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Avalon Hill, 3M Parker Bros. Business European Mystery Politics Space/Fantasy |
EXCERPTS
FROM THE FALL 2000 GA REPORT
FROM "K-BAN'S KORNER": SAN FRANCISCO (Amigo Spiele; about $30) San Francisco,
designed by
Andreas Wetter and Thorsten Loepmann, has very nice bits - board, wooden
rods and markers, square city and option bidding chits as well as
influence, action and bid cards... The pasted on theme is San Francisco
in 1906 after the great earthquake, in need and rebuilding and
investment. This is accomplished through bidding The board is a 5x7 grid onto which five city tiles of six main varieties are placed (plus the town hall, bank and three parks. Parks are surrounded with 12 white neutral rods that can't be moved in the course of the game. Investment is symbolized by a player's color coded investment rods and the idea is to place your investment rods around the city tiles to try to earn a "majority" and claim that building's prestige points. The buildings (tract homes & villas, ballparks & marketplaces, factories and offices) are worth 4, 5 and 6 prestige points respectively with the bank and city hall being worth 10 prestige points each. As soon as you have sufficient investment rods around a city square (so that no one can have as many as you do around that particular square's perimeter) you can flip over the square to signify renovation and claim the resulting prestige points... Players begin the game with 10 influence cards, numbered 0-9 in their color, and $580,000 in banknotes. The start player (an honor that rotates clockwise) reveals a card from the bid deck and, based on the icons depicted, announces the number of investors who can place their rods on the board, where they can place them, and what types of buildings can be renovated there. An interesting wrinkle is that if the start player doesn't like the top card in the bid deck, he can discard it but then must play the next card from the deck. This allows a player who is low in either influence or banknotes to cause a bid card to be skipped if it suits his purposes. Bids can be resolved from among three methods. Influence bids are a Hols der Geire/Raj affair with identical bids cancelling out. Players start the game with 30 blue influence points. Each player secretly chooses a card from among his deck of influence cards. Winning untied bidders get to place an investment rod of their color and pay with influence points... Money bids...[utilize] banknotes. The start player makes a bid by displaying one or more banknotes and announcing the total bid. Each subsequent player, in clockwise order, either raises the bid or drops out until only one bidder remains. The catch is that there are banknotes ranging from $10,000 to $100,000 but exchanging for smaller notes and change is NOT allowed. The third process... [is]... options... You turn over one of three chits showing the tract homes & villas, ball parks & marketplaces, or factories & offices, all selected in pairs. If unopposed, you can build for the smallest banknote you have. If opposed, you have a sealed bid, risking 1-5 banknotes and revealing simultaneously. All winners from options bidding pay banknotes to the bank; losing bids are returned to their owners. Each turn, when there has been one or more successful bids, an action card is flipped and carried out. Action cards can either trigger a bidding round... or they can cause bonus rounds where everyone can regain four influence points or up to $100,000 in banknotes... and can result in additional investments, movement of investments already on the board and replacement of other player's investments. The action cards are also the game's timing mechanism. Each action card played covers up a year from 1907 to 1918...When 1918 is covered and played, the game ends. The player with the most prestige points wins. San Francisco is very busy with much simultaneous play and little downtime. It accommodates three to five players but plays best with four. Playing time averages just over an hour. There is an element of bluff that appeals to some and confounds others. The mechanisms mesh nicely and reward sound resource management which is crucial.... My only major gripe...is the production on the city tiles. Their backs are all done in a muted sepia tone that makes it very difficult to distinguish the six types of building groups... San Francisco is a game that is light enough for family play but challenging enough for veteran players. Recommended. -------------------------------------------- Steve Kurzban
FROM "POINT OF VIEW": THE PRINCES OF FLORENCE (Alea/Rio Grande Games; about $45)
Die Fursten
von Florenz (The Princes of Florence) is
the newest game from Alea... Thus far, the numbered Alea series has
brought forth Ra...Chinatown...
and Taj Mahal...meaning
The Princes of Florence
has a very tough act to follow. In my view, it succeeds brilliantly. The game is attractively packaged, as are all Alea games. The bits are graphically appealing and, although there isn't much in the way of wood to play with, there are cardboard "pentominoes" at the heart of the game and they are really fun. Your palazzo lies in the bottommost left of your princely 7x7 estate depicted on a separate color coded board for each player. There is a main scoring board... and this board keeps track of Victory Points (VPs) and "werke points" (WPs) which are scored when your "worker" has satisfied certain minimum requirements and can "display" his work for all to see. What do these 21 artisans and scientists... need? Tastes vary and a busy and proper prince must please those who will make their patron look good. So, some prefer a lake on the property, some prefer parks...several different types of buildings are required to house their work... Individual tastes do not stop there. All of these characteristics and more are found on the 21 cards that represent the 21 Personalities. As the game opens, the players take four of these cards and attempt to find any three with the most factors in common. Then the fun starts. In Phase A of each turn, the players bid on one of seven different items: a lake, a forest, a park, a Baumeister (architect), a Jester, a Prestige (Victory Point) card and a "Companion" card... the player on turn decides which of the seven... is auctioned.... Whoever wins the auction marks the stack of the card or piece with his color marker. The auction winner and the auctioned piece are out of all subsequent auctions for that turn. So, in a five player game, everybody gets to win one of the five auctions in which five of the seven pieces will be chosen.... In Phase B..., players get to build a building or two for their artisans, buy them the freedoms they require, buy bonus score cards and, if satisfied that they meet minimum requirements for the round, they may "display" the artisan.... In Phase B, you have only two actions, meaning if you buy a freedom and a building, you don't even get to display a person. There is so much that has to be done and so few actions to do it all!... There are seven rounds of play and the minimum requirement for display rises with 7, 10, 12, 14, 154, 16 and 17 points required as the rounds progress. For instance, the proper building is worth four points, the right landscape is worth four, the right freedom