JAMBO
(Kosmos/Rio Grande, 2 players, ages 10 and
up, about 30 minutes, $22.95)
Remember
that commercial for peanut butter cups that aired a while back?
The tag line was something like, “two great tastes in one candy!”.
That was the kind of anticipation I felt when Jambo
was announced. Not only was the
game going to be part of one of my favorite series, Kosmos’ storied “Spiele
für Zwei” line, but the designer was Rüdiger Dorn, who’s really been
turning my head lately with games like Traders of Genoa
and last year’s brilliant Goa (Summer 2004 GA
REPORT). A combination like that
made this a must buy. And I’m
happy to say that this pairing worked just as well as expected.
In fact, Jambo has been a big hit and is
threatening to become one of my all-time favorite two-player games.
It’s easy to
say how much I like the game, but it’s a little harder to say what kind of
game Jambo is.
The base mechanic is trading, but this is all done with the bank, so
it’s nothing like the wheeler-dealer trading that goes on in Chinatown
(Spring 1999 GA REPORT), for example.
And even though the object is to acquire money, it isn’t anything like
classic financial games such as Tycoon (Summer 1998
GA REPORT) or, God help us, Monopoly.
No, since the essence of the game is cleverly using card combinations,
maybe the closest comparison would be to Magic: The
Gathering (Winter 1994 GA REPORT).
There’s no collectable or deck-building aspects, but there is a similar
give-and-take interplay between the two players, with a trading mechanic
substituting for the attacking.
Ah, it’s just
easier to describe the game. “Jambo”
means “hello” in Swahili and was the traditional greeting uttered by the
merchants who worked at the many Central African marketplaces before the days of
colonization. At least, that’s
what the rulebook says and I’m sure the good folks at Kosmos would never
resort to telling a fib! All this
establishes the theme of the game, which is played with a deck of cards and six
different kinds of wares. Wares are
the items being traded and include things like silk, tea, and salt. There are six cardboard counters provided for each type of
ware. Naturally, you need a place
to display the wares you have, so each player begins the game with a Large
Market Stand card, which has room for six wares.
The players also begin with five randomly dealt cards and 20 gold (the
unit of currency in the game). The
object is to have the most gold at the end of the game.
Players have
five Action Points they can spend on each turn.
The game uses a nice system to keep track of how many actions remain.
Five Action Markers are placed in the center of the table.
When a player uses an action, his opponent picks up one of the counters. Thus, the player can easily see how many actions he has
remaining during his turn. This
system also keeps the non-active player involved during her opponent’s turn,
although, since the game has little downtime, that isn’t that big an issue.
There are two
parts to each player turn: drawing
cards and playing cards. During the
first part, the player adds a card to his hand.
He does so by taking a card from the face down deck (at the cost of an
action) and either keeping it, or discarding it and taking another card (which
costs another action). He can keep
at this until he finally finds a card he likes or he runs out of actions.
But he can only add one card per turn and only the last one he picked.
This is a good system for mitigating against the luck of the draw in a
game without an open display. It
also gives players an interesting selection problem at the beginning of every
turn—do I keep this nice, but not great card I just picked, or go fishing for
something better, at the cost of extra actions?
The player then
has his remaining actions to spend during the second part of his turn.
For the most part, every card played costs the player an action.
There are other ways he can spend actions in this part of the turn, but
to explain this, it’s necessary to look at what cards are in the game.
The most common
type of card are the Ware cards. These
show three of the wares—sometimes three different ones, sometimes two or all
three of them the same. (There’s
also a few Ware cards that show six different wares.)
In addition, there are two values at the bottom.
When you play these cards, they can be used in one of two ways.
If you want to buy the wares, you pay the bank the lower value in gold
and then add the wares to your market by taking them from the supply.
All of the wares must be available and you must have room to display them
all. Alternatively, if your market
already contains the ware counters listed on the card, you can sell them by
putting these wares back into the supply and taking the higher value on the card
from the bank. For example,
there’s a card that lets you buy three hides for 3 gold, but the same card
lets you sell the same items for 10 gold. Yes,
it’s rather surprising that triple markups were standard practice in the Congo
back then, but it’s a good thing they were, since this is the principal way
for the players to add to their gold supply.
