
actions you can perform on your turn to try and make the best of
the cards dealt - and the fact that it all plays out in about 30
minutes means that you won't have to wait long if things go
poorly!
The
game is currently only available in German. There is a small
bit of text on each card that represents the special power of
the civilization. Since there are only five civilizations, there
are only five powers that must be learned. With the English
translated rules (available when you buy from the better retailers
you can refer to the special powers at a glance. After
a few games, they are easy to remember. But here is some good
news! Jay Tummelson will be doing a Rio Grande Games version
that will feature the same great components but in English!
Rumors are that it will be available in the spring of 2001.
Overall
BABEL is a great fit to the current Kosmos 2P lineup. I would
say that it is slightly above the complexity level of their
average game - but easy enough to teach and play with most non
gamers (probably slightly easier than, say, HERA AND ZEUS). It
has just enough tactical elements, meaningful decisions and a
modicum of luck that I enjoy in a game. Moreover, it has that
"must play again" factor that gives me the desire to
try it one more time before putting it away. Unless you are
seriously allergic to card games, I highly recommend you check
this game out! Keep up the good work Kosmos!
SAN
MARCO is the new Alan Moon / Aaron Weissblum release from
Ravensburger and will be released in early 2001. I had the
distinct pleasure of trying the game just prior to its release
one weekend back in early December with Alan and Aaron's group.
I only managed two plays and so will refrain from a full review
until I get more plays under my belt but will say that I enjoyed
the game and it went over very well with those whom I gamed with
that weekend.
The
game has an EL GRANDE feel where players are vying on the board
to have the most influence in six different regions
(representing the six districts of Venice) with the
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winner
having the highest score after three rounds. The play revolves
around the acquisition and use of cards - some are action cards
(good) and some are limit cards (bad). Each round is broken into
a series of turns where the players obtain and use their cards.
These cards let players perform critical actions such as placing
their aristocrats (small wooden cubes representing influence) on
the board. The cards vary in power (for example, the 'Doge' card
lets the owner score a region which makes it particularly
desirable). However, with the action cards often come limit
cards. With each limit card that is acquired, the player edges
closer to closing out the current round. Once any player goes
over 10 limit points, the current round draws to an end and they
miss an opportunity to participate in a final "bonus"
turn of play before the next round begins.
The
central mechanism and the game's best feature lies in the
distribution of cards, which are divided up by one player and
are chosen by the other players. It's the classic "I get to
cut the cake, but you get to choose which piece to take
first" which drives the game along. The card decisions are
very interesting - since some cards are bad and some good the
divider must chose carefully so that his opponents (who get to
choose their pile of cards first) do not get the better of the
deal. If you put too many good cards in one pile - your
opponents will take it quickly and leave you with the leftovers.
If you know your opponent is in need of a certain card, you can
often tempt them with that card plus a few high value limit
cards which are undesirable (but if their need for that good
card outweighs the bad cards they get with it, they might just
take it!). This division is done in a rotating manner each turn
- so in the course of a game everyone will get to do this
several times. I found the division process is very enjoyable
and can cause some very tense decisions.
Other
positive things about the game - the components are top notch.
There are little bridges which get built during the game to
connect regions and they are nicely molded plastic. The card
stock is thick and the board graphics are very colorful (I found
the board a slight bit garish but most found it very pleasing
and in any event it was quite functional). The rulebook comes in
multiple languages - including English. The influence cubes and
other markers are wooden as is common in the better German
games.
The
downside of SAN MARCO? Well, it only plays 3 or 4 players. I've
only played twice with 4 players (where two players divvy cards
each turn) although I've heard from at least two other people
that it played well with 3 players (where one person divvies
cards for the remaining players each turn). Also, the decision
making for choosing cards can be very agonizing. If you are
playing with slow players, the game can drag on and so there is
some potential for bog-down. But if your players are making an
effort to divide up the cards and choose them quickly, this
should not be much of a problem.
Overall
I liked my first couple plays and I look forward to giving it
another go soon! By the time you read this, SAN MARCO should be
widely available.
Dave
Bernazzani lives in Massachusetts and heads up the South Shore
Gamers (SSG) which is a small but dedicated band of board and
card game enthusiasts. He enjoys all types of games - especially
board games, traditional card games and role-playing games.
DESIGN DIARY FOR "DIA
DIE LOS MUERTOS" OR CHILDREN SHOULD PLAY WITH DEAD THINGS
the inside story by Frank
Branham
Being
the complete game-obsessed person, the idea to create a game
based on the Mexican festival popped into my head even whilst
staring at the Peabody Museum's exhibit on the subject (Salem
MA, Halloween weekend, 1997). The idea of the dead roaming the
earth of course appealed, along with the idea of some of them
having to go back at different times over the course of the
three day holiday.
For
some reason, I quickly decided on a card game. But it took three
years of occasional sporadic failures to come up with something
close. Most were based on an idea of a large deck, of which
parts would be taken away each round. Some were set-collecting
games, and two were based on traditional Spanish and Mexican
card games. Finally, at about the second Mexican card game
variant, I dropped the removing parts of the deck, and replaced
it with the idea of just changing out the scoring cards each
round to simplify development.
The
second Mexican game was an oddity called TRUCO. It is a
partnership gambling game with an elaborate system of signaling
your partner. When I decided to slash and burn this awful
version (but keeping notes on the signaling system, which makes
a nice variant for the final game), I decided for a fairly
simple partnership, Bridge-like game.
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