three. Each Jester...brings another two...Each "personality" or companion - including the one displayed - adds one point... When the player displays, he adds the points together and then marks the "werke" score on the same track as the VPs. The best single display at the end of the turn scores three VPs...The buildings? There are three of each kind and nine types in all. Two are large (seven spaces), five are medium (five spaces) and two are small (three spaces). When erected, they must be arranged in the estate without touching each other (diagonal is okay) although landscapes are allowed to touch.... and they are expensive at 700 florins each. With a Baumeister, things are much more manageable at 300 florins each. A second Baumeister allows buildings to abut right up against one another and scores three VPs. A third allows players to erect buildings for FREE and scores another three VPs.... did I mention there are only six available for the entire game?! There is so much in The Princes of Florence that is novel that it begs for repeated play. Although there has been some commentary about a very limited amount of interaction, the complaint is handled easily. First, the auction ensures that each player has a good shot at something useful. The game is clearly not solitaire for four because of the fierce competition for the Princes to display the artisans at their happiest. Given the rarity of certain items (six Baumeisters, seven Jesters, three of each buildings), there is an extreme amount of tension that builds up and players feel very involved with each other. Second, given the required juggling and management of resources, a heavy dose of interactive involvement might slow the pace to a crawl and that is not a desirable outcome. At this point, it it still too soon to say whether The Princes of Florence is the favorite to win Germany's Spiel des Jahres although I certainly expect it to be nominated. The game is really a lot of fun to play and, like all of the Alea games that precede it, is what I call a "rich" gaming experience. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Al Newman
DELTA
DRAGON (Eurogames/Descartes,
USA; $29.99)
Delta
Dragon by Roberto Fraga
comes squareboxed with a mounted game board (depicting the delta of the
Dragon river complete with 27 islands and six villages), 6 pawns, 6 sets
of colored p Each player receives a pawn (placed on a village) and the matching set of colored planks and 13 Action cards. In each round, players place five Action cards face down, in the order they will be performed (if possible). Simultaneously, all "first" actions are revealed. Once resolved, "second" actions are revealed (and resolved) and so on until all five sets have been completed. Action cards are reusable in later rounds.Action cards allow players to seed stones on the islands that dot the area between the villages, place planks (to enable player tokens to travel towards other villages), move tokens onto the planks and even remove stones and planks. In addition, Dragon cards can cancel the action of the player with the matching color (but you may only play one Dragon per round. But all is not quite as simple as it may appear. The planks of each player comes in different sizes ranging from a rather smallish 1 to a lengthy 6. When placing a plank, that plank must be supported by a stone at each end (or a village). Planks may not be measured but must be gauged by sight. If a plank does not reach, the player loses that action. Similar misfortune befalls a player if he plays a movement action and cannot complete it (because of a plank not being in the proper place or another token not being in the position for a player to jump). In those cases, that player's token is considered to have "fallen into the delta" and goes back to start! The removal option is rather clever. When playing the remove a stone or plank card, a player may remove a stone to the communal supply. When removing a plank, however, there are certain restrictions. You may never have two planks of the same number or planks of more than two colors... The first player to successfully navigate over the delta to the opposite village wins! Dragon Delta could accurately be described as "chaos in a box". The more players there are, the less control you have as your pawn often shifts along routes that you never dreamed of. The colorful interwoven planks add to the crazy quilt atmosphere too. Yet, the pleasure of the game lies in trying to outguess your fellow delta travellers, when to move and when to cancel an opponent's play, when to remove a plank and which one - all factors that add to the delightful dizziness. Dragon Delta is a light concoction that offers a good hour of pleasing family fun. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Herb Levy
FROM "NIX PIX":
The 37 rings that make up the field of play are arranged in a hexagonal pattern with four rings to a side. The marbles begin off this fluid board. Furthermore, each color or marble comes in a different quantity. The white are the fewest (with six pieces), followed by grey (eight pieces) and, finally, black (ten). On his turn, a player places any color marble they wish from those remaining off the field of play and then removes one of the rings from the edge of the "board" thus reducing the playing area of the game. The only way players would not do this is if they have a jump move available at the start of their turn. A jump move is created by a player placing a marble next to another one on what is left of the play area. If you have a jump available at the start of your turn, you must take it. If you have multiple jumps, you can choose which to take but, as long as you can continue to make jumps, you have to keep jumping. A player captures all of the marbles he jumps. If you make a jump move, you do not place a marble or take a board ring. The marbles you capture in a jump are stored in front of you, rather conveniently, upon rings that you have previously removed from the field of play. This leads rather nicely into how one goes about winning Zertz. In the basic game, the first player to take half the number of one color of marble (three of the white, for example) or take two of each color of marble wins the game. The tournament rules are one half plus one of a single color or three of each color to win. Zertz is an incredibly smooth piece of design work. Board pieces taken early on become holders for a player's captured pieces. The method of setting up a jump to force your opponent's next move is balanced nicely by the fact that you are handing your opponent potential victory. On top of all this, the playing area is constantly shrinking which forces the game to a tight conclusion. ... The other thing I noticed... is that I haven't fallen into any sort of opening move yet. After my first few playings of most abstract games, I will find some optimal set of early moves to maximize my position for the midgame. Any such set of moves for Zertz have eluded me to this point due to the depth of the game's strategy. Zertz is a brilliant addition to the GIPF series.... Given the elegance of the design, I am very much looking forward to more from Kris Burm. - - - - - - - - - - - - - Nick Sauer (From Schmidt International/Rio Grande Games; $29.95)
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