Now you might
get lucky and draw duplicate Ware cards, allowing you to first buy and then sell
at a sweet profit. But more
typically, there’s a major discrepancy between the wares you have and the
wares you’d like to have in order to make a sale.
That’s where most of the other cards come in.
One way to do
things is just to keep buying and then to sell when you pick up a Ware card with
an order you can handle. Fans of
this maneuver will find the Small Market Stand cards come in handy. These increase your display capacity by three wares apiece.
The first to be purchased costs 6 gold; each subsequent one (for either
player) costs 3 gold. This price discrepancy keeps a player lucky enough to draw
one early on from gaining too much of a lead on her opponent.
It also means that the decision to buy the first Small Market is usually
an interesting one, particularly if you suspect your opponent may have one as
well. (Early reviewers of Jambo
opined that the player drawing the most Small Market cards has a huge advantage.
Maybe they got a little too much of the African sun, because I haven’t
found that to be the case at all.)
By the way, every
time a player fills the sixth space on his Large Market Stand, he has to pay two
gold to the bank for the privilege. This
can eat into your profits in a hurry. It’s
one more reason for picking up at least one Small Market Stand—the extra
capacity means it’s much less likely you’ll have to fully occupy your Large
Market.
Then there are
the Utility cards. These are all
inanimate objects, such as a kettle or drums.
When you play these, they have no immediate effect, but instead are
placed in front of you. You can
have up to three Utility cards in play at once.
Once in play, a Utility card can be activated up to once a turn, at the
cost of one action. This allows the
player to use the ability printed on the card.
For example, the Boat allows you to discard a card and take the ware of
your choice from the supply. The
Throne lets you take the ware of your choice from your opponent, in exchange for
one of your wares. And the Well
lets you pay a gold and draw a card. Whether
or not you activate a Utility card on your turn, you get to keep them, allowing
you to form something of a long-term strategy.
With ten different types of Utility cards, there’s lots of different
kinds of combinations you can employ in order to further your goal.
Utilizing the Utility cards in clever ways is one of the more enjoyable
aspects of the game.
Next are People
cards. These are one-time only
cards—you play them at the cost of an action, they take effect, and then they
are discarded. These have effects
like the Shaman, which allows you to trade all of one kind of ware from your
market for another kind of ware from the supply, or the Dancer, whose gyrations
are sufficiently distracting that you can use any three wares to satisfy the
requirements of a Ware card when selling (hmm, sounds like the Enron executives
could have used her talents in their trial!).
These cards tend to have more powerful effects than the Utility cards,
but they’re strictly fire and forget. There
are 13 different types of People cards, so again, there’s a great deal of
variety.
Finally, come
the Animal cards. These are
one-time use cards, just like the People cards.
They differ in only two ways. First,
they are all “take that!” cards which hurt your opponent.
For example, the pesky Parrot, which lets you steal one of your
opponent’s wares, or the dreaded Crocodile, which lets you discard one of your
opponent’s Utility cards in play (and even lets you use the card once before
trashing it!). There is a second
difference, which helps lessen the power of the Animals.
The most common People card is the Guard, which can be played during your
opponent’s turn whenever she plays an Animal card against you.
Both cards are discarded. An
Animal card played at the right time can be devastating, so it’s always nice
to have a Guard in your hand, assuming you can find one.
There are eight different types of Animal cards in the game, proving once
again that the jungle is a dangerous place.
The players
alternate turns, using their five actions by drawing, playing, and activating
cards. If a player has two or more
unused actions at the end of his turn, he takes one gold from the bank.
This is more or less a consolation prize, as the actions are usually more
valuable than that, but at least a player who is temporarily stymied can make a
little profit.
The end of the
game is triggered when one of the players has 60 or more gold at the end of her
turn. Her opponent then takes one
last turn. If he can match or
exceed the first player’s gold total, he wins.
Otherwise, the player who triggered the end of the game is the winner.
Some people have complained that this could lead to a situation where two
closely matched players are afraid to end the game, fearing that their opponent,
armed with an extra turn, will be able to pull ahead.
I suppose this is possible, but based on my experience and that of
others, it seems as if this would be a pretty rare occurrence.
Jambo
is all about sizing up the current situation and then making the best play with
the cards and actions available to you. The
utility cards introduce a little bit of a long term planning, but this is mostly
a tactical game. In that regard, it
reminds me of another one of my Kosmos two-player favorites, Babel
(Summer 2001 GA REPORT). Jambo is
less chaotic and has fewer chances for messing up your opponent’s plans, but
in both games, players are presented with a gaming problem each turn and the one
who does the best job of optimizing his chances will win.
