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September 05, 2005
Reviews and Comments (Part 3)
I have finished a couple RPGs (okay, three), but I'm going to get most of the board and card games out of the way today so I can give the RPGs a more complete consideration. In the first group, I'm combining all the new games with some sort of watery theme, just because.
So, in the complete entry, you'll find quick reviews of Captain Treasure Boots, Caribbean, Oceania, Niagara, Parthenon, Amazonas, Santiago, and Atlas & Zeus.
Yes, watery themes are popular!
Captain Treasure Boots is the newest Cheapass Games release. As such, it consists of a 4-page rulebook and 4 board sections (grids of water or numbered islands, printed in color, which seems lush by company norms), with an available bits set that adds dice, pawns, and the necessary small colored chips for play, in a box (also needed to play). The bits set costs more than the game (though you could easily assemble it yourself). Players are pirates cruising the islands for treasure. Each turn, dice are rolled to place treasure on the islands (chips drawn at random from the box). Then you roll to move your ship, likely to collect or safely deliver to port treasure and/or to line up cannon shots at other pirates (which lets you steal their treasures). Treasure comes in colors, each of which enhances some part of your ship (movement, accuracy of attacks, effectiveness of attacks, defense against attacks), plus Pearls (limited-effect "wilds") and Privateers (non-player pirates who move when doubles are rolled and mostly get in the way, though they can be sunk for points). When delivering treasure to port, you get extra points if you have more than one color to unload. The game is played until someone scores enough points to win. Nothing very sophisticated (and more than a little reminiscent of the much fancier, much more expensive, but also somewhat better Pirate's Cove), but certainly not a bad game for its very low price.
Caribbean is another pirate game, though this one is considerably trickier to master. The board is a fairly realistic map of the Caribbean Sea, with major ports and major pirate havens marked. There are three pirate havens of each color, and that is what the players control. Your objective is to lure the six pirates into bringing their booty (taken from the major ports, where it is seeded out randomly, 6 at the start of the game and 2 more each turn until all are placed) to your havens rather than to other players'. This is done by bidding. Each player has bit cards from -1 to 5, and at the start of each round you place six of those in a holder, one for each ship (the seventh is kept as a tie-breaker). Then, in alphabetical order (the ships' names start with each letter from A to F for simplicity), bids are revealed and the winner moves the ship a number of spaces equal to the winning bid, reduced by any "-1" tokens bid for this ship. Having a treasure sitting on a ship is risky, however, as other ships can steal that treasure by simply moving by! There's lots of potential for cleverness here, setting up chains of ships to rapidly move treasures across the sea. Also impressive are the ship pieces, three-dimensional stand-ups that clearly display their name (in 3 places, plus 2 more that just show the first letter) and have a convenient spot for resting the treasure in their hold. It all looks very sharp, and in support of a reasonably challenging and competitive game. Points are scored for being the first to seize a treasure (a flat 2,000) and for delivering that treasure to your harbor (4,000 to 8,000 depending on the source port, clearly printed on the treasure), and the game is played until someone scores 31,000, 41,000 or 62,000 points (based on the number of players). As is common in this sort of game, a two-player game could be highly competitive and strategic while a four-player game is fairly unpredictable and random. But since it looks to take barely over a half-hour to play, I see no problem with that!
Oceania is a rather unique idea, a game designed for 1 or 2 players. It is explicitly a simplification of Entdecker, a well-regarded older (1996) game. The theme is much the same, exploring a new land. Here, you sail into the unknown (an initially empty board, then later from already-explored locations), each turn drawing and attempting to place a tile that may contain water and land. If you can place the tile, you can also land a scouting party (valued 1, 2 or 3 from a fairly limited supply). If an area is completely walled off with land (that is, made so no new ship could get into it due to existing tiles, but not due to the impassible top of the board), "reserve" tiles are used to fill in. When the game ends (by either mapping the whole board or using up all the random tiles), each island created by the tiles scores its size to the player with the most scouts on it, with incomplete islands scoring nothing. This game is pretty, quick-playing (10-15 minutes!), and reasonably well explained in its rules (though the bit about the top of the board being impassible sea and thus not creating "surrounded" areas is more implicit than stated). The solitaire form leaves out the scouts, encouraging the formation of large islands by giving points equal to the square of each completed island's size, but penalizes the player by 20 points for every square left unexplored at game's end (and big islands risk being left incomplete). A nice, light distraction of a game, and small enough to easily carry along for whenever 15 minutes need to be filled.
