<<Back
Page 10

 

      The first version used a tiny 28 card deck (the size inspired by my favorite trick taking game TWILIGHT), and almost all of the current cards. Taking an idea from STRATEGO, I made the low 3's remove 10's from the current trick. The real twist was in reversing the definition of what suits do in a card game. In mine, you can only play suits that have not already been played in a hand. (Curiously the idea was a reaction to a post forcefully pointing out that you could not design a decent trick taking game without making people follow suit. He missed the point a bit. You must have some way to Limit what people play, but there are likely more unusual variants on that yet to come.)
      In that first version, I whimsically decided to include a special powers set of rules. This worked similarly to trip tickets in WILDLIFE ADVENTURE. Playing the game, I thought once again....that it sucked. (There is a lot of this in game design I've discovered.) But there was a kernel of something interesting underneath. However, it was buried in a mire of chaos caused by all of the special powers. We found that we could block each other's card plays.
      Play 2: No special powers. The game shined. A bit dull still, but we were now able to get some idea about who had what cards, and some clever plays emerged with the reverse suits. Swap cards came in quickly to allow you and your partner to gain knowledge about each other's hands.
      I still had two problems. (1) You had absolutely no knowledge about your opponent's hands, and (2) with only three hands in a game, a strong hand gave the win to one side. Adding the dreaded exchanging gifts rule solved both of these nicely. When a team takes a trick, they now took a potential penalty, which weakened the effect of a strong hand. And cards were now migrating a bit between opponent's hands.
      It took just a few more plays to finalize, deciding which cards were black, and adding the 0's to reduce the effect of blocking just a touch. But it still took about a dozen plays looking desperately for something else to change. As many of the final round of playtesters wanted to play MUERTOS a second time immediately after the first game, I could at least tell it was a decent game.
      Actually producing the thing of course is another story. One which invariably involves lots of people who can deal quickly, ziplock bags, big piles of cards, and hand waving. Someone remind me not to do THAT again.

 

     Frank Branham is, among other things, a game collector, an all too often taken for granted provider of German game translations on the Internet, and the designer of a good card game.

 

 

 

GERMAN DIPLOMACY! HOW TO GET SOME OF THE WHEEL AND DEAL OF THE OLD CLASSIC IN GERMAN FORM
an article by Neil Carr

 

     DIPLOMACY can safely be said to be a classic in the world of boardgaming. Over forty years have passed since the game was first published and a small but healthy community of fans have followed the game in its many permutations. First face to face gaming, then play by mail and now play by email, the game thrives on its simple mechanics, dynamic gameplay, and ease to play over great distances. Avalon Hill/Hasbro has recently reissued the game with perhaps the highest production values yet seen in DIPLOMACY's history.
      DIPLOMACY however is not for the meek since it requires a good ability to read other people, build trust, and then backstab your allies at the right time to further your position. For those who have largely moved over to German gaming over the last couple of years DIPLOMACY seems to have fallen by the wayside, either because of personal distaste of backstabing or because fellow gamers have that bad taste in their mouths.
      As with my previous articles about wargames and German games in this article I'd like to detail some German titles that can perhaps give some of the effects and dynamics of DIPLOMACY, while nonetheless providing the shorter time length and more friendly atmosphere that are staples of the German game market. None replicate DIPLOMACY in any complete sense but they should provide some of the social elements that make DIPLOMACY such a dynamic game.

 

      First off I would suggest BOHNANZA by Uwe Rosenberg and published by Rio Grande Games. Some might be surprised that this simple card game would be suggested but when you look at the game it all boils down to negotiating deals and managing your resources as they evolve in the gameplay. In BOHNANZA players are bean farmers who are trying to maximize the profits from their yields. To do this players attempt to make as large a set of cards in their two or three fields before they have to be dug up and scored. Players hands have a fixed card order and determines when particular cards are played. Because of this players have to constantly be thinking a turn or two ahead and strike deals

that keep them in control of the game. The player that thinks strategically and takes the initiative on deal making is always going to be at or close to the top.
      CHINATOWN by Karsten Hartwig and published by Alea is another game that is built around negotiation. Players attempt to make and develop lucrative businesses in CHINATOWN. Money is the scoring mechanism in the game so what players barter with are plots of land and business chits. By creating blocks of continues land plots and creating as large a chain of business chits players generate money. The earlier these sets can be created the more money will be gained over the course of the game. To win the game requires players to get involved, wheeling and dealing property and business on a constant basis to maximize their investments. If you don't take the initiative then you may do adequately, but you won't win.
      The above two games can be looked at as games which require negotiation and the need to manage resources as they come to pass for the player. The next two games are different as they are built around negotiating and voting. The currency of negotiation is the positions the players have on the board at the time and their game score. Because of this the next two games come closer to emulating DIPLOMACY. This is because voting, unlike bartering for property, requires building up some trust from phase to phase that your allies will vote for you even when it is not their optimal move at that moment. Thus its possible to hang em out to dry although the severity is no where near as close as it could be in DIPLOMACY.
      RETTE SICH WER KANN by Ronald Wettering and published by Spielewerkstatt is a game about shipwrecked sailors attempting to make it to the safety of shore. It's everyone for themselves as players jump from rowboat to rowboat attempting to avoiding getting a leak and getting tossed from a full boat, but also trying to be on the right ship that can move ahead towards shore. Every phase is a voting round which determines the leaks, who gets tossed on overcrowded boats, and which boat advances. There is a revolving first player who breaks ties in voting so a great deal of the voting strategy is working around this rotating swing vote. However one must also look ahead to how that swing vote moves so that you can best position your group of sailors so that you can make the most out of your situation each turn. I should also mention that the bits for the game are great with large wooden boats, little wooden people and little blue cylinders for leaks.
      EUROPA 1945-2030 by Duccio Vitale and Leo Colovini and published by Eurogames is another wild ride through voting rounds. The game details the formation of the European Union over eighty five years. Players have to manage their population resources which grow depending on how successful they are in being a part of winning coalitions. Each turn players have a number of little wooden people (both male and female) which they have to distribute between countries that are viable for entering the EU on that turn. Each country has a limit on the number of people that may occupy it and also have a population value. If you win a particular vote then your population value goes up for the next turn and you get to redistribute your people onto new territories. The winner however is the player who has the most victory points, one for each successful coalition. Thus just because you have lots of resources doesn't mean that you'll win the game since the smaller countries, less valuable in resources, are still equal in value to overall victory. In this dynamic environment players have to make deals with one another which have to take into account future positions and votes. As with RSWK above I have to say that the components for the game are great, almost over the top. Mounds of wooden little people and rather than providing little counters to show which countries are in the EU, instead the game provides blue overlays of each country. The board itself is sprawling and makes for an impressive sight.

 

     Neil Carr recently moved from Texas to Vermont where he probably misses the food, fun, and fellowship of the Dallas Metrogamers .


 

 

ROADS & BOATS
a review by Joe Willette

      One of the more interesting companies that has started producing games in the European market is Splotter. This Dutch company has produced several games in small print runs that have been received with near universal acclaim. [TETRAGONS, ROADS & BOATS, D'R AF, and BUS -ed] The game that has probably gotten the most attention is ROADS & BOATS. While the first print run sold out very quickly, a second edition was released at Essen with a larger print run of 500 copies, some of which are still available. The game components are printed in English.
      One of the most unique things about ROADS & BOATS is how different it is from the typical "German Style" game. This is no abstract game with a theme pasted on. Rather this is one of the most detailed economic simulations to ever hit the game table. The huge 20" x 12.5" box and the stats on the side are the first indication of the depth of this game: 1-5 players, ages

Next Page>>