The decisions
begin with the card draw. Since all
the cards are good and most have interesting effects, it’s tempting to take
the first one you pick up and save some actions.
After all, even if you can’t use this card right away, you should be
able to find some use for it soon. Experience
has shown that you’re often better off spending one or two extra actions
trying to find the card you really need. Of
course, this decision can be influenced by the number of actions you plan to use
in the second part of your turn, plus a whole host of other factors.
In other words, this is yet another interesting decision in the game.
There are many
ways to go about acquiring wealth. Most
of them involve the use of one or more Utility cards.
These can give you gold, extra cards, or wares.
The fun comes in trying to get good combinations in play and utilizing
them well. You can also make useful
combinations with the one-time use People cards.
Of course, you’re limited to the cards you draw, but something decent
can usually be constructed out of most hands you’ll encounter.
Remaining patient and flexible and grabbing your opportunities when you
can is a big part of the skill of the game.
You can use the
cards to carry out quite a few viable strategies.
You can try to play ware cards and then mix and match them to a nice
profit. Small Market Stands and
cards which allow you to acquire extra ware cards are helpful here.
You can also use Utility and People cards which let you pick up and/or
exchange wares to allow you to make sales.
Another popular strategy is to have Utility cards in play which let you
add cards to your hand—the extra flexibility this gives you can be invaluable.
Finally, you can emphasize the tactical approach and simply carry out
whichever strategy seems most appropriate based on the cards you are seeing.
I’ve yet to see any one approach dominate, which is the mark of a
well-designed and well balanced game.
Although
you’ll probably be looking to help your own position more than hurt that of
your opponent’s, there’s still plenty of ways to play a little defense.
The Animal cards are the principal way of doing this.
Some are so powerful that it’s always a good idea to have at least one
Guard card in your hand if possible, just to keep the true natives of the jungle
at bay. The Animal cards also do a
good job of balancing the game. For
example, there are cards which make it dangerous to have too big a supply of
hand cards, wares, or Utility cards. Just
the threat of a card like this being played can serve to keep the players
honest. Even though these cards can
disrupt the best laid plans, their numbers are sufficiently small and the Guard
cards sufficiently numerous that they don’t dominate play.
Although in most games, the advantage between the two players will sway
back and forth a bit, this is not a game that tends to feature wild swings of
fortune between the two opponents.
Hopefully,
these guidelines will give you something of the flavor of the game, but Jambo
really is a game that works better in person than on paper.
Games of this sort always come down to the quality of the card abilities
and how well they interact. Dorn
and the Kosmos development team have done an excellent job here, producing a
game with plenty of variety which plays consistently well. I find the game quite absorbing, where good judgment, rather
than brain-busting analysis, is rewarded. Games
move along at a good pace and come from behind victories are very possible.
I honestly can’t think of any serious negatives with the design; it
accomplishes what it sets out to do flawlessly.
The Kosmos
two-player series always features fine production values, but Jambo’s
appearance shines even when compared with this high standard.
The cardboard counters are nice and sturdy and the ware counters have
easily distinguishable illustrations and colors.
It’s the cards, however, that will really get your inner parakeet
singing. Artist Michael Menzel (a
new name to me) did a beautiful job of illustrating the cards, without once
resorting to caricature or cliché. The
hues are rich and bright and the illustrations really give the game a delightful
African feel (far more than the gameplay does, since the mechanics could have
been based in any marketplace in the world).
Thankfully, Kosmos and Menzel didn’t get carried away with the pretty
pictures and left plenty of room on the cards for a clear explanation of how
each one works. The rules are also
clear and laid out well. This is a
game that is as enjoyable to look at as it is to play.
So if you’re
looking for a reasonably quick two-player game with good variety and challenging
tactical gameplay, I highly recommend Jambo.
It’s another triumph for Rüdiger Dorn, who as far as I’m concerned
can do no wrong right now. The
combination of Dorn and the Spiele für Zwei series is what grabbed me, and the
combination of a game that both plays great and looks great is what sold me.
Like that other notable commercial says, “double your pleasure, double
your fun!” - - - Larry Levy
![]()