Niagara is this year's Spiel des Jahres winner, so I expected great things. I wasn't disappointed. This is a unique little game, a combination of fairly simple strategy, fairly complex interaction, and attractive and significant game design. The theme is fairly simple, if just a bit silly. Fearless (and somewhat foolish) folk row canoes down the Niagara river, trying to collect the valuable gems that, for some reason, gather near the falls. (I'm pretty sure there are few gems to be found anywhere near Niagara, but it's a game, accept the fiction.) Each turn, each player selects their paddling speed (a card from 1-6, plus an "adjust weather" card), moves one or both of their canoes, and tries not to go over the falls. Since the rules force you to use all 7 of your cards before you can re-use any, you have to think ahead. You can move both canoes the full point score if you want, but you can only launch one canoe a turn, so unless one is already on the river you won't be able to move both. Rowing with or against the current is the same difficulty, and it costs 2 points to either reach out and take a gem or toss the gem you have to shore next to you. You don't score by doing that, though you can advance the more rare fall's edge gems to an easier-to-reach spot (though, of course, someone else might swipe it before you can). You can also steal gems from other players by landing on them (though only when moving upstream). You win by getting 1 of each of the 5 gems, 4 of any one gem, or 7 gems total back to the docks. Oh, but I left out the fun bit... The board, designed to be set atop the inverted box, is built with a sunken river track, with the water is represented by transparent plastic discs that slide along the path the board creates. Each turn, after everyone moves, discs are pushed down-river (carrying the canoes along with them, and perhaps over the falls, which actually means falling off the edge). The number of discs added is based on the slowest rowing speed played this turn plus a weather adjustment from -1 to +2 (it starts at 0, but can be changed whenever you play the "adjust weather" rowing card). The river splits near the end, and so the current might go either right or left (depending on the mostly-random way the discs physically move), creating unpredictability (and, thus, a small chance of surviving). Canoes pushed over the falls must be bought back with gems, so it isn't something you want to have happen. This is a great little game, with a strong (if slightly artificial) theme, great components, and very interactive play. A very deserving award-winner and well worth seeking out!
Parthenon is the least water-themed of the games in this group, but I feel it qualifies (and it's my blog!). Players are attempting to advance the development of their Aegean island, through production, trade, and development. Each season, the island produces goods which they can trade to other players (risk-free, except you might make a bad deal) or to the larger non-player lands. It is here that much of the game lies, and thus the semi-watery theme. Travel to Athens, Sparta, or Ionia is relatively easy (draw one hazard card); travel to distant Italy, Carthage, or Egypt is trickier (two hazard cards). One of the major decisions of the game is what to ship, where to ship it to, and what defenses to send along. (As an added risk, random cards determine 'harbor status' when you arrive, and just might make your trip a bust even if you do make it safely.) There's a lot of risk (and randomness) to this process, and managing that risk is how you get ahead. Now, sea trade isn't the only mechanism of this game... You also have to build with the goods your develop and receive via trade. Each player island has a unique mix of goods it can produce, and none is self-sufficient. The goal is to move beyond simple subsistence and develop a full culture, even constructing two "wonders". Each step along the way gives you additional options (some fixed, some random). But the game lasts only 12 turns, so you can't dawdle! Random events added each turn add to the unpredictability, potentially either helping or severely hampering development. How you manage risk is more important than how you manage the other players (though only slightly). Drawbacks? Well, there are a lot of cards (some of which probably should have been counters or tiny wooden blocks or tiny wooden buildings to ease the monotony) and the game really only works as designed at 3 or 6 players, with some specified adjustments at 4 or 5 to make up for the unequal resource distribution. And the rules are a bit long and somewhat more imposing than they really need to be. But this looks like a nice variation on the Settlers form (trading and development) that allows for more strategy and risk-management, and with no randomness in production (though far more in trade).
Amazonas is also only semi-watery, being a game of exploration and discovery in the Amazon jungle. But as the river dominates the board, I'm going to let it into this group (especially since it makes this group closer to 1/3rd of the remaining games I have on hand). The board, as I said, shows a section of jungle, with numerous villages connected by jungle paths or river routes. The object of the game is to manage a successful expedition, which is judged by finding numerous and varied specimens of fish, iguana, orchids, butterflies, and parrots, and also by dealing successfully with the natives and, as best you can, meeting the secret mission assigned you at the beginning of the game (which will state 4 villages you should try to establish research stations in). Each village allows 1, 2 or 3 stations, at increasing cost, shows what specimen you can gain by building here, and connects to other villages. Each turn, an Event card is flipped (half are bad, preventing jungle or river movement for the turn, halving income due to a fire, or subjecting players to theft of resources; half are good, granting rewards or chances to hire native guides). Each player then selects an income card which sets their base income and determines which specimen pays a bonus this turn (or, if they play their "Native" card, negates the negative effect of the Event for them only). Highest total income (including specimen bonuses) gets to go first, then 2nd highest, etc. Income is spent to place more research stations and thus gather more specimens. Each income card can be used only once until all seven have been used (remember this mechanic from Niagara above?), and the game continues for 18 turns (the size of the Event deck, so every event will occur once each game). At the end, you score one point per specimen provided you have at least 3 of that type (none if you have 1 or 2), plus bonus points depending on how quickly you got to all 5 types, less penalty points for each village on your secret mission you failed to visit. A fairly simple game, but with lots of options each turn. Good play will very much help you (though luck in the Event deck is also critical), and there are significant ways to hamper your opponents as well (mostly by building in the smaller villages to block the short routes to their destinations, if you can guess what those are). It plays in under an hour. A minor drawback is that it plays at 3 or 4 players only, but that isn't always a bad thing.
Santiago is a water game of a different sort, as here water is rare, the most valuable resource of the game. Play starts with a barren desert divided into grids, with a single spring bubbling up at one lonely spot. Each turn, various plantation tiles (crops of bananas, sugar cane, potatoes, beans, or chili peppers with space for one or two planters) are put up for auction. Win the auction, you get first pick. But if you lose the auction, you get something extra (in addition to the last remaining plantation)... You get to be the Canal Overseer for the turn! Once plantations are selected and placed on the board, one or more canals are built, extending from the stream or from previously-placed canal segments. This will irrigate adjacent plantations, allowing them to grow and flourish. Non-irrigated plantations slowly dry up (losing one planter a turn) and return to desert (when no planters remain and more drying is called for). The other players must propose canal options for the turn, and are required to offer a bribe to the Overseer to encourage their preference! The game continues through several rounds (11 for the 3 or 4 player version, 9 with 5 players). At the end of this, everyone scores their plantations, with continuous blocks of the same crop being worth more than smaller, less orderly distributions. Everyone can score the same block, so long as they placed some share of it, but you score size times the number of planters you have working that area, so every turn a plantation goes without water means fewer points for you! This game is fairly simple, fairly quick (plays in around an hour), but has very real strategy and solid, continuous interaction among the players. A solidly designed game, well-produced, and well worth play.
Atlas & Zeus is the last of the water-themed games in my GenCon purchases, and an opposite to Santiago as here the problem is too much water, not too little. It's actually a relatively straightforward game, with two factions of Atlanteans (those worshiping Atlas and those worshiping Zeus, as the name suggests) struggling to be the last ones left as the islands sink. Initially, 16 characters are distributed one each to 16 islands. Each turn, players schedule 6 cards (3 each) to occur. These cards can move characters, cause combat, adjust the order or the islands' sinking, or otherwise modify the board. Eventually, only one player's characters will be left, and they win. There's constant conflict, as the circle of islands contracts at least one each turn (sometimes faster, based on the cards). There's also more than a little strategy and bluffing/guessing, as you have to pick your actions well in advance of knowing what your opponent will do. Clever choices can make or break your side. The game is a reasonably quick play (30-40 minutes) and straightforward to learn, so not a bad little game at all.
Hmmm... seems I liked pretty much everything here, at least a little. Niagara, Parthenon, and Santiago are highest on my list, but anything here is well worth your consideration, and Amazonas very close behind (and gaining an advantage over Parthenon if longer, more complex games are not to your liking).
Posted by ghoul at September 5, 2005 03:26 PM
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